Also known as the school of the unseen and the Enclave of Enchantment. Little more is known to outsiders than that.
A symbol of achievement, an icon of arrogance and pride, a pinnacle of alchemical purity.
"a new (scientific) truth does not triumph by convincing its opponents and making them see the light, but rather because its opponents eventually die, and a new generation grows up that is familiar with it."
Known as the Witch-Queen of Togaille, the White Lady, and the Liche Elfbane.
Manufacted during the heyday of the Old World, these rods contain the elemental power of flame.
A social group of women who meet for purposes of ‘knitting’ and sharing gossip.
only peasants and commoners call them wizard’s robes, those of the art know their true name.
By Merlin’s Beard!
Dare you approach the great and mighty Modock! KNEEL!
A cold and cadavorous collection of nefarious necromancers.
There was a mage once who dreamed of magic being there for everybody, and with his "Leveler" wand he might well have turned his dream into reality.
30 slingers of spells, vendors of enchantment, and bizarrement.
Thirty Mages for every kind of magical world out there.
Do as thou Will…
I will make a prison that is as inescapable as the crime that infests our cities and towns
No, no. This hasnt been done correctly. Move aside imbecile…
On the surface, Sir Edmund Verney is a very good man, deeply loved by most citizens of Karnivhal. He is a war hero, knighted on the battlefield,a curer of diseases, and one of those who purged the country of evil mages. However, he himself has a deeply hidden secret life, that he wants very much to keep hidden by any means nesscessary…
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.
Many of the worlds woes can be laid at the feet of deranged, socially blind, and irresponcible wizards. The doddering old mage locked away in his tower, answerable to no one but himself is a hazard to himself and to those unfortunate enough to live close by. The Upright Society of Civic Mages plan to change this problem…one way or another.
The Understar is the ruler of a people who no longer exist, a sorceress schooled in magic that yearns to be forgotten, and a master of the 9 Monsters.
The PCs have travelled long and far. As nightfall approaches a mighty storm is unleashed. Luckily there is a lush wood nearby the path.
A good shelter for the rage of the unnamed weather gods it seams at first. As the PCs enter under the roof of this dense wood, they are welcomed by only a few drops wich is allowed trough the thick forest crown. A fire is offcourse required to warm the weary bones of the travellers. As one of the party is set to the task of collecting firewood the others settle down at a suitable location. But alas, they did not know the perils of this forest. But it seems clear to the rest of the party that something ill is at work as the woodcutters scream echo from afar.