For too long, the realm of magic has been controlled by the jealous hands of just a few. That time is no more, and though they may resist, the great blossoming of magic cannot be stopped.
This Temple rests at the highest point of the island of Gond so that the Seers might observe the rising and setting of the sun, moon, and stars.
Orders within the Guild of Adventurers-Upon-Return (GoAuR)
A group of "knights" who fight werewolves, but struggle with the curse themselves.
The Tau Sable team is a variable membership unit based around vehicular operations in North America. The unit is in many ways unique as it relies on seemingly retro-tech and the badly decayed and abandoned mass transit systems of the Petroleum Era.
Where the rule of law is seen as being absent, weak, or too oppressive to want, and crime of all kinds flourishes, sooner or later people will take the law into their own hands and become vigilantes. Here are seven such gangs.
The tradition of Sabanto-Meido arose in Nippon/Japan after the widescale adoption of robotics and automation. It is a cultural movement to embrace traditional values and to counter the subculture movement of the Ko girls.
“All matter is made of six elements. The seventh element, work, fulfills the potential of the other six” – Liang Huou, Grandmaster
There are three things, each sacred and bearded: Moon, Monks, and Moss. All connected. Tied together by the Monks of the Bearded Moon, an old order of healers, mystics, bearers of the secret knowledge, and inheritors of the Bearded Moon's gifts. Theirs is a sect full of mystery and bound by ritual.
During the Death Wars one unit was created filled with fanatics bearing unique tattoos that gave them an invaluable ability impressive in any military action: the ability to cheat death.
A summary of the Esgol Dwarves which make their home within Esgoloth, in Asydia
A troupe of players has made a rare stop at the local fair. There are plays, fortune tellers, games of "chance", and more! Great fun for all.
'You don't step into the ring with Ali because you think you can box.
There are three ways to live. And living them well, living them with purpose, allows you to die easy.
Come forth, the world weary, be assured that the blessed steel will guide you into the Green Vales! The wondrous Sting will herald your entry into the blessed realm.
What started as a small movement up in the Atlas mountains has in recent times grown in popularity among the commoners and excentric nobles of the nearby fiefdoms. This movement believes in maintaining the balance in all things. This also applies to good versus evil.
Equilibrium Cultists therefore worship two opposing deities of their choice, and try the best they can to follow the commandments given from both deities, even when they contradict eachother.
Vile cannibal clerics of a god of slavery and hunger
"Death. What happens when one dies? A question that all civilized peoples have tried to answer. Some claim you go to a place where you are rewarded or punished based on what you do when you're alive. Some claim that you a simply reincarnated.
"They are all wrong. The truth is that we are in a state of transformation. Humans are simply in a complicated version of a caterpillar in a chrysalis. We started as mere animi. Now we are humans. And just like the caterpillar turns into something grander after its time in a chrysalis, we become something grander when we die.
"You see, we become gods."
"O Divine Broker, merchant of souls, bless our transaction, make it holy and righteous in Your sight. May those that profit from it be ever prosperous, and earn our reward in Your Sacred Market. Release us from our debts, and grant us lucrative exchange now and forever."
- Prayer before a trade, from Bashad the Spectacular's "The Handbook of Divine Wealth"
Any number of clergymen might be accused of putting their demands for secular wealth over their spiritual needs. Even these, however, would never claim to worship their prosperity. Yet such is the case with the followers of the Way of Divine Wealth, a religion of uncertain history and unabashed cupidity.
The Noble Expertise of Creating the Remaining Organism is a gentlemen's club. People who don't belong call it the Noble Expertise, or perhaps the Expertise, but the people in the club call themselves necromancers, and the club itself N.E.C.R.O.
On route from Geli to Nekrass the characters meet a peasant boy on the road. He's wandering in the direction from which they've just come. If this seems a little bit incongruous, they may wish to ask him a few questions. He's perfectly willing to talk: he's called Lamish and he's run away because he knows he is the heir to the throne of Geli and his parents didn't believe him. How far is his home? About five weeks walk from here. How much has he eaten? Nothing. Has he drunk? Only from the filthy roadside ditches. In short, it's a wonder he is still alive. And yet he seems perfectly healthy.
Is he a thief, waiting for travellers to trick? Is he lying because there's something more sinister under all of this? Is he telling the truth? And anyway, what should the characters do? Do you take him to Geli? Do you try to find his parents? Or leave him to make his own way?