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Mourngrymn's Profile

Our Author's latest news and articles.

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Mourngrymn - Social Profile

- King Scribbler of Colorful Dreams

For Next Level: 31950xp of 57440xp complete.
31950xp

Hall of Honour

112 HoH

Golden

2 Golden

Quests

9 Quests
- RANDOM
Organizations | 80xp

Religious Orders of Hewdamia

The priest's ability of prayer as well as their divine spells comes not from themselves, but from their Deity. Because of this, very few abilities are personal to the priest as all others who have chosen this path or had it chosen for them. Even so, while most of their prayers and divine spells will be the same, there will be a few differences or a few different abilities depending on the deity that the priest worships. This is the codex of the religious followers of Hewdamia.

- RANDOM
Locations | 65xp

Venkis

Located at the mouth of the River Vella, Venkis has a commanding view of the Bay of Pearls. On clear nights, occasionally the lights from Stormgarde can be seen across the bay. Venkis is the major shipping port for the kingdom and deals with most of the navel aspect of the military.

- RANDOM
Systems | 120xp

Tenets of Knighthood

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.

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Guilds
“ Along the sluggish Vanne River, the banks are lined with thick stands of tall bulrushes. These areas of wetland are considered ill-omened by the locals, for they hide the skeletal remains of thousands of grazing animals, washed downriver in a terrible flood decades before. Adding to the uncanny reputation of the place is the occasional undead cow or goat that lurks there. The product of a necromancer's experiments some years before, these relatively harmless undead wander the area at night, startling livestock as they attempt to graze with them.”
Wulfhere
“ The Door A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair. When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its 'master' of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party, Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir”
Grendel
“ freedom of speech is allowed in what is normally a dictatorship.”
Cheka Man
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