Dungeons, should make sense, in an ecological way. However, to have life, you need to have a physical place to use them. This expands upon the ecological dungeon, giving it a framework to exist in.
A very rare spider, combines a certain degree of inteligence and wickedness. Living in underground locales, it can survive for long periods of time without fresh food. Even a rat is good, but it likes bigger prey, even humanoids.
The horrible and hated Nail Worm lives in deep caves near the Evil Labyrinth. It is unknown, whether only one monster exists, or there are several. There was at least one guaranteed sighting in the Labyrinth itself.
We have all seen articles on how Dungeons don’t work. I’ve seen such articles before. But this time, an idea struck me: Why not do a dungeon that really works? Where creatures live their lives in harmony; just the right ecological way?
Located near the lush banks of the River Aloma, it is home to many of the most skills trackers and hunters in the region. This modestly sized town has a rather large standing militia due to the fact is it so close to the mountains and in such a hostile area.
Millenia ago the Gods changed how the mystical forces on the world were governed and used. No longer were the mortals able to pluck the power from the very air and use it. So they altered it, thinking the mortals were not clever enough to find a way to use it again. The God’s crystalized the magic and placed the power in the four elements of the world. Now mortals did indeed determine a way to use magic again, albeit at a much lower proficiency. Magic users now require a focus staff made of the very essence of magic. These crystal staves store the mystical energies required to cast spells, needing to be recharged over time. The magic users scribe, etch, or carve the spells symbols directly on the staves and focus the energy through the symbols.
This weapons has been made popular by several heroic and near mythical adventuring types that have served the Empire over the last three centuries. They are large, powerful weapons, with a distinctive look to them, suitable for Heroes and those who think they are heroes.
Rome. It was defined by its Glories and its Horrors. What were its military’s ranks.
I am always looking for rank structures to use in games. It is my hope that you will share some of your historical knowledge or ranks and/or reveal to us the hierarchy of ranks in the games that you play.
Food is Life. Food, what is eaten, when it is eaten, and how it is eaten, says a great deal about a culture.
Every culture has a different idea of what constitute’s breakfast. Even regions inside the same culture can vary quite a bit (like grits with hot sauce in Texas or Fishcake mix in omelets in New Hampshire). What do they consider “food” first thing in the morning in your space?
The School of Jundera is the most ancient school of Amandaeanic magic. Few know it’s history.
Do you Remember?
The Magic Guild is one of the first Humanti Guilds, one of the first organizations that crossed clan bloodlines. It has become one of the most powerful, having a prestigeous place in history and becoming the “official” judges of way and order/chaos.
The Seeker was a mystic guardian from long ago. He was a hero and a companion to Greater Heroes. To ensure the Realms would be protected, he charged his apprentices to teach others.
BlenderofSixElement’s Way is the system of magick known to all the known world of Arth. There may be native minor magic systems, but the only effective system is BlenderofSixElement’s Way.
The followers of this school specialize in the control of the Fog phenomenon. In a world where most magical effects have only a short duration, theirs can stay active for hours, even days in some rare cases.
Folk magic is more of a magical tradition than a school of scholarly research being as old as the hills, some say as old as time itself. It is as deeply ingrained to the psyche of the country folk as the changing of the seasons and has been passed down from father to son and mother to daughter for countless generations.
Here, fantasy meets science-fiction. Little green men have built automated outposts for the research of this planet.
These are mystic traditions and their attendant sources.
In the far reaches of a long-lost wilderness, there stands a forgotten town inhabited only by children. Though they appear normal enough, their eyes burn with madness, and they speak in a foreign, archaic tongue. Nearly a millenia ago, a powerful spell had gone awry, or maybe it had succeeded - in any case, it ended up blessing, or cursing, an entire generation of children with agelessness. However, as the centuries passed, the children's parents grew old and died, the buildings of the town crumbled to earth, and even the civilization itself faded into history, becoming lost to time. All that remained were the children, driven mad by the psychological toll of living for hundreds of years beyond their age. In time, most children died, killed off by fighting amongst themselves, while many others were driven to suicide. Only a small handful remain, and they are a strange people indeed.