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 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.
Following a discussion we had on the site, I thought we could start up a thread to post the pre- and post-apocalyptic effects of a comet/minor planetary impact on a campaign world.
This is a combat system for those with magic deck of cards. It allows PCs to utilize their card playing skills to resolve RPG combat.
If your character has access to such a deck, you will use these rules.
Throughout creation there are locations which serve as nexuses of sorts; conduits between one place and another. Such are the rules of translocation that only areas that border each other can be traversed by physical or magical means.
When the Gods forged Creation they imbued everything with a spirit of its own, a soul so to speak. The trees, the bushes, serpents and birds, everything was imbued with a soul. Even the very earth and the mountains got spirits of their own, as did the winds, the rain and the storms.
Saints and Sainthood: The inside story on the ascended
Necromancy: By some it is considered as nefarious black arts and by others a vault of opportunities, the very key to the secrets of life. A substantial part of the necromancer’s practice is devoted to undeath; a state in which one is neither alive nor dead. Unbeknownst to the general populace there are three ways in which undeath can provoked, and the curse of unlife bestowed upon the recipient.
Angels are the guardians of Order, the forces that oversee that the purpose of existence is indeed fulfilled.
“Dreams are the only reality” suggests some of the ancient manuscripts. Dreams and the dreamers often reveal secrets long forgotten, or dreams can hide the truth only to make it resurface decades or even centuries later
Demons are the darker emotions, the destructive forces of creation. In primeval times the demons awoke alongside the gods and the angels, and were herded by the greater powers, chased into hell, even as the angels were led into heaven.
The characters are given the task of transporting a flask of highly volatile liquid a long distance. The flask cannot be shaken too much or it will explode. The adventure involves stormy sea-voyages, bumpy cart rides through densely populated towns and horseback combat. In short there are many opportunities for it to break and explode.