The Twilight Tunnels, the Imperial Gate system, were the backbones of the Imperium. The ability to travel almost anywhere via the Twilight Tunnels, allowing for near unlimited trade for little money, quick communication (any message anywhere nearly instantly (or within 3 days for the hinterlands), and easy personal travel. This system can be adapted to any gate system.
When one views a knight from afar thoughts of chivalry and deeds of heroic good flood the mind of the youthful and dreamers. But what does it mean when someone takes those same ideals and alter them to a darker view? When the thought of chivalry of light is replaced with a code of darkness? The Tenets of Shadows prevail.
When one views a knight from afar thoughts of chivalry and deeds of heroic good flood the mind of the youthful and dreamers. But what does it take to gain that title? What is it to follow the code of all knights? The Tenets of Knighthood determine that.
The Tower of Troubles is a Mages guild where young wizards and sorcerors are trained in the Art. It arose as a compromise between the gods of Bareel and the human practitioners of magic.
Millenia ago the Gods changed how the mystical forces on the world were governed and used. No longer were the mortals able to pluck the power from the very air and use it. So they altered it, thinking the mortals were not clever enough to find a way to use it again. The God’s crystalized the magic and placed the power in the four elements of the world. Now mortals did indeed determine a way to use magic again, albeit at a much lower proficiency. Magic users now require a focus staff made of the very essence of magic. These crystal staves store the mystical energies required to cast spells, needing to be recharged over time. The magic users scribe, etch, or carve the spells symbols directly on the staves and focus the energy through the symbols.
Do you Remember?
The followers of this school specialize in the control of the Fog phenomenon. In a world where most magical effects have only a short duration, theirs can stay active for hours, even days in some rare cases.
Here, fantasy meets science-fiction. Little green men have built automated outposts for the research of this planet.
These are mystic traditions and their attendant sources.
In a small, genetically isolated region it is not uncommon for the locals to have three arms. The third arm is generally a second right arm that is a good bit weaker than a normal arm and is generally held against the chest. This hird arm is most often used to carry small things, though some of the more skilled craftsmen have learned little tricks with their third arm.