The Celestrial Dance, The Weave of the Spirit, The Dance of Time, The Song of Reality, and The Flow of the Seasons, are aspects of the Eternal Pattern. The Gods are the walkers, dancer, weaver, paths, and guidepoints of the reoccuring pattern. They are the manifest primal forces that make up the pattern of the universe - The Eternal Pattern
A dice game of secrecy and side bets where even the looser can win.
A world of spirits, that exists alongside to ours.
You have been born into a rebellious world. The whole of history is treason; your blood was spilt before you were even born; the various creeds are but an infidelity to the Truth; and Man’s laws are but treason to his Maker. -Passage from the Samahhi
Scientific disciple of magical art - depends how you look at it really
The tradition of Battle Sashes is only a century or two old. It started in Celedor by the River, but it has been adopted in every part of the WestLands. Now the complex code of knots and colors allows Elites to know "who is who" as well as their affiliations.
What is static light travel you may ask? A point to point form of traveling instantly through space. Traveling faster than the speed of light is virtually impossible. In order to travel faster than light, you would be traveling faster than time which means that the place you are trying to travel too is not the place you want to go. Or, not the same time you want to go to. Where time travel is possible, faster than light is not without its issues. The static light drive fixes that.
-Proffessor Anette Othies
Tell me, who wouldn’t want to see the stars? But laws of physics, as we know them, seem to put undesired constraints on extensive traveling through space. Can’t we just get around them? Seriously: how could a Faster-Than-Light drive work?
A detailed listing of all the major deities in Ã?ran. A work in progress.
A tale of the creation of Theras, the world in which the continent of Ã?ran is set in.
The Kren glowed with mystic power, and with a small flash of light, the physical form of the card disappeared, the energy within rushing outwards…
This is the first overview of two or three campaigns I call, Lords of the Fallen. Within this first installment the players will take part in the forging of the first Kingdoms of Earthen. They will witness the beginnings of slavery; join the ranks of the world’s first armies; be jolted by the anger of the Almighty Lord.
This is the time when the first legends are born. A Character could, perhaps, even become one themselves. The classes of magicians and warriors are very basic and limited. Socities, being in their infancy, are being created, and influenced, by them (intentionally, or accidentally). Life is hard, but endurable.
From this I will expand these ideas into quests, and races that dwell within this campaign. I will try to leave these overviews and quests as generic as possible, but with historical suggestions.
The mind of a wizard is more open to the more esoteric elements of his surroundings Ã¢â?¬â?? this is why he is able to perceive the weave of the Great Tapestry that is the multiverse, and pull at the strings. This increased sensitivity can manifest in several ways.
In too many games, role-playing takes a back seat to Kewl Powerz, a tag given to the multitude of spell lists, special abilities, and innate powers claimed by a character. Many times this is a problem of munchkins, or blowing up stuff becoming more important in a game than role-playing though alternate personas.
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
The Magic of Tyren goes deeper than what one might expect…
Have you ever been confused by the mess of rules and philosophies concerning death and the undead? Here’s an attempt to lay down a set of rules to end all confusion.
In the royal year 451, also known as the year of Red Leaves, something strange occured. A star fell blazing from the heavens, in to the Midlands. Imperial Wizardry could be sent to examine the object. However things changed in the area. Royal Viziers were unable to postulate a cause for the matter, but the fact that none of the countyfolk were alive led to the whisper of one, chilling word. Zombie.
Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
The magic in my roleplay system is based around gemstones. It started off with the fact that wizards could use gems to regain lost mana: essentially, the gems were nothing more than glorified potions of mana. Since then I’ve managed to expand the uses of gems considerably and make them much more integral to the magic system; however, I still feel there is a lot more that I could do with them if I could only think of it! Basically, I’m asking for any ideas and suggestions that people have on how to make the gems and magic more interlinked.