...or Lego Magic, if you will.
Vampires have strange powers indeed.
Priests of the god of agriculture.
The sum of all spellcasting traditions of one world - or most of them - in one place.
Deep forests hide many secrets, and traditions older and stranger than civilization itself.
What is the worship of knowledge for some, can be revenge for a few, and unwanted revelations for others.
A world of spirits, that exists alongside to ours.
Tell me, who wouldn’t want to see the stars? But laws of physics, as we know them, seem to put undesired constraints on extensive traveling through space. Can’t we just get around them? Seriously: how could a Faster-Than-Light drive work?
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
An adventurer guild is a way to provide plot hooks, motivation and social context for such a weird and diverse group of people known as “adventurers”. It can can offer interesting options, in-game and out-of-game.
Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
It is said that dwarves have problems with using magic (maybe they cannot cast spells at all). This is an attempt to create a distinctly dwarwen school of magic. The way you use it is of course yours.
The Judge is the Ultimate Judge, who judges all beings after death. After death, you face The One. He measures your worth and determines your faith appropriately.
Those who have created the world. Those who are few but seem like many. Those who will be worshipped forever, if but in a different guise.
Do you Remember?
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.
Here, fantasy meets science-fiction. Little green men have built automated outposts for the research of this planet.
An adventuress, Semma, has returned to her home village, but something has gone badly wrong: it's the furtive glances, the conversations that stop when she approaches, the childhood friends who now have no time for her. She returns to the town or city and enlists your party to help her find out what's going on.
The party must find out what is wrong: something (perhaps a Cthulhoid monster, perhaps a gang of vampires, perhaps just a bunch of bandits) is extorting obedience from the villagers by threatening their loved ones with at least death. Once the source is discovered, Semma and the party and a few brave yeomen (and women) must deal with the threat by finding its base and defeating it, and then deal with the remnant corrupted villagers who willingly served the Evil Force. These may prove to be the most difficult foe...