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Savage Age Glossary

Started by Ghostman, August 05, 2011, 04:31:28 PM

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Ghostman

[ooc]Since my setting has become so bloated, I'm going to follow the example of ElDo and Steerpike and organize things in a glossary of terms. Hopefully this will help paint a clearer picture of SA and offer new readers an approach to it that doesn't seem too overwhelming.

Because I've come to view Savage Age as a kind of master-setting containing several sub-settings, or "worlds", I've broken the glossary into sections.[/ooc]
[spoiler=The Worlds of Savage Age]
Brond : A dismal, wartorn world stretching from the restless shores of the Sea of Blood to the unexplored arctic wastes of the utter north. A patchwork of petty kingdoms and savage tribes spread out across these lands; islands of population encroaching on an expanse of primeval wilderness.

Daliristan : A rugged world of imposing mountain ranges and lofty plateaus, rising high to the south from the Endless Plains, west from Euria beyond the Merciless Sea. Home to a noble race of mighty kings and the cryptic magi, it's eminent civilization is laid waste by savage hordes from the steppes.

Derevya : A cold, boreal world of deep forests and barren plains, where ruthless Boyar-Princes rule from their grads with an iron grip, and where ancient nameless gods slumber beneath the permafrost. Located to the north from Euria, west from Brond, and east from the Endless Plains.

Euria : A world of ancient civilizations and deadly intrigues, betwixt the Sea of a Million Islands and the Sea of Blood.

Endless Plains, The : A vastness of arid grasslands, weather-beaten and untamed. A barren world where nomadic horse-lords rule and pedestrians die, where the power of a mighty Khan may slip from his grasp as easily as a handfull of sand, where every day is a struggle to survive.

Khâvaran : A world of luxuriant cities scattered about arid wastes, south of Euria. Lawless bands of desert nomads scourge the shifting dunes and barren rocklands of the interior, which hides the secrets of the antediluvian past, whilst pirate-kings rule the waves of the Crescent Sea.

Mahadesh : A vibrant world rife with a bewildering multitude of peoples and creeds, stretching from the sun-scorched borderlands of Khâvaran in the north to steaming tropical jungles in the south. There ancient dynasties of Rajas plot each other's demise in their ivory pavillions, and proud khsatriya warriors serve their lords with utmost devotion.

Tàilián : An enigmatic world to the west from the fabled Silk Islands, steeped in eternal traditions and taboos.



[/spoiler]
[spoiler=General Glossary]
Ape-Men : Savage apes that walk upright (if somewhat hunched) and possess base cunning and primitive intelligence. They lurk in desolate badlands and on unapproachable mountains, ever ready to fall upon Men who dare too close to their haunts.

Dragon, The : A legendary being of immense power and eternal wisdom. Peoples across the worlds have tales about the Dragon appearing to famed heroes of the past. No one knows what the Dragon truly is and what it wants.
* Drakes : The elusive messengers of the Dragon. They are typically sighted before major turning points in the course of history.
* Island of the Dragon : The fabled island upon which the Dragon makes it's home, coiling around the trunk of the World Tree. The island exists nowhere in particular, being able to appear and disappear on any body of water large enough to accommodate it.
* The World Tree : An inifinitely tall tree that grows on the Island of the Dragon. It's roots reach down to the deepest recesses of the earth, and it's topmost branches pierce the vault of the heavens. The tree bears magical fruit and it's foliage is home to wondrous speaking animals.

Great Desert, The : A huge desert dominating the landmass south from the Sea of Blood. Haunted by ghuls, djinn and other malevolent spirits.

Immortals : Enigmatic characters who were once mortal (generally human) but somehow transcended that state. They are extremely aloof and reclusive, dwelling in the most inaccessible of places, or seemingly randomly wandering the outskirts of civilization. They are found on every world of the Savage Age.

Sea of Blood, The : A shallow sea south of Brond, notorious for it's perilous waters and it's ubiquitous piracy.

