The Moon Lady, Sea Queen, Water Mistress
The Sun King, Lord of Fire, The Blazing Sage
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.
Somewhat system specific, but bear with me.
Welcome, Gentlemen. I’ll be brief about this. As you already know, as of 07:12 yesterday, we are at war with the bloody granola eaters of West Sylvania. I’m here to tell you how these elves fight.
Every Society believes in certain spiritual beliefs. Those beliefs color everything they do. The Capathan people are a warrior culture, semi-nomadic over a wide range of plains, steppes, and hill country. Their belief systems make them quite different from what you would expect.
Galron has found lasting fame for simply being the first one who mentioned the stones in the record. This ancient parchments, translated into so many languages, is a hodge podge of various techniques that can be done, processes to do many of them, and vague hints about what can be done what the older magics.
Organic elements, flowing lines, and an absence of sharp angles and corners all are elements of the Elvenesque style of architecture.
All that was, all that is, all that will be, all Creation is formed of the Five Elements.
Ritual Magic, a viable (albeit forgotten) alternative to Kren.
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.
A compendium of the tales of martyrs, the quests of clerics, and the ways of the holy, and all who walk in the graces of the light of the holy hand.
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.
“...the experiment performed last year by Michelson and Morley, in which the movement of the Earth with respect to the Ether was successfully measured, has only compounded the problem by adding yet another member to the list of so-called “fundamental” elements. The seemingly unending proliferation of this “element zoo” is one of the most pressing questions in natural philosphy and thaumatics…”
This is a scroll for posting spells to be used with fantasy art, or just debating possible effects and uses for magic together with art. Come join the creative effort.
This is the music played by the music box of Mordalin. It can be downloaded and comes in two mp3 versions: a repeatable version, and a non-repeatable version.
Worshipped by the barbaric warlike people of the southern deserts this sun god takes on the cruelety of the desert sun.
When the characters approach a clearing in the forest, they will see 4 ogres who are guarding, and preventing from escape, 4 human males, and 3 human females. The ogres will see the party and leap to attack. The females will scream "OUR SAVIORS!!" and run screaming straight across the currently forming battlefield, in between ogres and party members, to hide behind the rearmost party members. They will be safe there. The males will try to skirt the battle to the north side to join the women.
To the south, giants will be hiding in the thick underbrush until the party has engaged the ogres and then attack the most opportune target EXCEPT the ones that the females are next to.
It should be noted that the female commoners are not female commoners at all, nor are the male commoners actually male commoners. The female commoners are the hags, who have polymorphed themselves as the commoners in their stewpot to escape detection. The males skirting the battle are actually MORE ogres, the hags were in the process of polymorphing ALL the ogres into regular humans for ambush purposes. The REAL commoners are already dead, having found their way into the coven's cauldron for dinner.
The hags (the women) will position themselves near to any spellcasters in the rear first, and then near anyone else in the back of the fight. The ogres (the men) will wait until the hags shift form, and then attack first the rear folks, then shift into the melee.
It is possible that the characters, as they approach the ogres, will notice the giants in the bush, and be able to warn the others of the ambush.
GAME NOTES: If you sell the screaming women correctly, they will not even be suspected until it is too late. Therein lay the problem. This encounter is ESPECIALLY deadly to the rear eschelon of the party. It is entirely possible that the hags will finish off half the party before they even realize they have been duped. Caution is required if the game master wishes to avoid a TPK(total party kill).