When the Gods forged Creation they imbued everything with a spirit of its own, a soul so to speak. The trees, the bushes, serpents and birds, everything was imbued with a soul. Even the very earth and the mountains got spirits of their own, as did the winds, the rain and the storms.
Saints and Sainthood: The inside story on the ascended
Necromancy: By some it is considered as nefarious black arts and by others a vault of opportunities, the very key to the secrets of life. A substantial part of the necromancer’s practice is devoted to undeath; a state in which one is neither alive nor dead. Unbeknownst to the general populace there are three ways in which undeath can provoked, and the curse of unlife bestowed upon the recipient.
The Eternals are one of the few races who survived the awakening of the Gods and the fall of Prime Creation. They were solitary, but powerful, weavers of essence and were locked in a bloody war with the Other Ones, another race which survived the Gods.
Angels are the guardians of Order, the forces that oversee that the purpose of existence is indeed fulfilled.
“Dreams are the only reality” suggests some of the ancient manuscripts. Dreams and the dreamers often reveal secrets long forgotten, or dreams can hide the truth only to make it resurface decades or even centuries later
Demons are the darker emotions, the destructive forces of creation. In primeval times the demons awoke alongside the gods and the angels, and were herded by the greater powers, chased into hell, even as the angels were led into heaven.
When the world is changing and madness descends, can a group of stalwart villagers save a bastard newborn from the clutches of an unknown enemy?
This campaign follows the group on their desperate flight from hostile forces, both covert and overt. This Campaign centre around their perilous journey through the highlands, the lowlands and within the cities of men. Will they survive long enough to reach the relative safety of the sacred Ulukhan? And how will they react to the hidden truths and internal strife they encounter on their journey?
This is a fully fledged campaign. One that will span many, many table top sessions.
The Kathyrrian Zombie is a special kind of Zombie created by the Kathyrrian Cabal, an exotic group of spellcasters based in the Acaians.
Barrow Dragons is a race of lesser dragons, nearly as small as wyverns or about the size of two oxen, that most often make their abode within dark and dry subterranean lairs.
An Aoktholian Swarm is a huge swarm of screeching, red and black feathered crows. The Aoktholian does normally not exist, but when there is a drought, these desperate crows change.
The Murdered Young are the vengeful ghosts of infants who died before they were baptized.
This is a system for balancing magic based on two negative aspects: A) Magic creates “noise” that those sensitive to power will notice and B)Magic is channeled through rifts to other parts of reality OR other dimensions/planes/what have you and those rifts can get out of control…
This is devoted to those common problems facing a GM. How do you get enough players? What do you do when there is a bad atmosphere within the group?
Everyone, please post those tips and tricks that come to mind. There is no one true solution. Different GMs, different solutions.
The beasts of Urghul are found in the valley of Urghul, a remote, forested valley within the Cyllerean Mountains. These unstopable creatures are gigantic carnivores with a physique resembling gorillas, but with dark bluish-green scaly skin and huge ram horns protruding from their low foreheads.
The Stilling Potion is employed by mercenaries and necromancers alike; a potent concoction that makes the imbiber seem dead for a certain period of time
This Herbal Potion was made by Marcaine, a herbalist renowned for his penchant for making all his potions intoxicating in one way or the other
The Korinthan Master Thieves employ the Cracker Powder as a form of safeguard: An alarm system warning them of approaching guardsmen and their like
The Korinthan Master Thieves often employ this extremely potent acid in their nighttime activities.
The Malisso Cabinet is an ordinary piece of luxurious furniture, but one that might create a lot of trouble for its owner.
The nations of the Kolm surpasses all other barbarians in their wilderness of life. Thoug they do just bear the likeness of men, of a very ugly pattern, they are so little advanced in civilization that they make no use of fire, nor any kind of relish, in the preparation of their food, but feed upon the roots which they find in the fields, and the half-raw flesh of any sort of animal. I say half-raw, because they give it a kind of cooking by placing it between their own thighs and the back of their horses. They fight in no regular order of battle but by being extremely swift and sudden in their movements, they disperse, and hen rapidly come toghether in loose array. They spread havoc over the vast plains and flying over the ramparts, they pillage the camp of their enemy almost before he has become aware of their approach. They are the most terrible warriors for when in close combat with swords and flails they fight without regard to their own safety, and while their enemy is intent upon parrying the thrust of the swords, they will entangle him with their chains so that he loses all power of walking or riding.
Excerpt from "The peoples of the world" By Taklamarian court-scholar Guliman Amon.