Sea of a Million Islands, The : A sea to the south/west from Euria, famed for the uncountable and largely uncharted multitude of small islands that rise from it's depths. It is a perilous waterway, plagued by pirates and invisible reefs. Accounts of mariners abound with hair-raising tales of abominable monsters that lurk beneath the waves, and of fantastic islands hidden in mists, concealing forbidden kingdoms built of pearl and gold and protected by deadly curses. Despite it's many dangers, the Sea of a Million Islands sees much traffic, for shipments of silk must pass through it on their way to the markets of distant lands in the far east.
* Artana : A fabled landmass said to have once risen on the Sea of a Million Islands, connecting the worlds of Daliristan and Khâvaran. According to legend, it was a verdant paradise, peopled by a race of exalted hero-kings, and it was destroyed in a cataclysmic flood in times long forgotten.

Silk : Fine fabric said to be worth it's weight in gold. A nigh-universal symbol of wealth, power and authority.
* Silk Islands, The : A legendary archipelago where all silk in the world is produced. Extremely wealthy and decadent, but wracked with internal conflict. It is protected by an ancient pact with dread sea-spirits that ensure it's relative isolation from foreign powers; to this day, the islands have never been successfully invaded.

Spirit Realms, The : The "otherworlds" invisible to the eyes of Men but woven all about the mundane worlds. Different geographic areas are linked with different Spirit Realms, accounting for the influence of different kinds of spirits and gods in the worlds of Men.

[/spoiler]
[spoiler=Brondic Glossary]
Atal : Ancient city of the stone-circle builders, a devil-haunted ruin. The apocalyptic destruction of Atal resulted in a fallout of malefic blight that continues to afflict much or Brond to this day.

Castles : Southern-Brondic strongholds that serve as the primary sources of political power in that part of the world. Typically fairly simple structures consisting of a wooden tower erected on a hilltop, surrounded by a palisade and a ditch.

Elves : A wicked race of tribal humanoids that prowl the untamed wildernesses of Brond. The ways of Elves are shrouded in myth and legends, their eldritch witcheries feared and dreaded by Men.

Golden Kingdoms, The : An assortment of petty kingdoms wherein the Temple of Light has been instituted as a state religion.
* Galarain : The largest and most powerful of the Golden Kingdoms. It is torn apart by a dynastic struggle, with many members of the royal lineage vying for the throne.

Megnir : A terrifying race of sea-faring warriors, pirates and adventurers, originating from dismal weather-beaten islands off the eastern coast of Brond. For the last centuries they have plagued the shores of the Sea of Blood, raiding incessantly and founding colonies and strongholds whence to launch further attacks.
* Berserkr : Magical warriors of the Megnir, who by consuming potions enter a fearsome battle-trance.
* Iron Kings : The undying over-kings of the Megnir. Considered to be literal avatars to their gods.
* Things : Judicial assemblies of the Megnir, where lesser kings (not Iron Kings) can be elected and families of the freeborn may plead to have their disputes and blood-feuds solved.

Kamara : A wild subarctic land in northern Brond; home to tribes of reindeer-herders.

Knarrs : The common mercantile vessels sailed by Brondic peoples. More sea-worthy than the longships, they are used for longer voyages and exploration.

Knights : Warrior-retainers in service to southern Brondic nobility. Their martial tradition favours daring mounted charges and reviles archery as cowardly.

Longships : The common warships sailed by Brondic peoples. These sleek vessels are single-masted, bearing a large square-rigged sail, but can also be rowed by oarsmen. They are open-decked, rudderless, and can be drawn up on beaches when needed.

Longswords : Two-handed swords only recently invented. They are crafted only in Brond, and even there they still are quite rare.

Stone Circles : Mysterious monuments of bewildering antiquity, built from immense boulders arranged to stand in rings. They are found throughout many Brondic lands, excluding the cold northern territories. They are feared and shunned as haunted places of unwholesome magics. The present era Brondic peoples are ignorant of their origins, presuming that they must have been built by giants.

Temple of Light, The : A religion dominant in southwestern Brond. A dualistic faith, it perceives the universe as torn in a struggle between the heavenly Sun-god's divine authority, and the forces darkness that oppose it.
* Black Magic : A blanket term for any kind of sorcery (whether truly supernatural or not) viewed as diabolistic by the Temple of Light - which by default includes any and all magics not specifically granted an approval.
* Zealots : Anointed knights sworn to defend the Temple of Light and it's interests.

Winter King, The : A terrible being of unwholesome power who lives in the utter north of Brond, beneath the arctic sky lit by boreal lights. He exacts tribute from the peoples of the north, while the southern kingdoms pass him over as a fairy tale.

