• Welcome to The Campaign Builder's Guild.
 

Stratton, City of Wonders

Started by Gnomemaster, October 11, 2006, 06:34:44 PM

Previous topic - Next topic

Gnomemaster

Stratton is an island continent the size of arizona. It is covered entirely in City. Like Coruscant, it is broken into wards and sections and is considered an entire country. It offers a DM the ability of playing a politics based city campaign, or running a dungeon crawling, urban war filled campaign, or both! The city continent is the size of Arizona, and is kept running by eleen mercantile houses that specify in different aspects of the magical economy (such as building, farming, curing, secrets, travel, forging, scrying, and law to name a few).

The People of Stratton worship a number of religions. These include a Polytheistic religion made of many broad ideal based gods, a ditheistic religion that worships the two sides of the same god and duality, as well as a monotheistic religion, and finally, a dragon-based faith where the dragons themselves are worshiped and used as conduits between the faithful and the draconic deities.

Stratton is home to all aspects of dungeons and dragons; however, most stereotypes of the dnd game have been removed and replaced. Most notably in the core races:

Elves were barbarian nomads who traveled the woodlands and raided civilization. Once the city over grew the entire continent they found their homeland covered by cobblestone and buildings. Think of them as Native Strattons. They are noble, and strong willed. Their elite warriors fly into rages on the battlefield and become swirling tornadoes of blades and death.

Gnomes are mischievous pranksters on the outside, but anyone who has dealth with a gnome knows that they have a darker side. Gnomes operate 90% of all illegal acts and organized crime families. They also operate the most extensive assassin guild in the world.

Half-orcs are noble warriors who believe in a form of bushido, it encourages the worship of one's ancestors and Lord. A half-orcs favorite weapon is the katana, and their favored classes are Samurai, Ninja, and Wujen.

Half-elves have become a race of their own, no longer just half-breeds. Most Half-elves live in Stratton because they dislike their primitive ancestors (the elves).

Halflings fit into the world along side humans and operate most of the greenhouses and pocket plane farms of Stratton. Halflings are tough and are ancient enemies of Gnomes. Whenever gnomes and Halflings border territory, it always ends in blood shed.

No book is safe. I plan on using as many books as possible with this setting. Because I hate it when wizards makes a new book, then never ever makes anything else to do with that book. For example: Incarnum, the most we may ever see about that is an NPC in a dragon adventure who has 2 levels of an incarnum class. So, I will try my hardest to incorporate new prestige classes, races, and monsters into the setting. More than likely, I will have little section that is like "Use Incarnum in this setting!"


Gnomemaster

Mark of Building
The Mark of Building enables it's possessor to mold and shape earth, wood, and stone to create buildings and other structures.

House: The Kobolds of House Gixustrat carry the Mark of Building. House Gixustrat organized themselves around the time when Kobolds first immigrated from savage Kargea to Stratton. The designs of their buildings vary greatly, and it is because of their skill with the earth that Stratton's oldest works of architecture is still standing today. House Gixustrat is a peaceful house who focuses on creation. They are staunch allies of the Humans of House Hurthi. Some of the wonders of House Gixustrat include the Stratton Senate Building, The Clock Tower of King Keristan III, and the world's largest dungeon, Darkhome. Darkhome is a training ground for any Kobold, if they love anything more than the shaping of rock, it's trapmaking. A Kobold's skill with a poisoned arrow trap is as important as her skill at constructing a home.

Marks: The aspects of the Mark of Building grant the following benefits.

Least Mark of Building: soften earth and stone 1/day, or woodshape 1/day; +2 knowledge (architecture and engineering) checks.

Lesser Mark of Building: stone shape 1/day, transmute mud to rock 1/day, transmute rock to mud 1/day.

Greater Mark of Building: ironwood 1/day, wall of stone 1/day, greater stone shape* 1/day.
*This spell can be found in the Spell Compendium.

Gnomemaster

Mark of Law
The Mark of Law enables its posessor to enforce the law without resorting to violence.

House:The Half-Orcs of House Shinsen originated in the mysterious isle where the feudal orc lords rule. The House was exhiled from the island, and came to Stratton in its early days. Since Stratton's youth House Shinsen has been there enforcing the law, training city watchmen, and protecting the values of democracy and the republic. House Shinsen is not interested in House wars, it is secure in its position of control over the law. The Patriarch of House Shinsen is Orald d'Shinsen. Orald os an old veteran who has patrolled the streets of Stratton since he was a young boy. He still patrols his section of the city, it has the lowest crime rate of any other in Stratton.

Mark: The aspects of the Mark of Law grant the following benefits.

Least Mark of Law: sanctuary 1/day, zone of truth 1/day, or protection from chaos 1/day; +2 on Sense Motive checks.

Lesser Mark of Law: hold person 1/day, or slow 1/day.

