In settings where there are long established underworld thief, criminal and otherwise ne'er do wells there is going to be a system of heraldry associated with those who live in and rule from the shadows.
Why is magic used by so few when it is so much use?
Knowing is Half the Battle, red and blue lasers are the other half.
Got a 30? Want a Generator? Read on!
The plague of the Petroleum Era, the true bane of organized government
The first Renaissance was kickstarted by the Crusades and trade, the second Renaissance was fueled by a looming global crisis and international cooperation
collection of terms used in the Cosmic Era not large enough to warrant their own submissions.
A foundation 'Secret' of the Cosmic Era
The commericaly available firearms of the Cosmic Era
A summary of the various Freetext Friday Freetexts, in one spot.
Bring out your Names!
One of the events regularly overlooked in the history of the Cosmic Era is the Population Contraction that was concurrent with the Second Dark Age.
Looking for Dwarven proverbs, sayings, euphemisms, quotes, and anecdotes? We are too! Please help the fledgling Dwarven Guild in its infancy stages! Looking to make a list of 101+ with the help of our beardless brethren!
that I'm tired of getting the book out to look up the salient points
A Mastersmiths' guide to metals of worth and the knowledge you will need to become a true Master of Metals.
by Master Blademsith Cethrik Hammerstone
Master of the Thirteeth Blade, Bladesmith to King Regrare Alderkin, Maker of Caldebane - The Ever Cutting Blade
A re-evaluation of the basic concept of Man vs. Nature
Everyone dies. But delaying that impending sentence is the holy grail. Science, scorcery, and wishful thinking do all in their power to bestow such delays. Be your deeds pure or evil, cheating death is neither easy nor reliable.
Wanderers beware, these gates open not,
Except to those only who the way have bought.
You may purchase the right to pass me by,
By each guessing my riddles. Care to try?
Hell. A place of suffering and torment, a often used and cliche ridden place that every GM has to relate to.
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