A 100-word religion
"The Circus is in town, Dicurion. Make a donation to the good priests of the Laughing God. See if he won't smile down upon us, and wish our little problem away."
-Olrich van Haarkrom
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.
Nightmares upon the battlefield. Once thought defeated, rumors of their return have begun to spread.
Soon after, The Trickster came upon another praying mantis, a female in heat. Unable to resist a female of any race, The Trickster obliged the willing creature, being perfectly able in his present form. At the climactic moment something unexpected occurred. As The Trickster issued forth his Divine Seed, the female turned her head slightly, and with blinding speed bit into The Trickster's head, nearly severing it with her first strike. Her next few bites, finished the job, and as Mokkus' headless body spasmed, she began to eat the rest of The Trickster.
-An Excerpt from "The Oral Traditions of the P'Cheela" as Transcribed by Gyma, Deputy Explorer of the Thyran College
Unlock your mind. Stand naked in thought and body before your enemy. Move as the breezes that caresses your vessel. Strike as the earth that calls from under your feet.
- Nesu-kitt, Ancient Lockzennite
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 .
[COLLABORATOR WANTED - THIS SUB IS WORK IN PROGRESS]
The 30 of Selador are the movers and shakers of the realm of Selador. From battle-hardened war mages to young druid apprentices, they are the backbone of the kingless realm of Selador, a domain rising from the ashes of the last war.
The Ivanvil are the oldest race of men in Parna, the most defeated and the most dangerous
An order dedicated to the observation of the heavens above
"The Commonwealth was a terrorist movement of the early 21st century. It used online organization to coordinate its actions against governmental and commercial institutions. The name is an allusion to the…"
A spell for a penny
The Circle of Pharisrak has existed for centuries, it’s assassins are considered to be untouchable. Not one has every been seen, let alone sent to justice.
A unique order of monks suitable for any steam punk setting.
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.
If ever you need a random-roll for what type of knight a character faces in tournament, or just new ideas, what follows is a great big list (some with further descriptions and nicknames) of different sorts of knights.
Some of the names of locations & faiths are from Midian, but these are easily changed to fit different campaign settings.
"Men? They send men to repel us? Humans…"
Fearsome horsemen from the plains, they raid, trade, and run.
The Pegorans are an ancient culture of people that have left their unique marks upon the world.
Prowling the wild seas of Acqua like the ravenous raiders that they are, these militant priests of Holy Jove are sworn to their sacred mission of destroying the unbelievers and infidels wherever they may be found on the open ocean.
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.