Witches : Practioners of traditional (southern) Brondic magics. Persecuted by the Temple of Light.

[/spoiler]
[spoiler=Eurian Glossary]
Amazon : A goddess of violence, bloodshed and glorious death. Recognized in many Eurian religions. It is said that she only lives during battles.
* Amazonids : Fierce warrior-priestesses devoted to the Cult of Amazon.

Amphorae: Ceramic containers for liquid or granular goods. A bewildering variety of different forms exist, designed for holding different contents. Amphorae meant for mass transport of trade goods are plain and crude vessels, but those designed for domestic storage, mixing and dosage of wine can be extremely ornate vases, expertly crafted and decorated with paintings. There are also common measures of volume, named after three sizes of amphorae: the small amphora (~15 liters), the [medium] amphora (~30 liters) and the large amphora (~45 liters).

Argyrian Empire : An old, warlike empire that dominates much of Euria. Infamous for it's ruthless political intrigue. Fabulously wealthy from controlling the trade routes of silk to the Sea of Blood.

Augury : A method of divination by the examination of the entrails of sacrificial animals. Often practiced by priests.

Cataphracts : Highly disciplined elite warriors of the Argyrians and Erytanians. Clad in silk and steel, they take to the field on armoured warhorses, riding and fighting in a solid formation.

Cecropians : An ancient race from the island of Cecropia, said to be elder to mankind by aeons. They resemble men from the waist up, but below waist their bodies become scaled tails, like the tail of some enormous serpent. They have influenced the religious thought of Eurian peoples by imparting upon them the mysteries of reincarnation.

Centaurs : A breed of forest-dwelling monsters half man, half stag. Though primitively intelligent, the Centaurs lack civilization, leading vicious lives of nomadic hunting & gathering in the wilderness. They are notorious for their ways of theft and banditry.

Chariot Racing : A popular form of athletic competition, originating as religious ceremony but transformed into a recreational sport.
* Hippodromes : Great, elaborate racing tracks with stands for spectators. Found in large cities.

Cremation : The common manner of conducting the funerary disposal of the deceased. The body is burned on an open-air pyre and the ashes gathered in an urn, which may then be entombed.

Cyclopses : Fabled one-eyed monsters that walked the earth in the mythic past, erecting gargantuan monuments and dabbling in occult sorceries when mankind was little more than throngs of unclothed savages lurking in caves. Now a fallen race of degenerate beasts, Cyclopses lurk deep in the lightless bowels of the earth, rarely emerging on the world above to prey upon humanity.
* Cyclopic Bronze : A rare metal stronger than finest steel, said to come from the infernal forges of the Cyclopses.

Daemones : A blanket term referring to several kinds of spirits found in the Eurian spirit realm. Daemones are usually subtle, immaterial beings attached to people, objects or places, although many of them are capable of manifesting in tangible forms.
* Eudaemones and Cacodaemones are, respectively, benevolent and malevolent spirits that become attached to particular individuals. The former become watchful guardian spirits that protect their wards from danger, while the latter are malicious tricksters that torment their chosen victims with ill fortune, accidents and sickness.
* Household Daemones : Spirits thought to reside in Men's homes, commonly venerated and appeased. Generally seen as benevolent protectors of the household, but also potentially wrathful should they grow displeased with the inhabitants.

Damnatio Memoriae : A powerful curse, believed to be possessed by the rulers of the Argyrian Empire and Erytania. Supposedly, it is capable of erasing all traces of a person's existence.

Death Curse : A kind of a layman's curse; a malicious or vengeful wish uttered with one's dying breath. An alleged form of folk magic requiring no special skill or knowledge on the part of it's user.

Dodecacheirai : A breed of wicked giants native to Euria. A Dodecacheires has 12 arms and 6 heads, and can only be slain by cutting off each of it's heads.

Erytania : A powerful kingdom in south-eastern Euria, occupying the coastal plains to the west from the Gigantes Mountains. An ancient rival of the Argyrian Empire.

Eunuchs : The castrated ones. In Euria they are considered to be the third gender, distinct from Men.

