Chartered in Royal Year 618, the Guild of Adventurers Upon Return, was intended as a guideline to deal with and control the increasing number of men and women who were taking up arms and pursuing a career in heroism and adventurism. The guild would police it's own, and function as an odd jobs mercenary corporation, subservient to the crown, and supportive of the clerics.
The Nomads of Parna; the smallest group but a strong influence on both the economy and cultural nature of the human nation.
"Kobolds have an empire? Since when?"
A powerful empire, macabre and violent. Now gone, a victim of their own folly.
Parna is a human nation in a fantasy realm. This is an outsider’s description of that nation with a focus and the cultural and the ethnic groups within the nation.
The proud tribal peoples of the treacherous jungles and high mountainous regions of the Drannor, tire of their accursed lot in the world.
A powerful, maritime people, brought down by the foulest Necromancy.
From this day forth, let Iacon be free from the tyranny of the gods and their chosen!
Inaugeral speech of Provost Layton Frost
Shaft of heavens, burning bright. Gave us light amidst the night. Showed the means to reach our height. Passed to us Axtrami’s might.
Deviating from the normal guilds of thieves, merchants and mages, herein are presented the more novel and influential guilds of Falhath.
Voz’s bones! It’s been a long time coming come in and welcome to Ozea me guest.
Not all vampires in the land of the dead are bloodthirsty killers that want to take over the world. Some are satisfied with immortality and want to spend an eternity without strife in seclusion away from contant war with the humans.
A culture must hide its hands in the arm of their clothing as a sign of respect and peace. When approaching somebody you show them respect by crossing your arms and hiding the hands in the shirt sleeves. Nobody worries about hidden knives and such, it is the threat of magic that this custom was created to prevent.