Greater Mark of Law: bigby's forceful hand 1/day.

Gnomemaster

Mark of Scrying
The Mark of Scrying enables its posessor to learn secrets through divination.

House: The Dwarves of House Molik are powerful psychics and oracles. Generals come to them for help in wars, they also help identify magic dweomers. House Molik runs several magic item shops, as well as fortune tellers who can tell a buyer their future. They also have a more secretive spy ring used for the highest paying customers.

Mark: The aspects of the Mark of Scrying grant the following benefits.

Least Mark of Scrying: augury 1/day, chain of eyes 1/day, or identify 1/day; +2 to Appraise checks.

Lesser Mark of Scrying: clairaudience/clairvoyance 1/day, or circle dance 1/day


Greater Mark of Scrying: scrying 1/day

Gnomemaster

The Mark of Curing
The Mark of Curing helps remove disease and other ailments, both natural and magical.

House: The Half-Elves of House Irisiv are the caregivers of Stratton. They protect the city from disease and plague, but incredibly corrupt. A House Irisiv healer may never enter the slums where his help is needed the most, and may stay in the nicer neighborhoods helping cure rich children of the cold. House Irisiv hates House Shinsen because the house is favored among the commonwealth. Irisiv feels that Shinsen should be destroyed at all cost, and cannot wait for that day to happen. A House Shinsen operative would be denied healing if he asked for it, however, a House Irisiv operative would recieve the help he needed from House Shinsen.

Mark: The Mark of Curing allows its possessor to remove diseases, curses, and the heal.

Least Mark of Curing: delay poison 1/day, remove fear 1/day, or remove paralysis 1/day; +2 on all Heal checks.

Lesser Mark of Curing: remove curse 1/day, or remove disease 1/day.

Greater Mark of Curing: Heal 1/day.

Gnomemaster

Mark of Farming
The Mark of Farming enables its posessor to grow better produce and livestock.

House: The Halflings of House Throden are the greatest farmers of Stratton. They utilize pocket planes to grow giant fields to help keep Stratton fed. House Throden produce is cheaper and a better quality then exported plants. They specialize in Cows, Chickens, Pigs, Triceratopses, Cabbage, Corn, Wheat, Beans, Barley, and any other farm product. House Throden is often time seen as back water by other families, even though with out them most of Stratton would starve. House Throden also helps the homeless operate their own farms for self sufficiency. Throden believes in hard work and charity.

Mark: The aspects of the Mark of Farming grant the following benefits.

Least Mark of Farming: calm animal 1/day, create water 1/day, or one with the land* 1/day.

Lesser Mark of Farming: plant growth 1/day, or daylight 1/day.

Greater Mark of Farming: Train Animal 1/day.
*This spell can be found in the Spell Compendium.

Gnomemaster

Mark of Protection
The Mark of Protection enables its posessor to protect and guard.

House: The shifters of House Vitrix are some of the greatest warriors in the land. They rent themselves as bodyguards, strongmen, and mercenaries. A House Vitrix bodyguard will put the life of his charge over his own, and will do whatever it takes to ensure that his charge is alive. House Vitrix is one of the most warlike of houses, but stays neutral during most house wars so they can profit off of the fighting by selling each side soldiers. When this happens, the House Vitrix soldiers are careful to not kill each other.

Mark: The aspects of the Mark of Protection grant the following benefits.

Least Mark of Protection: bless 1/day, bull's strength 1/day, or resistance 1/day; +2 to intimidate checks.

Lesser Mark of Protection: heroism 1/day.

Greater Mark of Protection: Tenser's Transformation 1/day.

Gnomemaster

Mark of Secrets
The Mark of Secrets grants the ability to hide and have privacy prying eyes.

House: The Gnomes of House Urathear are the shadiest of houses. They focus on home security, although they also control one of the most powerful crime syndicates in Stratton. They are rivals of the Dwarves of House Molik, and the halflings of House Throden. They also operate the largest black market in Stratton.

Mark: The aspects of the Mark of Secrets grant the following benefits.

Least Mark of Secrets: nondetection 1/day, read magic 1/day, or misdirection 1/day.

Lesser Mark of Secrets: false vision 1/day, or illusory script 1/day.

Greater Mark of Secrets: Screen 1/day.

Gnomemaster

Mark of Changing
The Mark of Changing grants the ability to change and shape your appearance.

House: The Changelings of House Maekrix operate two major businesses. They perform a type of magic plastic surgery for those who can afford it, they also operate ninety percent of all the bordellos in Stratton. The house is as random and strange as Changelings often are. No one knows who the leader of the house is. When a changeling uses her disguise self ability, the dragonmark can blend into her skin to hide her heritage.

Mark: The aspects of the Mark of Changing grant the following benefits.

Least Mark of Changing: reduce person 1/day or enlarge person 1/day. +2 to all Disguise Self checks.