Evil Eye : A method of cursing someone by the means of a maleficient gaze. Greatly feared throughout Eurian lands. It is believed that bearing an eye-shaped talisman, or having an eye painted upon one's shield or the prow of a ship, can ward against the Evil Eye, or even deflect it back on the beholder.

Galleys : Warships sailed by Eurian peoples. Typically one- or two-masted, with a closed deck and lines of oar-ports puncturing the sides. Swift, manouverable and equipped with solid metal rams, they are formidable vessels in battle but vulnerable to storms. Besides the warships there are also merchant galleys, built with deeper and wider hulls.
* Galley Slaves : Found in merchant galleys only. Eurians never make use of slaves on their military vessels, save as ships' cooks and captains' personal servants and the like. The task of battle-rowing is reserved for free men.

Gigantes Mountains : A barren, arid mountain range that marks the eastern border of Erytania. Feared and shunned for the terrible races of giants that live there, particularly the formidable Dodecacheirai.

Hero Cults : Public cults based around deified heroes and rulers; incorporated in many Eurian religions.
* Apotheosis : The process of making gods out of Men, posthumously or otherwise.

Ios Island : An island kingdom on the Erytanian Sea. It's inhabitants bear the occult gift of telepathy.
* Ioan Telepaths : All those who are born on the Ios Island to native parents. Most are capable of limited mind-reading at least, while the most powerful among them are able to read thoughts like an open book and manipulate the minds of others. Ioans rarely leave their homeland, striving to isolate themselves from the rest of the world. Their society is remarkably pacifistic, able to exist as such due to their inborn power.

Lamiae : Evil shapeshifting female spirits. They are vampiric and feed on human blood.

Lectus : A cushioned 'couch' standing on four feet. Used for sitting, eating and reading, or as a bed.

Manumission : The act of formally freeing a slave. While slavery is ubiquitous in Euria, it is common practice among private slave-owners to manumit their household serviles once these are either turning old and frail or if they've managed to save up enough money to buy their freedom.

Minarians : Dour, semi-barbaric people inhabiting western Euria. Loosely organized in tribes that pay taxes to a common king, they are quick to band together in the face of foreign intruders to their lands. To outlanders they are mostly known as pirates and mercenaries.

Myrmidons : A fearsome warrior-race from the island of Myrmidonia. They could be mistaken for Men, but for the pair of antennae that crown their heads.

Numerians : Savage hill-tribes that hold dread dominion over the rugged highlands northeast from the Gigantes Mountains, notorious for their strange customs and their abominable witchcrafts.

Oracles : Famed and venerated seers. Their abilities of divination are legendary.
* Supreme Oracle, The : The Oracle who resides on Mt. Helix, on the island of Helikia. Widely recognized as the most ancient and foremost of the Oracles.

Papyrus : Sheets made from the pith of the papyrus plant. Tends to decay when exposed to moisture, so it is primarily used for penning short-term records.

Pegasi : Legendary winged horses, originally 13 in number but now less.

Rhompaias : Two-handed swords with curved blades sharpened on the inside-curve. Traditional weapons of the Ophidianans and Acherians, rarely seen in the hands of other Eurians.

Snake-Goddess, The : The enigmatic goddess of the Valarians. Isolated enclaves of her cult can be found scattered throughout other Eurian lands, whilst within Valaria it is a state religion.
* Sentinels : An order of blind warrior-sorcerers in the service of the Cult of the Snake-Goddess.
* Sibyls : Oracular priestesses of the Cult of the Snake-Goddess.

Spas : Health resorts founded around natural springs, especially volcanically heated hot springs. Such fountains are widely believed to be magical places of powerful genii loci, their waters puissant with curative and envigorating qualities.

Tarantian Mountains : A vast range of mountains, inhabited by the bestial ape-men.

Tunika : The most common form of clothing worn throughout Euria. Comes in many different
cuts: sleeveless or with sleeves of various lengths. Women wear a variant called the long tunika, with the hem reaching down to the ankles.
* Dalmatika : A long-sleeved robe evolved from the common tunika. Generally richly embroidered and worn by aristocrats.

Tyrant : Any ruler who has risen to political power by his own merit, rather than via legitimate succession. Where a king would gain a throne by inheritance, a tyrant might seize it through force of arms or popular support. Tyrants are usually outwardly benevolent rulers, striving to keep their subjects content to better maintain their own hold on power.

