In a clearing in a long-lost wood, it was morning.
Ah, MAGIC. A simple word, yes, but with countless meanings, endless depth, and doubtless power.
In the southernmost reaches of the southernmost lands, among sun-baked golden hills and rocky ruins, the cities of Gor Kull offer travelers and citizens a plethora of sinful concoctions, powders, and draughts, born of a wicked desire to addle the mind and befuddle the eye. Yet, should ye wish to arm oneself with knowledge against such evil brews, I present such guide.
“The last thing we ever saw was its inky tail as it swept under the door. I fear the scions of Durnthar have taken yet another piece of us.” - Gould Maran, Keeper of the Throne Seal
A compendium of the tales of martyrs, the quests of clerics, and the ways of the holy, and all who walk in the graces of the light of the holy hand.
An elder cleric asks the PCs to transport a relic to a nearby city. A simple quest with endless possibilities.
Skeletons are weak. The armies of darkness made them into something much more suitable.
A set of laws that could be used for any feudal fantasy kingdom. Throw it into a library or a courthouse if you want!
Have you ever been confused by the mess of rules and philosophies concerning death and the undead? Here’s an attempt to lay down a set of rules to end all confusion.
Upon the fourth night of Winterkiss, a lord of the land was visited by four Magi.
This tavern is the place-to-be establishment of Shorenar Vas, a bustling riverside trade town of Veldea. Each night the tavern packs full of practically every man with a heavy pocket and a round stomach in the town. Should you be in the area, there’s no place better for some good slop and a quick flop than the Golden Frog.
The Tired Traveler’s Tavern Guide (new with alliteration) is the beginning of a compilation of taverns and tavern resources for travelers of all realms, should as they need a place to rest or munch. Whether you need a fully-fledged tavern with history and a table map, or just a name to get you started, this should get you off on the right foot.
A closed fist and an open palm can solve all problems, at least according to the Jack of Irons. If you walk into this tavern, you might just receive both.
Taverns are the love of my life. This post is a compendium of around 100 tavern names, from fine dining to coarse fighting, to use in your campaign or world.
Although the stink and slime of the swamp is not the perfect habitat for dry plants, within forests of the Mura Katur can be found a respectable variety of lichens, mosses, and ground covers.
From the Black Marsh to the Glowing Swamps of Luminiall, the Mura Katur is home to a great abundance of funghi. Enclosed is a sampling of the many species found in its dank mires and soaked forests.
Which is worse - a foolish mage or a drunken wizard? When halfmage Rolan Haraweir settled down to found a tavern in the Jewel City, this question became the basis for its name. The answer is still hotly debated over steaming mugs of spice-wine to this day.
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.