New pages

Jump to navigation Jump to search
New pages
Hide registered users | Hide bots | Show redirects
  • 08:52, 23 August 2025The Shifting Tides/Character Roster (hist | edit) ‎[4,548 bytes]Rufflez (talk | contribs) (Created page with "=Notable Players in the Party= ===Aelar=== Aelar was born in a quiet farming village in the Jut’patii Commonwealth, where his tiefling heritage always set him apart. At fourteen he left home and wandered into the hills, where he met a hermit who practiced forgotten magics. The old man took him in, and Aelar spent years learning the craft. After his teacher’s death, he struck out on his own, carrying both the lessons he’d learned and a hunger to see more of the wor...")
  • 23:49, 22 August 2025Genth (hist | edit) ‎[6,534 bytes]Rufflez (talk | contribs) (Created page with "==The City That Never Sleeps== The city is formally divided into rough districts, though many locals argue over the count—particularly whether the warehouses along the coast should be considered one or several. The city straddles both banks of the river Veyne, which is nearly a mile wide at this point, with a third central district, known as the Bridge District, suspended between them. The East Bank: Ironward (Industrial District): A sprawling, pseudo-pre-industrial...")
  • 23:57, 6 June 2025Infinity Structures (hist | edit) ‎[1,157 bytes]Rufflez (talk | contribs) (Created page with "===What Are Infinity Structures?=== You’ve probably seen one. A tower in the middle of nowhere. A fortress gate built into a dead-end canyon. A rest house on a road no one remembers building. They go by many names—“The Old Spire,” “The Guardian’s House,” “Infinity Structures”—but everyone agrees on one thing: they were here long before any of us, and they’ll probably be here long after. Nobody builds near an Infinity Structure. Not really. The land...")
  • 19:31, 31 May 2025The Shifting Tides Act 1 (hist | edit) ‎[31,529 bytes]Rufflez (talk | contribs) (Created page with "===Session 08 – The Third Terrace=== The session kicked off with the party taking a closer look at the strange tavern—the same one that had looked brand new the night before, but now appeared just as old and ruined as everything else. They explored the upper floors and eventually came across a door sealed by magic. Attempts to break in through the walls revealed the entire room was encased in iron. With a well-placed Dispel Magic, the door was unlocked, revealing a s...")
  • 20:10, 30 May 2025The Shifting Tides Sessions 1-7 (hist | edit) ‎[0 bytes]Rufflez (talk | contribs) (Created page with "{{Hidden |title = Session 01 |content = This is the summary for Session 01. You can add whatever you want here. }}")
  • 16:07, 16 May 2025Goblins (hist | edit) ‎[2,732 bytes]Rufflez (talk | contribs) (Created page with "{| style="border:1px solid #aaa; padding:10px; background:#f9f9f9; width:60%" | Goblins are vermin with language. Not monsters. Not quite animals. Pests—with culture. They don’t march in daylight or draw swords in lines. They skulk. Scavenge. Scurry through ruins and corpse piles, vanishing before you can react. If you see one, there are three more watching. If one talks to you, it’s either a trap or a test. They live near things. Under cities. In the old bones...")
  • 19:08, 2 May 2025The Wheel of the Gods (hist | edit) ‎[3,310 bytes]Rufflez (talk | contribs) (Created page with "== The Gods == The gods are real. Most people accept this. They have appeared throughout history—rarely, but undeniably. Not to conquer or command, but to respond. Sometimes a priest’s desperate plea is answered. Sometimes a visionary sees a divine figure in a dream. And occasionally, a god walks the earth for reasons unknown. But it’s always distant. Mysterious. The gods do not rule the world, nor do they speak with one voice. They exist, and they are watching—m...")
  • 18:22, 2 May 2025Orcs (hist | edit) ‎[2,479 bytes]Rufflez (talk | contribs) (Created page with "{| style="border:1px solid #aaa; padding:10px; background:#f9f9f9; width:60%" | Very little is truly known about orcs. What little information the world has comes from fragmented tales—captains who lost a third of their crew to one and lived, a monk who once shared a fire with a tribe for a single night, and one deranged explorer who returned with orc-crafted trinkets and missing several fingers. The orcs are nomads, that much is clear. They do not build cities. They...")