Satyrs : Lecherous woodland spirits of insatiable lust for wine and revelry. Exclusively male, they often seduce or rape mortal women, resulting in births of more full-blooded satyrs.

Spell Tablets : Curses and invocations carved on tablets of lead.

Valaria : A landlocked kingdom in Euria nested between high mountain ranges. The cradle of the Cult of the Snake-Goddess.

Vellum :  A type of parchment used throughout Euria. More durable than papyrus, it is the common medium for written documents.

Xenia : A code of hospitality common to most Eurian peoples.
[/spoiler]
[spoiler=Argyrian Empire Glossary]
Academia : Centers of knowledge and learning, where wise men gather to study and teach philosophy and sciences. Academic education is available to the sons of Argyrian nobility.

Argyros : The fabled god-king and eponymous hero of the Argyrian peoples. Son of Thalasses, the wrathful god of the raging seas.
* Argyrids, The : The sons of Argyros, who were destined to kill each other. Though concieved on the same night, each one was born by a different mother.
* Colosseus : Brother of Argyros. One of the giants. He was destroyed by Argyros.

Aster : A silver coin minted in the Empire. One Aster is worth 5 Coronae.

Atarneon : The Imperial capital, built on the mouth of the Theranis River. It is a marvel to behold, adorned with monumetal architecture and ancient, colossal public works. The largest city in Euria and one of the largest of all the worlds, it houses a massive population that swells with every passing year. Enormous quantities of grain must be shipped in to the city to avoid mass starvation and food-riots.

Clash of the Argyrids : An epic war between the sons of Argyros that raged for over a century. It had been foretold that the last among the Argyrids to stand would receive the Imperium, the authority to reign supreme over the kingdoms of Men.

Clientage : A system of ritualized vassalage, wherein people become clients to a powerful patron, who provides them with protection and aid in times of need, in exchange for their loyalty and servitude.

Collegiums : Powerful organizations formed around a particular trade, activity or interest. Many of them are involved in politics and organized crime.

Corona : A silver coin minted in the Empire. One Corona is worth 10 Decatos.

Decato : A billon (of copper and silver) coin minted in the Empire. By far the most common coin in circulation. A fresh loaf of bread sells for about 3-4 Decatos.

Fates, The : Omnipresent and all-seeing entities from Argyrian mythology. They are believed to be responsible for shaping a 1/3 of each man's ultimate destiny.
* Cult of the Fates : A public cult for the veneration of the Fates.

Frenetic Dancing : Wild, extatic dancing associated with mystery cults and orgies.

Games : Athletics events with religious significance, hosted by major cities at regular intervals. They tend to attract contestants and spectators from far and wide.
* Funerary Games : Athletic games held as a part of the funerary rites of great men, such as Emperors and regional governors. Most commonly these consist of a chariot race.

Great Houses, The : The oldest and most powerful Argyrian aristocratic lineages. They trace their ancestry back to gods and mythical heroes.

Gymnasiums : Public buildings for training in athletics and martial skills. Most contain at least one palaestra, an open-air court enclosed by colonnades, upon the sand of which the athletes may wrestle and train.

Hegemony : A political alliance of Argyrian states that existed prior to the creation of the Empire. Rather than a singular, centrally-governed kingdom, a Hegemony consisted of autonomous states, each one with their own rulers and laws, that acknowledged the (limited) authority of an overlord (called the Hegemon) and paid him tribute. The official histories of the Empire record the rise and fall of three Hegemonies before the Clash of the Argyrids.

Helike Archaia : One of the most ancient cities in the world. The thematic capital of Helikia.

Helikian Sea : Also called the Imperial Sea, a body of water between Helikia and Acropalaea. It's shores are considered to be the cradle of the Argyrian civilization.

Hetaira : An elite courtesan/prostitude with sophisticated education on the arts of conversation, etiquette, politics and philosophy. Hetairas provide courteous company and sensual pleasures to wealthy aristocrats.

Hierophants : 'Priests' of Argyrian religion. Their tasks are primarily functional, focused on performing communal rituals. A Hierophant can be expected to service any and all deities as needed, even those from outside the common Argyrian mythology. It is not at all uncommon for a Hierophant to partake in several cults and be affiliated with various different temples.

