Where will we be one day, and what will we believe? How will we consider the world around us, and the people? How will we treat the known and the unknown, and possibly other intelligent lifeforms?
Whether close or distant future, something will be similar, and something… is very likely to be different.
Only a year before, King Stymian’s future was firmly in his grasp. Today, he struggles for his own kingdom. But of all things, he is not a man that yields to opposition.
A misnamed and probably overrated item, a topic of many a rumour to the folk of King Stymian. They all say it can foretell future, none is certain how.
Men of wisdom, gathering lore of ways to heal the sick and suffering, these monks are not really different from other orders of the same religion.
Except for their thing with drug-addicts and similar hopeless existences.
Mystical forces applied to to a commonday item like pottery… are you up to the challenge?
What is the worship of knowledge for some, can be revenge for a few, and unwanted revelations for others.
Too many are the spirits of the Spirit World, these are only a few better known types.
A world of spirits, that exists alongside to ours.
Are you a friend of adventures that bring you closer to the ultimate truth, that help you to learn your world, and teach you a valuable lesson? Or at least provide you with useful means upon your further journey? Then, my friend, better stay clear of the following things…
Half-serious, half-silly, a scroll of cosmetic and related products for the undead amongst you. Use and abuse at your own risk.
Tell me, who wouldn’t want to see the stars? But laws of physics, as we know them, seem to put undesired constraints on extensive traveling through space. Can’t we just get around them? Seriously: how could a Faster-Than-Light drive work?
Saddah, the patron of games. A mysterious woman you might see around games of luck, undoubtly another fan… or an evil spirit that will take the most driven gambler with her.
“The Welcoming Ones” are the first contact many people will have with the spirit world. Actually, for many they are the first creatures they meet after death.
“The only creature, that can be victorious on any battlefield, is the raven.”
The Egyptian Book of the Dead is a name referring to a set of ancient mortuary spells written on sheets of papyrus. Incidentally, it is also a good example of a campaign defining piece.
Players want their characters to be special, and a secret is one way to do it. It is also a way to better connect the character with the game world.
A race of little peoples, that have found the key to immortality. Sadly, it has evolved to more of a curse than of a blessing.
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
Perhaps not quite what you would expect. Certainly it is a sword that can produce flames at will.
Many traps are not designed to kill or maim, but more to disgust or annoy, or even to put a smile on the victim’s face… this is a scroll of such traps.
Mages/ wizards and such use cards (playing cards or tarot cards) as training tools. The patterns created by certain layouts of cards are mnemonic devices to teach key elemental associations and paths. With such interesting names as the Tree of Life, Phoenix's tail, Rythm of Heart, and Balance of the sphere, there pattern represent the matrices used by magic users to focus and present power. Spell processes can be represented by a sequence of cards.
So mages will often be seen handing around hands of cards.
Wizards will have a deck of cards with them. Since cards were used to train wizards in legerdemain, Since they have cards with them, they frequently know how to use them. Guild magic users often have a knack for fancy shuffles, palming cards, and a variety of card tricks and games.