Some of the more notable organisations in the city.
"From his strange raft, the bizarre man stood, shell armor glistening in the sun. Bringing his stingray-barbed spear aloft, he howled: 'Be wary, trespasser! This reef is under my guard, and I her patronage! Bring not your boats near my shoal, lest you suffer the wrath of the Reef Knights!'"
- The logs Cpt. Creos Althea, Boshail Coast, 6 Ventôse 986.
The pre-eminent industrial power of the Carinelle Cluster and the Confederation of Stars
How a disgruntled con man managed to kill hundreds, become a saint among death cults, and create plagues of monsters. All by writing a pamphlet.
Various entities in the Starkin Universe to support the ongoing forum game.
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.
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 .
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 small, hidden sect among the stars, distributed throughout hundreds of cells, The Word of Creation has dedicated itself to cleansing humanity of the taint of synthetic and altered life, and of holding a strong and pure humanity above all the Galaxy, through whatever means necessary.
A Group of Mercenaries that is almost completely composed of lizard folk
Created for a freedom fighter situation where a group's purpose is to liberate provinces or citizens, or to simply escape to regroup later.
A powerful empire, macabre and violent. Now gone, a victim of their own folly.
[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
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.