Himation : An item of clothing made from a large rectangular sheet, worn wrapped around one's body in a carefully arranged style.

Imperium, The : The ancestral relic and source of the celestial authority of the Argyrian Emperors. According to legend, it fell down from the sky on the final day of the Clash of Argyrids, when the first Emperor slew the last one of his brothers.

Jurists : Professional experts on law and advocacy. Their services are invaluable to those who find themselves trapped in the byzantine labyrinth that is Argyrian law.

League : A measure of distance, equal to 15 stadia (~2.25 kilometres).

Peplos : A traditional dress for women. Associated with young maidens.

Pollution : Spiritual impurity contracted through variety of ways. Many things such as death, childbirth and illnesses are considered to be unclean and polluting, potentially contaminating people, places and livestock by proximity or association. Such taint has to be ritually cleansed lest it bring about ill fortune and other hardships upon entire communities.
* Scapegoats : Volunteers (or sometimes convicted criminals, or less often animals) that become ritual vessels for the collective pollution accumulated by a town's population over the year. In an annual festival they are beaten with rods and driven out of town, thus carrying the malefic taint off with them.

Prefecture : A territorial division. A number of Prefectures forms a single Province
* Prefect : Governor of a Prefecture. Prefects are appointed to office by their provincial superior (an Archon), and serve for a term of 5 years at a time.

Province : A territorial division. Each Province is a part of a larger Thema, and is in turn made up from a number of Prefectures.
* Archon : Governor of a Province. Archons are appointed to office by their thematic superior (a Strategos), and serve for a term of 5 years at a time.

Sol : A gold coin minted in the Empire. One Sol is worth 10 Asters.

Spatharius : A special retainer of a noble household; typically a highly skilled swordsman. In addition to acting as a bodyguard, the spatharius has the task of representing the house on any martial challenge leveled upon it - fighting duels on behalf of his masters. Because he is an official representative of an honorable lineage, a spatharius has to be as dignified as any aristocrat.

Stadion : A measure of distance equal to 100 paces (~150 metres).

Tabernae : Ground-level shops that are built as integral parts of common houses and tenement buildings, accessible directly from the streetside.
* Thermopoliums : Specialized tabernae that cook and sell food on demand, often servicing directly to the street over a counter build under a masonry arch. They cater to the urban poor who cannot prepare their own food, lacking kitchens in their spartan tenement flats.

Talent : A measure of weight, roughly equal to 30 kg or 66 lbs. Also a standardized size for bars of gold and silver, which are used for paying large sums of money.
* Silver Talent : Worth 500 Soles.
* Gold Talent : Worth 6000 Soles.

Thema : The largest territorial division. The Empire is divided into a number of Themas, which in turn are divided into a number of Provinces.
* Strategos : Governor of a Thema. Holds authority over regional military forces in addition to domestic politics. Each Strategos is appointed to office directly by the Emperor himself, and serves for a term of 5 years at a time.

[/spoiler]
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Eilathen

Very good idea...keeps it manageable ;)

Looking forward to more.

Btw, is this the updated map of the world? Looks very nice. Hope to see some detail-maps soon.
Question: Tailian...is this kind of your chinese-equivalent?
I\'m trapped in Darkness<br />Still I reach out for the Stars

Ghostman

Quote from: EilathenBtw, is this the updated map of the world?
It's the latest incarnation. Still nothing set in stone though.

Quote from: EilathenQuestion: Tailian...is this kind of your chinese-equivalent?
I think of that area as having a kind of South China Sea -like flair to it. Think Singapore, Taiwan, Hong Kong, Guangzhou (Canton), Macao, Vietnam...
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

LordVreeg

Glossary is the way to go, after a certain point.
VerkonenVreeg, The Nice.Celtricia, World of Factions

Steel Island Online gaming thread
The Collegium Arcana Online Game
Old, evil, twisted, damaged, and afflicted.  Orbis non sufficit.Thread Murderer Extraordinaire, and supposedly pragmatic...\"That is my interpretation. That the same rules designed to reduce the role of the GM and to empower the player also destroyed the autonomy to create a consistent setting. And more importantly, these rules reduce the Roleplaying component of what is supposed to be a \'Fantasy Roleplaying game\' to something else\"-Vreeg