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	<title>Planar Mysteries Archives - Tribality</title>
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		<title>The City of Quaymire</title>
		<link>https://www.tribality.com/2017/05/11/the-city-of-quaymire-2/</link>
					<comments>https://www.tribality.com/2017/05/11/the-city-of-quaymire-2/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Thu, 11 May 2017 13:00:01 +0000</pubDate>
				<category><![CDATA[Planar Mysteries]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=20167</guid>

					<description><![CDATA[<p>The city of Quaymire is a coastal city in the perpetually fogbound swamp, although the name “city” is a bit of a misnomer because the settlement itself is little more than a series of interconnected docks, a dozen some odd buildings, and a large building that serves as the town’s meeting hall, sole bar and inn, as well as a few sparse huts scattered all throughout the area, prone to flooding when the water levels rise during rainy season. Often [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/05/11/the-city-of-quaymire-2/">The City of Quaymire</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2017/05/11/the-city-of-quaymire-2/feed/</wfw:commentRss>
			<slash:comments>6</slash:comments>
		
		
			</item>
		<item>
		<title>King of Games Background</title>
		<link>https://www.tribality.com/2017/04/30/king-of-games-background/</link>
					<comments>https://www.tribality.com/2017/04/30/king-of-games-background/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Sun, 30 Apr 2017 13:00:45 +0000</pubDate>
				<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[Planar Mysteries]]></category>
		<category><![CDATA[Player Resources]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=20016</guid>

					<description><![CDATA[<p>King of Games Background By: Jesse C Cohoon &#160; The King of Games is a concept that’s in popular culture: in the animes everything from the ones based around the game of “Go” (Reversi) to fighting monster games such as Pokémon to Yu-Gi-Oh (and any number of the spin off titles), to “No Game, No Life” to various titles where everyone in the series is trapped into a virtual reality game and one person is adapting quite well, in fact [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/04/30/king-of-games-background/">King of Games Background</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2017/04/30/king-of-games-background/feed/</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
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		<title>Dancing Monk Background</title>
		<link>https://www.tribality.com/2017/04/26/dancing-monk-background/</link>
					<comments>https://www.tribality.com/2017/04/26/dancing-monk-background/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Wed, 26 Apr 2017 13:00:11 +0000</pubDate>
				<category><![CDATA[D&D 5e]]></category>
		<category><![CDATA[Planar Mysteries]]></category>
		<category><![CDATA[Player Resources]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=19954</guid>

					<description><![CDATA[<p>Dancing Monk Background By: Jesse C Cohoon In this article I’m not seeking to reinvent the wheel. A basic outline of what it takes to create a background but can be found here. This is my own take on background for D&#38;D 5E, so I’m playing a bit ‘fast and loose’ here with some of the concepts herein. This particular one is a class specific background. Monks in D&#38;D are typically viewed as people who you have to go out [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/04/26/dancing-monk-background/">Dancing Monk Background</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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			<slash:comments>9</slash:comments>
		
		
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		<title>Class Concepts Part 2: The Patternist “The Weaver Witches” Part 2</title>
		<link>https://www.tribality.com/2017/04/16/class-concepts-part-2-the-patternist-the-weaver-witches-part-2/</link>
					<comments>https://www.tribality.com/2017/04/16/class-concepts-part-2-the-patternist-the-weaver-witches-part-2/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Sun, 16 Apr 2017 13:00:18 +0000</pubDate>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Planar Mysteries]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=19901</guid>

					<description><![CDATA[<p>Class Concepts Part 2: The Patternist “The Weaver Witches” Part 2 By: Jesse C Cohoon &#160; Class Concepts are a multi-part series on ideas that seem to have escaped many of the game designer’s ideologies when figuring out classes. This series is not meant to give rules or the breakdown of the progression of the classes that are being presented here per se, but ideas by which GMs can flesh out these concepts for their own games. Because my background [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/04/16/class-concepts-part-2-the-patternist-the-weaver-witches-part-2/">Class Concepts Part 2: The Patternist “The Weaver Witches” Part 2</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2017/04/16/class-concepts-part-2-the-patternist-the-weaver-witches-part-2/feed/</wfw:commentRss>
			<slash:comments>4</slash:comments>
		
		
			</item>
		<item>
		<title>Class Concepts Part 2: The Patternist “The Weaver Witches”</title>
		<link>https://www.tribality.com/2017/04/12/class-concepts-part-2-the-patternist-the-weaver-witches/</link>
					<comments>https://www.tribality.com/2017/04/12/class-concepts-part-2-the-patternist-the-weaver-witches/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Wed, 12 Apr 2017 13:00:50 +0000</pubDate>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Planar Mysteries]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=19829</guid>

					<description><![CDATA[<p>Class Concepts Part 2: The Patternist “The Weaver Witches” By: Jesse C Cohoon Class Concepts are a multi-part series on ideas that seem to have escaped many of the game designer’s ideologies when figuring out classes. This series is not meant to give rules or the breakdown of the progression of the classes that are being presented here per se, but ideas by which GMs can flesh out these concepts for their own games. Because my background is in D&#38;D [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/04/12/class-concepts-part-2-the-patternist-the-weaver-witches/">Class Concepts Part 2: The Patternist “The Weaver Witches”</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
					<wfw:commentRss>https://www.tribality.com/2017/04/12/class-concepts-part-2-the-patternist-the-weaver-witches/feed/</wfw:commentRss>
			<slash:comments>2</slash:comments>
		
		
			</item>
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		<title>Class Concepts Part 1: The Strength Based Magic Users (&#8220;The Strength Mage&#8221;)</title>
		<link>https://www.tribality.com/2017/04/03/class-concepts-part-1-the-strength-based-magic-users-the-strength-mage/</link>
					<comments>https://www.tribality.com/2017/04/03/class-concepts-part-1-the-strength-based-magic-users-the-strength-mage/#comments</comments>
		
		<dc:creator><![CDATA[Jesse Cohoon]]></dc:creator>
		<pubDate>Mon, 03 Apr 2017 13:00:35 +0000</pubDate>
				<category><![CDATA[Classes]]></category>
		<category><![CDATA[Planar Mysteries]]></category>
		<category><![CDATA[System Agnostic]]></category>
		<guid isPermaLink="false">http://www.tribality.com/?p=19719</guid>

					<description><![CDATA[<p>Class Concepts Part 1: The Strength Based Magic Users &#8220;The Strength Mage&#8221; By: Jesse C Cohoon Class Concepts are a multi-part series on ideas that seem to have escaped many of the game designer’s ideologies when figuring out classes. This series is not meant to give rules or the breakdown of the progression of the classes that are being presented here per se, but ideas by which GMs can flesh out these concepts for their own games. Because my background [&#8230;]</p>
<p>The post <a href="https://www.tribality.com/2017/04/03/class-concepts-part-1-the-strength-based-magic-users-the-strength-mage/">Class Concepts Part 1: The Strength Based Magic Users (&#8220;The Strength Mage&#8221;)</a> appeared first on <a href="https://www.tribality.com">Tribality</a>.</p>
]]></description>
		
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			<slash:comments>7</slash:comments>
		
		
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