In the strangest parts of The Ocean, the Lojcreltians are born. Beings of weirdness and cosmic balance so profound they can alter reality.
A very brief look at some minor Elemental familiars.
Maddoc sat amid a pile of unrecognizable corpses. Men, Dwarves, Orcs, you couldn't tell. He periodically took a stab at one with his new knife and screamed, "STOP LAUGHING AT ME!"
A symbol of desired peace among the Flame and the Frost. The White Fang is a amplifier of chill winds and a pacifier of burning hearts, in the right hands.
The Box is a Hell of isolation, claustrophobia and imprisonment. Where you will find many who fear tight spaces.
Ah, yes. The darkest of nights and the reflection of a casting light. In Shadow lies the powers of stealth and silence, the ultimate tool for a secretive victory.
There is a being we know as Manfred. His generators of randomness have aided the Citadel in times of need, but what of his career as a time-traveller? This is the first in a series uncovering the secret origins of famed Strolenati members. I fear I must type quickly, there are those who wouls not want you to read this. Will you crawl deeper into the rabbit hole?
One way of getting here, The Concave, is through conflagration of your Soul. Not a nice way to arrive, but at least you'll have the benefit of a guide, unlike most others.
An eye for an eye leaves the whole world blind.
The curse of poverty is very real, and sometimes you are forced to learn the error of your ways before you can break its shackles.
When a thousand years of dust settled upon the worked stone floor of The Grey Tomb, a new sage was born. A creature, of dust, time, age, wisdom. The dust that was once the bodies of ancient wise men. It coalesced and swirled into being, small and wispy, dry as its home. It mutters words of wisdom for no one to hear. Begging its dark home for a soul to learn from.
Blood. Ah, yes. Blood. Such a wonderful tool when you know how to use it. Welcome, my friend, to the wonderful world of Blood Magic.
The Elders say there was once a great kingdom here. Yes, in this field of cattle, void of rubble or debris. Now, there are just a few fences and a barn for the bovine herd. At the most, you'll find some fresh dung. No treasures or artifacts of bygone ages here. What fate could have befallen such a place, as to leave no trace? Come closer, and I will show you...
There are a number of ways to reach The Concave; it seems that falling is one of them, but falling from where?
"Are you lost in the frost?" A lone giant speaks, a cloud of chill air escaping his blue-lipped mouth.
In the distance, through a thick fog, you can see more of them coming out a cave lit by blue light. Almost like a portal to the netherworld is it’s eerie glow. You can feel fear growing in your belly. These aren’t normal giants. Their skin is blue, their hair and eyes silver. Stone jewelry hangs about their bodies making them look like brickwork monsters.
"Tiny man," The leader speaks, icicles breaking and falling from his jowls. "What brings you so far north?"
The crafty Murdholm Dwarf had not seen these new shields. Fools, he though, bigger shields won't help you when you swing like a bear.
He felt the spear being yanked from his grasp. Before he knew it, his own spear slipped back to him, into him, point first.
The Red-Wind Rag; Trappings of a Bloody Death; A Malevolent Sheet of Scarlet and Ichor.
Welcome, Lads, to Thunder Reef. A marvel of magical energies existing in harmony with the local fauna. Here, in Thunder Reef, you can find a large variety of oceanic creatures just overflowing with sonic energy. From the lowly Cacophony Crab, to the mighty Thunder-Squid, we will be taking a look at all of them today.
Welcome to Uhgramudd, you'll never find a more disgusting, remote, fly-ridden, swampy Hell than this. Get in, kill the Lizards, grab the loot, get out. Simple, right?
This is an introductory low-level adventure I use to get familiar with players I meet online, to see if our play styles clash in any way. So far, it has weeded out a few undesirables and scored a few keepers. I am quite satisfied with the layout and have run it multiple times, with slight variations for level/abilities of the player characters.
He had done it a hundred times, taken eyes. It was so easy by now, he rarely used a spoon or knife, but, with his own fingers, would pilfer those beautiful orbs from the skulls of the deceased...
Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.