The Khor are a monsterous and violent race that can grow to great size.
The call to Him is unnerving. The power He gives is unmatched. He is the reason why I turned my back on my God and now worship Him. I will live eternal for the trade of my Soul to a God. I can live with that.
-Rakeos -Follower of Sethalis, fallen Priest of Aduivo
This is a compilation of all the creatures I have in the world of Hewdamia.
Archaeologists have long wondered about the origins of “cup and ring-marked stones”, the mysterious rocks found on deserted tracts of moorland bearing markings resembling small shallow pits with concentric rings and dating to the Bronze-age.
All know that Elves cannot die, and that Men do. All know that Men go unto the Underworld upon their death, and that the Elves retire unto the Spiritual Elysium. Yet in the Great Scheme, where goes the one with one foot in the Underworld, and one foot in the Realm of Spirit?
When one cannot die, obsession with death is such a natural thing.
Magic is a living entity, simple and non-sentient, but reactive to large-scale emotional states. Its name, like we might call a dog, “Dog”, is Garan. It is better to think of it as a huge astreal vine like plant, rather than an animal.
Quote from: “Sir Isaac Newton” Every action has an equal and opposite reaction
One of the common variations on magic is the concept of ‘sword mages’ or ‘knight mages’. We all know and love them as the folks in full plate that split globes in twain with flaming swords, before twirling around to change their flame sword to an ice sword so they can stab the flaming angel of vengeance in the chest to maximum effect.
The young priest had been healing in the market place for free. Someone seeking bounty gold had told someone at the temple. "Hut. Hut. Hut" The Temple Knights in formation came marching down from the temple.
The young priest stood up. He reached into his pouch. With a smile he put the top into the Bey. With a spin, the 1000 prayers to the spirits came forth. The spirit responded. The wind whirled and buffetted the troops. They fell into each other and were having trouble getting due to the wind that only they felt.
The priest picked up his top and ran away. They would not catch him today.
In the words of the Great Bard Taslinus Excellencus . . . yet on entering The Embassy one is conscious of calm and complete beauty echoing the mood of majesty and peace that is the essential quality of The Valley and Greater Elven Kingdom. . . . against a background of forest and precipice the architect has nestled the great structure of granite, scaling his design with sky and space and stone. To the interior all ornamentation has been confined, and therein lies a miracle of color and design. The Ancient Elven motifs, primitive yet timeless, are supreme . . . . The designs are stylized with tasteful sophistication; decidedly Ancient Elven, yet decidedly more than Elf, they epitomize the involved and intricate symbolism of Man . . .
In the center of the plaza is The Bell. The large iron Bell is covered by a small slanted roof held up by four pillars. These pillars rest upon a square raised foundation. There are small stairs that lead up to the level of foundation. The foundation also has four strong iron loops towards the edges. If one does not know the two traditions, this arrangement makes no sense.
This might not be suitable for the squeamish or easily offended.
A new Take on Dwarves should hit the following key points Short (After all Dwarf means a short person), Underground (traditional living arrangements), Artificers (Maker of things, use of forge), and Good Combatant. They don’t have to be short vikings.
When looking for an Orc substitute in a campaign, one should think about just a violent ethnic group of people. Huns, Goths, Visigoths, Franks, and Mongols, have all the same campaign effect of Orcs and other “monster races” that fight in large groups/ hordes. And it has the added bonus of people not being able take the moral high ground when they kill an intelligent being… because it is a people… not just a worthless Orc.
I’m bored of dwarves. So, I’m trying to create my own dwarves. I’ve decided to call them the Duerga. Here’s my basic ideas, and I’ll flesh them out later, hopefully with your help.
Since the New Look At Dwarves was such a success, I decided that I would try an overhaul of another fantasy standard which I find boring, the Orcs. I’m using the Orcs only as a very loose base.
Legends claim that in the far south, men made of ice roam…
Plagues and other great diseases are important parts of history and some settings. They defy man and may even defy God in their swift and terrible punishment upon the body of society.
Music and Gaming, two great things that actually do go together. And movies show us how.
...And then the evil necromancer killed everyone and made them into zombies to do really evil things. I mean really evil, kicking puppies, eating kittens and making lewd sexual gestures at unsuspecting shoppers at Wal-Mart. Yeah and he had a severed head for a hat and was eating a sandwich made out of real lady-fingers…
In the far reaches of a long-lost wilderness, there stands a forgotten town inhabited only by children. Though they appear normal enough, their eyes burn with madness, and they speak in a foreign, archaic tongue. Nearly a millenia ago, a powerful spell had gone awry, or maybe it had succeeded - in any case, it ended up blessing, or cursing, an entire generation of children with agelessness. However, as the centuries passed, the children's parents grew old and died, the buildings of the town crumbled to earth, and even the civilization itself faded into history, becoming lost to time. All that remained were the children, driven mad by the psychological toll of living for hundreds of years beyond their age. In time, most children died, killed off by fighting amongst themselves, while many others were driven to suicide. Only a small handful remain, and they are a strange people indeed.