Galron has found lasting fame for simply being the first one who mentioned the stones in the record. This ancient parchments, translated into so many languages, is a hodge podge of various techniques that can be done, processes to do many of them, and vague hints about what can be done what the older magics.
Organic elements, flowing lines, and an absence of sharp angles and corners all are elements of the Elvenesque style of architecture.
All that was, all that is, all that will be, all Creation is formed of the Five Elements.
Ritual Magic, a viable (albeit forgotten) alternative to Kren.
The Kren glowed with mystic power, and with a small flash of light, the physical form of the card disappeared, the energy within rushing outwards…
This is the first overview of two or three campaigns I call, Lords of the Fallen. Within this first installment the players will take part in the forging of the first Kingdoms of Earthen. They will witness the beginnings of slavery; join the ranks of the world’s first armies; be jolted by the anger of the Almighty Lord.
This is the time when the first legends are born. A Character could, perhaps, even become one themselves. The classes of magicians and warriors are very basic and limited. Socities, being in their infancy, are being created, and influenced, by them (intentionally, or accidentally). Life is hard, but endurable.
From this I will expand these ideas into quests, and races that dwell within this campaign. I will try to leave these overviews and quests as generic as possible, but with historical suggestions.
A compendium of the tales of martyrs, the quests of clerics, and the ways of the holy, and all who walk in the graces of the light of the holy hand.
The mind of a wizard is more open to the more esoteric elements of his surroundings - this is why he is able to perceive the weave of the Great Tapestry that is the multiverse, and pull at the strings. This increased sensitivity can manifest in several ways.
In too many games, role-playing takes a back seat to Kewl Powerz, a tag given to the multitude of spell lists, special abilities, and innate powers claimed by a character. Many times this is a problem of munchkins, or blowing up stuff becoming more important in a game than role-playing though alternate personas.
“...the experiment performed last year by Michelson and Morley, in which the movement of the Earth with respect to the Ether was successfully measured, has only compounded the problem by adding yet another member to the list of so-called “fundamental” elements. The seemingly unending proliferation of this “element zoo” is one of the most pressing questions in natural philosphy and thaumatics…”
This is a scroll for posting spells to be used with fantasy art, or just debating possible effects and uses for magic together with art. Come join the creative effort.
This is the music played by the music box of Mordalin. It can be downloaded and comes in two mp3 versions: a repeatable version, and a non-repeatable version.
Worshipped by the barbaric warlike people of the southern deserts this sun god takes on the cruelety of the desert sun.
In all of Centasi history, from the mythical prehistory of the Old Kingdom to the countless wars and petty conflicts of the modern age of the Hundred, there is no figure so feared, so influential, so historical, as the Howler.
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
A small pantheon of deities worshiped by Orcs (or other barbarous races) through their shamans. This write up shows the Orc view of these things, rather than the relative view.
The hideous and hairy Houtsunomuh is the mythological Stalker of Graveyards and Eater of the Dead, one of the Eight Great Monsters of Enohountsun mythology.
A set of laws that could be used for any feudal fantasy kingdom. Throw it into a library or a courthouse if you want!
The Magic of Tyren goes deeper than what one might expect…
One spellcaster cannot achieve very much, but many minds can. Like insects, spellcasters are at their most formidable when they are united.
A certain type of demon cannot not be hit by ranged weapons or attacks. Attacks have to be made up close and personal for the damage to mean something. Ranged attacks are to impersonal.
Possibally a way to make the ranged attacks more meaningful would be to coat the arrow head or what not with the shooters blood. Of course, they'd better be a good shot, otherwise they're wasting arrows and already bleeding to boot.
Spells: wizards might have half or no effect, preist might work due to divine intention.