The dead rise up each night to honor the contract that gives them independence as they defend the shores of Oldport and the rest of Copslin Vale.
''Rrrbit! Rrrbit! Great Jove has found you unworthy, human! Now prepare to die !''
"Protect us, oh holy one,
from the dangers of the night
may your smoke and ashes
to our souls with clarity ignite"
A charitable organization that might have a darker side.
On an Alien World where life last 100s of years and memories only a decade, a cult has arisen that defines truth only as what is under the sun.
They will serve up the Light to appease their dark gods.
100 Word Society
Some of the more notable organisations in the city.
An ancient mercenary regiment with a rich history, bound to a unique magic item. The regiment serves as family, faith and way of life to its soldiers.
A group of women specializing in communication with horses (both for themselves and others)
These spellcasters are the few who survived the great trials to become a being of both arcane and divine magic.
There were rumours spreading around the newspaper office about a "Press Gang" that would protect reporters. But only the owner and editor knew the true purpose of the Gang.
Most know the love that goblins have for mushrooms. Few know the lengths they will go to obtain their delicacy.
A vast, intricate complex of kilns and forges where the low-grade ore from the Thunderhead mines are turned into steel of unsurpassed quality. What are the secrets of the Acibus Foundry?
One of the Locastrian Regiments, footsoldiers with a reputation for savagery and a predilection for the meanest, dirtiest assignments…..
The Children of the Lord of Black Pleasures were once a cult to be feared. Nothing was too depraved, no torture to extreme. They might come back once more.
A people of systematic inhumanity - beyond bloodthirsty.
If you had an unusual amount of gold and silver at your disposal, where would you put it? Would the fear of the night stalkers run the risk of hiring to many inept gaurds to patrol your home to keep your coins safe? Would the gardener that you have known for years now look suspicious because he asked how your business was doing? Look no further, let the Coinlenders Guild protect your coins and wipe your worries away.
- Coinlenders Guild Advertizment.
From the bone dusted hills of Aadda, to the ocean foam of the pearly bay.
The children of the sweet legions frolic in the streets by day.
At night their games are different, and guards whisper of their skills and feats.
They say that nothing is safe, or too large, for the legions of the Knuckle Sweets.
- A song sung around taverns to honor the children gang.
Assassins are always there to be had, for a price. Sometimes, those wishing to hire assassins for very little find their way to the Thrillkill Society.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.