Those cast out of eternal life by the Great God Juffo find themselves lost forever in the Non. Here, away from both His Holy Warmth and the cold, harsh vengance of His Adversary, Zeln, there is truly nothing.
Existing at once in the mortal plane and upon the plane of Fire, the Grand Pyre of the Phoenix is the ultimate testament to the power of the Lord Zevarith.
Located on a world near the heart of Kel’Regar space, Nath’ar’Selass’Resan is a world renowned amongst that kind for it’s beautiful art, high technology, and the absolute lack of things that can kill a woman in dignified fashion.
Here am I, floating in a tin can, far above the moon, Planet Earth is blue, and there’s nothing I can doo.
Skanda Biologicals is one of the world’s premier producers of Awakened Biological Systems. Now, the party has been asked to penetrate their fortress, and destroy their research. But, can they find the force of will to do so?
The rebuilt cradle of humanity, Neo-Terra is the world created from the ashes of Old Earth.
Sometimes, gentlemen, you must find yourself a location beyond the reach of the law. I’m sure you understand. Those dreadful precautions, the endless nagging, sometimes it’s simpler to just do what you need to do.
For all the aquaducts coming into the city, there munt be a place for the water to leave. Thus, many years ago, the Blackwater Tunnels were commissioned to carry sewage away from the city buildings.
The ruins of the lands that bore the confrontation between the Mad God of Avarice and the Storm Queen, this place has been soaked by the divine essence of two of the most chaotic gods.
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir