The sum of all spellcasting traditions of one world - or most of them - in one place.
The six demonic legions are extremely structured compared to their seemingly chaotic nature. While to the outside, those looking in to the hate and rage filled beast of nightmares all that is seen is a lust for blood and death and suffering. While that is true to some degree it is all for a purpose and all for a reason.
This is a detail of the structure of the demonic military ranks and their leaders.
Although many tend to see the world as driven by power and money, there are many other forces at work in fantasy world to make the driving forces of the world more varied.
Ah, MAGIC. A simple word, yes, but with countless meanings, endless depth, and doubtless power.
Zufa is a trickster god, one who is cursed daily by those who suffer from his minor inconveniences.
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 - 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.
When the campfires grow dim, stories are told. Stories of lost cities, great heroes and legends of old. One of these is the story of Knurlheim. Once the proud capital of the Dwarfs, now a ruin- abandoned long ago. Filled with vast riches and treasure. It’s secrets forgotten with the decline of the Dwarfs, long ago. No one knows is certain if it ever exsisted at all.