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 high society of the city of Efeterthrop is a lively bunch to say the least. Their dedication to chaos and anarchy is unbeatable, so long as they stay in charge.
With power borne from their unusual markings, men and women of the Five Orders of Ivory Tower are guardians and rulers of the Desert Realms, and guides to the people. But what secrets lay beneath their strange tattoos?
The Nobles of Vartanadel play a yearly game of politics that climaxes at the yearly Naming ceremony that changes everything. It is then that the King names his favorite and they all find out if they are still labeled as a King's favorite or if their lives will be forfiet.
"If we the poor cannot enjoy our lives, you the rich will have yours taken away." Police statement taken from a captured cultist, a member of Inanna's Avenging Hands.
The short lived and chaotic vampires of northern Mexico
The Knights of the Holy Sun are the militant arm of the Jovian Church, dedicated to His Glory, and are well known and admired by many for their bravery in battle.
A group of mages that can alter the strength and properties of spells or enchanted items slightly but cannot cast a spell themselves
A gathering place for basic info on the societies, secret and otherwise used and referenced in the Chronicle of Tsuria
For a long time the Goblin criminals did not have their own organisation to protect them...until now.
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 theocratic sect that venerates the worship of women as divine
A new source of power and wealth - a new source of conflict and danger.
Many knightly orders play lip service to women, but few take it seriously, and even fewer would allow women to join their order and ride in the ranks with them as equals. Yet the Knights of the Lady, it seems, truly do think of women as equals and have done this.
All living things must strive. Nature knows no harmony, only war for the privilege to exist. Maug of the Bitter Spirit, the Albatross God, promises no intervention nor advice to His worshippers, just a silent approval of those of you strong enough to help themselves…
The Book of Salts, Ch. 7, verse 12
The beast within became the beast without; ferocity and might blossoming in corpore upon the flesh.
Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.