The Black Ones are a paranoid’s nightmare. They can take over any single body, or be hiding nearly anywhere. They can see as well in the dark as the light. They can hear nearly any sound, like the faintest heartbeat 10 paces away. They are totally alien, with motivations and drives that are nearly incomprehensable to humans. And the worst part is, they are here and you don’t know it.
Fakastr are large brutal bull-like creatures. They are green and brown mottle in their fur. Their hooves are large and sharp, as are their long pointed horns. They also regenerate. If they were not dangerous enough, they are semi-intelligent.
The Hand are assassins and spys of legend. Each member has super human abilities and skills. They have been known to breach the tighest security. They have been implicated in hundreds of deaths, though no proof of foul play has been found for many of them. However, things are not always what they seem… especially when an Orb is around.
The Silver Stars are the premiere healing organization in the Known World. They possess powerful healing magics and tangible medical skills. However, things are often not what they would seem, especially when a secret Orb of Corvus involved.
Life is nothing more than a turn of the gaming wheel. Since “Fortune Serves the Bold,” the world should serve the members of this organization.
The Clan is the original unit of social organization for the people of The Known World. Humanti society is becoming more diverse. The Guild or professional organization is taking the fore in the Known World. Except on the Sea.
The Guilds of Antioch are the most important social group in the region. The Guilds have replaced the Clan as the central social organization of society. Each Guild Head (or representative) meets with the Guild Council to determine laws and policy of Antioch.
The shark is the most efficient hunters in the realms. This has empowered the Shark Spirit, to become the Beast Hunting Spirit. This powerful spirit has bound elementals of various kinds and places with a shark imprint. These bound spirits spawn new shark races, land sharks, sand sharks, sky sharks, and as for here, ice sharks.
The Dancing Lights of the Ice Wind are one of the great dangerous in the Land of Snow and Ice.
This ferocious creature has plagued adventurers that enter it’s cave for hundreds of years. No one knows what it gaurds in it’s lair, but rumors of vast wealth continue to draw adventurers to it.
Arkths are dangerous creatures: as large as a grizzly bear, armored like an organic tank, strong like a wyvrn, and an attitude that makes them take out anything that gets between them and their “food”. These creatures are destructive to everything around them. That is why they are known more commonly as Ravagers.
“It is a door, a stout wooden door with its frame, just standing there in the middle of the field. Why would someone put it there? And the important question, does it actually open to anything?”
Journal of Thomas Mccannon.
Drakonus Legitus is commonly know as Order Dragons or (rarely) as Companion Dragons. They are known as Order Dragon for several reasons, the most obvious was that they were used as Dragon Mounts for the Dragon Knights of the Order of Eternal Flame… a mythic order from an earlier time. There numbers in the wild are quite small and there are no captive ones known… at this time. Most of them died with the Order.
The Order of Eternal Flame was a great order of the past, dedicated to bringing law and justice to The Lands. The Dragon Knights brought a golden age to the Elder Times. Unfortunately, they were betrayed and that golden age has been lost.
This Codex is for classes or types of magic weapons, rather than specific items. These are not “one of a kind” items. These are enchantments that are “common” in the magic community (or were common at one time), so you will encounter a number of these weapons.
Caraguis is an idylic little village, deep in the wine country. It is like the traveller was walked into a Maxwell Parish picture. It is on what was once a main road, but the newer road takes you to the important places quicker. Yet if you are taking in the beauty of the hills and valley or avoiding people on the main road, you will encounter Caraguis.
It was the first true “scientific” book of healing arts. Thus the clerical establisment decided it was heretical and all the copies and the author were burned.
The Greens are a group of balance between the Colors, the factions of Blue and Yellow.
There are always factions at Court. These “teams” are color coded for your convience. However, it is not always good to wear your affiliations on your sleeve.
The Order of the Iron Gauntlet is the oldest in the Kingdom. They are the order of the King’s Guardian Knights. Though they are Generals and Warriors of note, they act as the King’s bodyguards in battle and interesting situations.
An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.
The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...