Lesser Mark of Changing: polymorph 1/day or animalistic power* 1/day.

Greater Mark of Changing: baleful polymorph 1day.
*Can be found in the Player's Handbook II

Xathan

QuoteNo book is safe. I plan on using as many books as possible with this setting. Because I hate it when wizards makes a new book, then never ever makes anything else to do with that book. For example: Incarnum, the most we may ever see about that is an NPC in a dragon adventure who has 2 levels of an incarnum class. So, I will try my hardest to incorporate new prestige classes, races, and monsters into the setting. More than likely, I will have little section that is like "Use Incarnum in this setting!"

An incorporate everything world, eh? Be careful, it is easy for a setting to become cluttered using this method. (Not that there is anything wrong with "Incorporate Everything," that's what my setting Sooth is. It's just hard to do.) I'm a big fan of Incarnum too, so I look forward to seeing what you do with it.

I like the idea of "whole setting is a city." I've played with them before, but I always get stuck on the logic of supplying such a large mass of humanoid life with food, water, etc. I'd like to know A) How this city developed and B) how they manage to feed such a large population. (BTW, what is the population of Stratton?)

I like the marks - I take it the inspiration comes from Eberron's Dragonmarks? Where do your marks come from, and how do they play into the setting?

Overall, looks good, and I can't wait to see more.
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Gnomemaster

Mark of Ruin
The Mark of Ruin grants the ability to poison, kill, and spread mayhem.

House: The Elves of House Onureth run the Assassinâ,¬,,¢s Guild. They are the deadliest house, but are neutral in every marked war. House Onureth will sell their assassins to the highest bidder and sit back and watch. They are led by Habiana dâ,¬,,¢Onureth (CE female Elf Rogue 8/ Assassin 3/ Dragonmark Heir 5). She is a cold and calculating elf who is unafraid to bloody her hands.

Mark: The aspects of the Mark of Ruin grant the following benefits.

Least Mark of Ruin: cause fear 1/day, death knell 1/day, or undetectable alignment 1/day. +2 on all Craft (poisonmaking) checks.

Lesser Mark of Ruin: contagion 1/day or poison 1/day.

Greater Mark of Ruin: harm 1/day.

Gnomemaster

thanks dementia for being the first person to post on this. im not going to make a discussion thread (yet) so if you want to talk about this setting, do so here.

Stratton has a population reaching into the millions. i figure this because they have towers (not nearly as big as Sharn, but still big) and the city is huge. The way they are fed is by the good ol' fasioned magics of the halflings of House Throden. That's the whole reason i have a mark of farming. The halflings operate farms that are on pocket planes. (see the Genesis power in the expanded psonics handbook) like a bag of holding, their greenhouses take up the space of a small room. but when you walk through the door you see and entire field where corn, wheat, barley and other vegetables are growing; or you might find a farm where pigs, chickens, dinosaurs, hippogriffs, and other beasts are raised. House Throden has a deal with House Glurdnel (mark of traveling) to deliver their produce to markets. House Throden also helps farms operate for less fortunate people. anyone who cannot afford their own dimensional farm will usually keep a small window sill pot. there small things like a tomato plant can be grown. other communities keep gardens on their roof tops.

The history of Stratton is that it was a small continent with a diverse people. Over the centuries their cities started growing together. to help purchase land, the Elves who had no sense of ownership over land, were put on reservations (land no one wanted) these reservations are not a part of the stratton country. They send senators to the senate to vote, but most stratton laws do not apply to them. that's why the assassin's guild thrives there and the drug trade has yet to be stamped out.

As for my dragonmarks, I looked at the regular ones. Fo the least mark you have 1st-2nd level spells. For the lesser it is 3rd-4th, and the greater is a 6th level spell. I looked at how each house would use these spells to make money, and better stratton. the hardest one was the mark of building, especially because there werent as many spells in that category as i thought there would be.

here's the mark of forging.

Mark of Forging
The Mark of Forging grants the ability to create weapons and armor beyond that of normal blacksmiths.

House: The Humans of House Loreat are the blacksmiths of Stratton. They forge the finest armors, weapons, and magic items in the whole city. Their house is populated by skilled Artificers who set up shops or travel the city repairing broken metals.

Mark: The aspects of the Mark of Forging grant the following abilities.

Least Mark of Forging: magic vestment 1/day, magic weapon 1/day, or construct energy ward*.

Lesser Mark of Forging: greater magic weapon 1/day or item alteration* 1/day.

Greater Mark of Forging: major creation 1/day.
*From the Eberron Campaign Setting Guide.

Gnomemaster

Mark of Travel
The Mark of Travel grants the ability to travel quickly.

