The second era started off in better light than the 1st era ended. For almost 500 years there was a rebuilding going on with the Gison, continued growth for the Olwynn, and understanding with the Derevo about the different factions in their families. Like all things, this time had come to and end.
This thread is for the development of rangerspeak, the dialect of the mountain rangers who guard the passes, known as munnum to those who hear it, for its resemblance to a mumbling noise…
In the early days of Hewdamia, the Gods squabbled over the world and took what they could from the each other. There was little here but water and soil, yet the Three Gods fought over it still. The arrival of the newer Gods marked a turning point in the world as well as the Gods. The arrival marked the beginning of a war that wouldn’t see the first blow for centuries.
When one views a knight from afar thoughts of chivalry and deeds of heroic good flood the mind of the youthful and dreamers. But what does it mean when someone takes those same ideals and alter them to a darker view? When the thought of chivalry of light is replaced with a code of darkness? The Tenets of Shadows prevail.
When one views a knight from afar thoughts of chivalry and deeds of heroic good flood the mind of the youthful and dreamers. But what does it take to gain that title? What is it to follow the code of all knights? The Tenets of Knighthood determine that.
The Tower of Troubles is a Mages guild where young wizards and sorcerors are trained in the Art. It arose as a compromise between the gods of Bareel and the human practitioners of magic.
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.
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 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.
Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.