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.
Biogenics, arcanotechnology, and post-genderism in the Cosmic Era
"Save the Bait", and other horrors.
A 100 word sub-culture/cult for Refuge Beneath the Waves
The legacies of a pre-human civilization in the Cosmic Era
A summary of the Esgol Dwarves which make their home within Esgoloth, in Asydia
Banished from their foolish tree-hugger kin, the Plains Elves were forced into a semi-nomadic lifestyle.
Two cultures at war.
Halflings are a people without a home. They wander through the kingdoms of taller races, never staying to long in one location, always searching for a place to make their own.
Isolated from the known world by the seemingly endless watery wastes of the fabled Vaet Ocean, the Eshal rule the watery continent of Tarrod with an iron fist, ever ready to carry out plundering raids on the subject races at the slightest excuse. Proudly calling themselves the Brave People,the Eshal are a race of savage warriors and fanatics that are driven by the consuming need to find an ever larger number of victims to feed the monstrous thing known simply as the Matriarch .
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.
The Ivanvil are the oldest race of men in Parna, the most defeated and the most dangerous
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 group of women specializing in communication with horses (both for themselves and others)
The Hanset are a sleeping giant of a race. Once the owners of an empire of Alexandrian proportions, they new reside in their hidden sub-tropical home, living the simple lives of tribesmen. Though bereft of metal tools, they have adapted to their forest home and it to them. Though their empire is long gone, they still hold onto the seed of its greatness.
Give me your greenskins, your mobz, and your grunts
"Men? They send men to repel us? Humans…"
The heroes have destroyed the minions, plunged through the catacombs and defeated the guardians. They slowly enter the chamber to find the dark mastermind behind the scheme. The mastermind has a request for them, however:
"You must destroy me. To destroy me is to rid the world of a great evil, that is to say, me. But before you can destroy me, you must understand what evil is, what evil must be, why evil must exist."