I have never been happy with the way that magical constructs were presented in games. Admittedly, a large statue stomping the surrounding countryside is an impressive image. But the logic (or lack thereof) involved has always bothered me.
"The nothing outside of Creation defies our description and reasonings, leaving us with just the effects and our attempts to explain it." ~Energies of the Universe, Praetor Skelundus H’renta
The few, the Proud, the Gifted.
The sum of all spellcasting traditions of one world - or most of them - in one place.
The school of Entwiners is formed around the art of creating magic with rope and knots.
The many worlds of the Universe have their multiple festivals-some may be to celebrate the turning of the year, the coming of the rains or the return of the sun.
Preserver Thought is “The School of Thought” on Kerren. It motivated the Colonist to colonize. It is what led them to their unique technolgical and social mix. These Preservers live up to their own ideals.
“If you are going to live in the Warren, you need to live by The Rules,” The Edge said.
“I can follow the Ward Rules as good as anyone,” the Green Ryder said.
He waves dismissively. “Those are not the rules I speak of. I speak of the ones that make you more than just another fool with a dragon mount. I speak of the ones that make you a True Ryder.”
“Who are you to tell me what is right to do?”, Sir Aldros said.
“I am a follower of The Old Code”, the older knight said.
Chivalry was disciplined by a code of conduct that was clearly understood although it was never clearly formulated. ~ LÃ©on Gautier ~
While someday this will be available in the twenty three GIP soft leather bound volume set, this abbreviated version is here for your viewing
Sagas are the “oral tradition” of Kerren. Sure they are written down, but they tell stories of The Days of the Ships, of Onterio, of Earlier Days. In addition to history, they are used to teach moral lessons and Preserver Ideals to the younger generations. Though the Sagas, one learns to of Kerren and how to be Kerrenese.
Within the Lands of the Free Cities, the Courts of Justice are a varied lot: Truth and Tragedy mix wildly within their halls.
Of creatures great and small
Deep forests hide many secrets, and traditions older and stranger than civilization itself.
Pie Jesu Domine *thwack*, dona eis requiem *thwack*...
Be it salt, wheat, silk or gold, money is money lad.
The Way is the predominant faith in Tyren, and thus it’s precepts hold major influence in the world.
Life is like a box of chocolates, you never know what you’re gonna get.
The art of putting spells within spells.
A creation myth that sets up a Job like contest between the gods for the souls men. It explains the origins of monsters, magic, death and demi-humans.
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