Few things define a ship more than her guardian spirit.
When a mission becomes something more.
It is unwise to speak the name of the Great Demon of the Ocean if you are close enough to the sea to smell the salt in the air. It is inviting disaster to speak it’s name when you are on the ocean itself.
have made thee as no other. All the treasures of the earth shall lie between thy eyes. Thou shalt cast thy enemies between thy hooves, but thou shalt carry my friends upon they back. Thy saddle shall be the seat of prayers to me. And thou fly without any wings, and conquer without any sword.
"Aye, 'dis here is yer problem, squire. Yer gone and got yerself a Cog Devil infestation in the ol' gear box, haven't ya? Look at the little bugger squirm, eh? Nah, dont be embarrassed, squire. It's better than lice on yer privates, innit? Coz, they're harder to get rid of, they are. And a lot more expensive too.."
Istherm Mild (esq.), licensed steam engine mechanic, overheard advicing one of his customers…
The everyday kin to the elementals and the demons
It is pitch black. You are likely to be eaten by a grue.
The leftover remnants of Mind can sometimes cling to existence when the Body fails and the Spirit departs…
You see a glowing figure, four feel tall, it looks like it has been waiting for you. Suddenly, it flies right through you, and it looks like its coming around for another pass…
Behold, the Harbinger of ill-tidings, the blizzard rider, the thief of winter, the Stamagast.
As the small group of mercenaries settled down for the night, they failed to notice that some small pieces of barbed wire sticking out of the ground nearby were moving like tentacles.Until it was too late and they woke to feel it clutched around their throats and squeezing hard. As their blood spilled upon the ground the Barbed Arms had claimed yet more victims.
Sometimes, the places remember. Where Destiny’s threads intertwine, echoes of the past live again.
Any being or creature made of spirit energy that exists on the astreal realm and non material realms.
Gentlemen, BEHOLD! The celestial spider!
The rules against nighttime travel in the Sorcery Springs Geyser Basin are there for some very good reasons, not least the highly dangerous Geyser Ghosts.
It is the tortured and imperfect souls who most often cannot find a clear path to the afterlife. Weighted down by sins unforgiven, sins for whose forgiveness they never ask, sins they never regretted.
To be added to Remaking Undead when finished
A wretched entity of the frozen lands, the WinterKill is the remnant of a mortal left to die in despair and endless cold.
"They come with the mist, and fight to protect us. Protecting their people meant so much to them that they kept fighting for us after they fell. Count yourselves blessed that the Company of Stars watches over us."
- Mylnes, Ethalani Elder
Malignant entities, these beings have existed in unlife for so long that they have forgotten what it means to be mortal.
And in the name of the great and powerful I command thee to return to your body, hearth and soul, so that you might walk again and continue in the gods plans.
See that. . . wait. . . what!?! NO! I knew it was too risky here. You have brought ruin to us all. Why you ask? Ready your weapon, a traveler has come.
-Father Hayden, performing a ritual on the deceased outside the protection of the church.
THE GNOMES OF UDNALOR: Part II
Having left the hush of the upper halls, and crossed the depths of the Braeth (an underground river, which is not all that deep because bear in mind we're talking about gnomes here), you would find yourself in Wattling Street, the main road through Udnalor. It's actually a long, well-worn passageway which opens out eventually into the City Centre. The gnome-buildings branch off Wattling Street as small burrows or caverns with boulder-blocked doorways for privacy. You can find armourers and smiths (though their armour tends to be on the small side for humans to buy) and many other types of trader.
There are many streets, ginnels and cooies which run off Wattling Street, the most famous probably being Smell Street, the domain of the infamous gnomish alchemists, the eponymous smell being very distinctive: the stench of cooking fungus, the aroma of subterranean spices, the pungent reek of rotting carcasses (used in some of the more notorious experiments). An encounter with an alchemist can really be spiced up (excuse the pun) if you have a well-stocked herb cupboard, and actually make up the potions, elixirs and draughts as they are ordered by characters.