House: The Humans of House Glurdenel operate the many portals that enable travel throughout the city. They also employ mail carriers that deliver packages, news, letters, and give other mailing services. The Carrier Guild makes use of dragonhawks which they buy from half-orc breeders.

Mark: The aspects of the Mark of Travel grant the following abilities.

Least Mark of Travel: tenserâ,¬,,¢s floating disk 1/day, expeditious retreat 1/day, or levitate 1/day.

Lesser Mark of Travel: fly 1/day.

Greater Mark of Travel: teleport 1/day.

Gnomemaster

Whew! do i feel better now that all my dragonmarks are made! now for a quick bit before i start on religions.

 Issue 349 of Dragon Magazine in Stratton

Yesterday my new issue of Dragon came in the mail, so i thought i might flip through it and do some explaining.

Demonomicon of Iggwyilv: Dagon, Prince of Darkened Depths
The Demon Dagon tormented the coasts of Stratton in ancient times, he threatened the very existance of the coastal towns that would later grow into the City of Stratton. It was then that a group of heroes rose up against the demon. Facing off against his horde of Kuo-Toa and Thralls. The wizard bound Dagon into a black pearl and hid it from all who might claim it. The Pearl of Dagon has been spotted all over the world. Some claim they have seen it in the Great Kobold Dungeon below the undercity, others claim they saw it in the center of a whirlpool during a storm a few miles off the coast.

Even though the Demon Prince is still locked up in the pearl, his faithful still whisper wet prayers to him. Clerics try to stamp these cults out on sight, but they have become harder and harder to find. Whenever something in the sea goes wrong (a ship sinks, fishing is poor for the season, someone drowns) the people will pray to Dagon to calm his anger. It is this fear that feeds Dagon's power. There are still those who remember the terror of Dagon, and worry late at night about his return.

Minions of Dagon
The Thrall of Dagon Prestige Class: These can be used in Stratton just like it is presented in the magazine. I would make the cult placed in a district that is coastal. Stratton is ringed by coastal districts (the ones that are on the coast, duh!) any of these would be ideal for a cult to Dagon. Remember that Dagon hasn't swam the depths for centuries, so it is doubtful anyone remembers his name (except for the occaisonal aboleth). Treat Dagon like the bogey man.

Voice of Dagon
Kuo-Toa worship Dagon because they desire his power. In this society (instead of the normal Blipdoolpoolp worshipping Kuo-Toa. Clerics of Dagon can take the Chaos, Evil, Water, and Entropy (Fiendish Codex I) domains.

Uzollru
These are the terrors of the deep. The orphaned children of Dagon search for their father's Pearl. They aren't terribly bright (intelligence of 6) so they usually join with a cult to Dagon and help them on their hunt for the pearl.

The Ecology of the Ogre Mage
Ogre Mages come from the myserious isle of Shingen. There they are constantly warring with the Half-0rcs who live there. The half-orc samurai have almost wiped out the Ogre Mages, but a few still resist. The most notable of these is Muaj-Rekhora (LE Male Ogre Mage Samurai 5/ Kensai 3/ Sorcerer 2). He is one of the most powerful of Oger Mages and leads the fight against the Half-Orcs. He wears a crimson breasplate decorated by the shrunken heads of his enemies (he claims to have a total of 500 heads, but only wears 20 of them for practical reasons) While the standard Ogre Mage described in the Monster Manual is the most common and trace their lineage back to Muaj, the other two types (The psionic Cereborg and the shadowy Ogre Umbramage) are rare to find. Ogre Mages have been known to appear in Stratton, but they are almost always killed or ran out of the city by the city watchman.

Class Acts: Poisonmaking Guide
House Onureth makes good use of poison and are the leading producers of most poisons. When buying raw materials near House Onureth you can put a situational modifier of -4 on to the gather information check. The greatest poison mistress is Gerianna d'Onureth (CE female Elf Rogue 6/ Assassin 6/ dragonmarked Heir 4)

The Order of the Stick
this has nothing to do with Stratton, but as always it's hil-fricking-ilarios. Thanks Rich Burlew! you're my best friend!

Release the Ninjas!
Gnomemaster

Ghost

This sounds very interesting.

Though, I do have some questions. Are there any organizations or individuals governing the guilds? Or is it, like Ravnica, up to the guilds, or one specific guild, to watch over themselves?

Also, are there any Dragons or Half-dragons in Stratton?


Edit: Nevermind with the first question. I just read over the House Shinsen.
‘Yes, one may live while never leaving their domicile. But then, they aren’t really alive. Exploring, adventuring, becoming a mercenary - whatever one may call it, it is the blood of the world that many are embracing now. Our reach is advanced nearly everyday, and the stars themselves are in our grasp. That is why I, and many others, continue to learn as we do.’

-Cazirife Dee, Captain of the Holy Vyecec (excerpt from the intro to Ifpherion: AoE)

I've had the honor of helping:
    - Tera