Fear ye not the sorcerer’s might / for ye be wreathed in Baunumdraung’s light!
Scale and bone and tooth and claw,
All are symbols of His law
Mourn not the fallen, sick, or weak,
They are His to claim and His to keep!
"How did you lose your arm?"
"Well you see, I fought this one bloke with a bizarre sword…"
Not named for an resident beast, but for the multitude of winding, mazelike passages fraught with danger.
Of all the threats space travelers may face, few are as difficult to predict as Gamma Goblins.
Just as every religion has a unique emblem, so to do they have unique equipment that their more adventurous members make use of. These are some of those items.
One of the few cities in the world where the ability to swim is more than just recommended.
"RUN! HE’S DANCING THE MAMBO!"
-The last thoughts of an adventurer who crossed a Spelldancer.
"Never seen anything like it before. Two strikes, and the room was awash in blood."
"After being to the Bramblefens, blackberry thorns just seem kinda cute!"
"We, who carry the weight of an empire. We, who break our backs that others might rest easily! We, who will be slaves no longer! Rise, my friends! Rise against the injustices done to you!"
It’s amazing what a huge amount of strain can do to somebody, what it can cause them to become.
If Akoro existed anywhere but in the depths of hell, it would have torn itself apart centuries ago.
"Did a BEAR just jump out of that mans backpack?!?"
"Yes sir, I believe it did."
"Men? They send men to repel us? Humans…"
Who said Medusa are evil?
The twin goddesses of the Medusan race, Gethserath and Amarane.
What the… since when could it do THAT?
Buttons, how could you?
Come one, come all to the greatest show in the world!
In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?