Categories
Combat
Creatures
Guilds
Magic
The Races
The World



Combat

Polearms work best in conjunction with a shield man.

There used to be great masters of powerful fighting styles, but they were almost all killed during the Chaos Wars. So much knowledge lost.

You need a good 10 minutes or more between fights before your back in tip top fighting shape again.

Both the Shen and Illuthien cultures hold that if someone challenges you to a duel, either you or your champion must fight to the terms of the duel. It is considered the gravest cowardice to do otherwise.

Always watch your legs in a fight. They are always your most vulnerable area.

Creatures

Walking Dead are creations of Necromancy and a sure sign that there is a Necromancer in the area.

Kobolds are like cockroaches, you can never kill all of them.

Brownies and Pixies are two opposing types of fairy. Brownies will help you if your nice to them, and Pixies will try to trick you and cause damage. Although, if you're mean to a Brownie, it can be worse that a Pixie could ever dream of being.

Guilds

Within each racial territory there are numerous craftsmen guilds. Each of these guilds have varied policies on membership (race exclusive, age, dues, etc.). The guilds usually work to ensure protection and strengthen it's members buying power. Examples of common guilds: Blacksmiths, Armorers, Seamstresses, Hunters, Brewers, Merchants, etc. The majority of these guilds are typically limited in scope to a single geographical region or less. Notable Exceptions are the Merchants Guilds and the Elemental Universities.

Since the Chaos Wars there has been an upswing of Adventurers and Mercenary companies. Some well known examples are the Starlight Brotherhood and the Bounty Hunter's Guild.

There are secret guilds of wide and varied power and purpose. Some of the more legendary secret guilds are the Thief's Honor and the Leaf Lords. There are many wide spread rumors about these and other secret guilds and organization, but very little concrete evidence.

Some guilds, the Bounty Hunter's Guild firstmost among them, have gained so much wealth and prominence so as to buy or acquire significant political power. This pull with the leaders of the various races's tribes and cultures allow them to operate in conjunction, or in some locals in replacement of, the local law enforcement or militia.

In all six homelands the Starlight Brotherhood, Bounty Hunter's Guild and Merchant Guilds are well known and generally respected organizations. They have all learned that it is in their best interest to stay on good terms with the local populance.

The general attitude of most people in regards to the Bounty Hunter's Guild is that they work to eliminate threats to normal people. Many law enforcement officials take out bounties on criminals as a low cost measure to supplement their existing forces.

The guilds are generally good things, but most have had some past history of corruption or scandal.

Magic

Necromancy will drive you insane and make you kill your family and friends.

Empathy, also known as Faerie Magic, arises in people with Faerie blood in their veins or as a result of a pact between the individual and the Fey. Nothing good can come of either.

Alchemists make pacts with Elementals for their abilities, but often at a heavy cost.

You can tell a Necromancer as his flesh will rot long before his soul will.

Necromancy is recognized by the black fire that surrounds its accursed user. It is this cold flame that eats away at the Necromancer's body and soul.

Alchemists can eat these weird little rocks they call "essentials" to get a power boost.  That's why they are always willing to buy them if someone finds one.

The Races

The humans are broken up into 13 tribes: The bear, wolf, hawk, badger, lion, porcupine, hare, owl, serpent, skunk, raccoon and lark. There was a fourteenth tribe, but it was totally destroyed during the Chaos War.

A Denzorali will never forget an insult

The Jenisari heed no laws but their own.

Half breeds carry disease, crave flesh, and drink blood.

Illuthians view Shen as short-sighted and aggresive.  Shen view the Illuthians as passive and undisciplined.  Needless to say, they don't go well together.

The World

The Night of Wind and Fire was brought on by Necromancers and Faeries, who were working to destroy the races.

The Sulfur Forest is a nightmare place of horrible monsters and twisted wastelands. It marks the last stand of the Faeries before they were driven off into the sea by the combined force of the races over 250 years ago.

The Gold Coin is the most valuable unit of currency. You get 10 Gold Rings to a Coin, 10 Silver Rings to a Gold, and 10 Bits to a Silver. An ale at the tavern usually runs about 2 Bits.

The Bounty Hunter's Guild is an extremely well known and respected organization. It members have a reputation of always following the strict, literal wording of the bounty contract.

With the exception of the Beradai and some human tribes, slavery is an accepted and wide spread practice. Indentured Servitude is also common.

The village of Smallspring in the Burning Plain was wiped out in one night by a single Necromancer and his minions almost two years ago. It's said that they had the same kind of problems there that Hafner's Mine is having now, right before the end.

A common unskilled laborer earns about 1 Bit per day. A skilled worker (blacksmith, baker, etc) earns about 2 silver rings per week.


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