Lysator's projects

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==Current Projects== ==Current Projects==
-*[[Avalon]] – The island nation east of Almeria, roughly equivalent to England; it will include the current Camelot and Devonshire, as well as any other area currently open to the public, that fits into the theme of the island (until those areas can be updated as well) Avalon was once flourished as a colony under Altrian rule, but the withdrawal of Altrian forces and the subsequent collapse of the empire, Avalon itself fell into turmoil. The indigenous people had grown to comfortable with the protection from outsiders, and could barely defend itself from invaders. Avalon had grown fat and wealthy from the trade brought in by the Altrian forces, and made for easy prey for various barbarian tribes and sundry forces of darkness. The appearance of a few key figures, namely the wizard Merlin and a short succession of kings, brought about the rise of Camelot, and with it, a unification of smaller warring houses. With the protection of the Knights of Camelot, trade soon returned to the island, and Devonshire became one of several booming harbour cities. Now, it forms an uneasy peace between those who still follow the old ways, and those who have adopted the newer religion and worship Yehovah. This peace, tentative as it is, allows for a higher degree of acceptance for the oppressed advenus, whose natural tendencies towards healing the wounded make them a valuable ally on the war ravaged island. These advenus have embraced their second-rate (possibly third-rate or lower) status, and some have begun the long process of trying to integrate themselves openly into the human-dominated society, knowing well that this process will be painful and may take many generations to realize. On the more mystical aspect of the island, several factions have allied themselves with the older ways, including a few tribes of elves who survived through the various barbaric invasions, the mystical druids, an eclectic band of priestesses, and a few of the more long-lived races who protected themselves from the turmoil in their own unique ways. +*[[Avalon]] – The island nation east of Almeria, roughly equivalent to England; it will include the current Camelot and Devonshire, as well as any other areas currently open to the public that fit into the theme of the island (until those areas can be updated as well). Avalon once flourished as a colony under Altrian occupation, but the withdrawal of Altrian forces and the subsequent collapse of the empire, left Avalon in turmoil. The indigenous people had grown too comfortable with the protection from outsiders, and could barely defend itself from invaders. Avalon had grown fat and wealthy from the trade brought in by the Altrian forces, and made for easy prey for various barbarian tribes and sundry forces of darkness. The appearance of a few key figures, namely the wizard Merlin and a short succession of kings, brought about the rise of Camelot, and with it, a unification of the smaller warring houses. With the protection of the Knights of Camelot, trade soon returned to the island, and Devonshire became one of several booming port cities. Now, it forms an uneasy peace between those who still follow the old ways, and those who have adopted the newer religion of worshipping Yehovah. This peace, tentative as it is, allows for a higher degree of acceptance for the oppressed advenus, whose natural tendencies towards healing the wounded make them a valuable ally on the war ravaged island. These advenus have embraced their second-rate (possibly third-rate or lower) status, and some have begun the long process of trying to integrate themselves openly into the human-dominated society, knowing well that this process will be painful and may take many generations to realize. On the more mystical aspect of the island, several factions have allied themselves with the older ways, including a few tribes of elves who survived through the various barbaric invasions, the mystical druids, an eclectic band of priestesses, and a few of the more long-lived races who protected themselves from the turmoil in their own unique ways.
**Status - Populated; equipping populace and refining environment; **Status - Populated; equipping populace and refining environment;
*[[Devonshire]]- Making it into an actual port city. Slated to be the trade center of Avalon, and will have numerous shops and multiple side quests. The current quests within Devonshire will have to be revamped, and some of the areas ‘outside' of the city walls will be moved to the main map of Avalon. Devonshire will be fitting a unique niche between the heavily armed and armoured knights that dominate land-based warfare, and the lightly armoured pirates that dominate the high seas. Their preferred means of armour is lightweight and allows for freedom of movement, and their preferred weaponry is light and quick. *[[Devonshire]]- Making it into an actual port city. Slated to be the trade center of Avalon, and will have numerous shops and multiple side quests. The current quests within Devonshire will have to be revamped, and some of the areas ‘outside' of the city walls will be moved to the main map of Avalon. Devonshire will be fitting a unique niche between the heavily armed and armoured knights that dominate land-based warfare, and the lightly armoured pirates that dominate the high seas. Their preferred means of armour is lightweight and allows for freedom of movement, and their preferred weaponry is light and quick.

Revision as of 10:59, 9 July 2008

Lysator

Contents

Creations

Current Projects

  • Avalon – The island nation east of Almeria, roughly equivalent to England; it will include the current Camelot and Devonshire, as well as any other areas currently open to the public that fit into the theme of the island (until those areas can be updated as well). Avalon once flourished as a colony under Altrian occupation, but the withdrawal of Altrian forces and the subsequent collapse of the empire, left Avalon in turmoil. The indigenous people had grown too comfortable with the protection from outsiders, and could barely defend itself from invaders. Avalon had grown fat and wealthy from the trade brought in by the Altrian forces, and made for easy prey for various barbarian tribes and sundry forces of darkness. The appearance of a few key figures, namely the wizard Merlin and a short succession of kings, brought about the rise of Camelot, and with it, a unification of the smaller warring houses. With the protection of the Knights of Camelot, trade soon returned to the island, and Devonshire became one of several booming port cities. Now, it forms an uneasy peace between those who still follow the old ways, and those who have adopted the newer religion of worshipping Yehovah. This peace, tentative as it is, allows for a higher degree of acceptance for the oppressed advenus, whose natural tendencies towards healing the wounded make them a valuable ally on the war ravaged island. These advenus have embraced their second-rate (possibly third-rate or lower) status, and some have begun the long process of trying to integrate themselves openly into the human-dominated society, knowing well that this process will be painful and may take many generations to realize. On the more mystical aspect of the island, several factions have allied themselves with the older ways, including a few tribes of elves who survived through the various barbaric invasions, the mystical druids, an eclectic band of priestesses, and a few of the more long-lived races who protected themselves from the turmoil in their own unique ways.
    • Status - Populated; equipping populace and refining environment;
  • Devonshire- Making it into an actual port city. Slated to be the trade center of Avalon, and will have numerous shops and multiple side quests. The current quests within Devonshire will have to be revamped, and some of the areas ‘outside' of the city walls will be moved to the main map of Avalon. Devonshire will be fitting a unique niche between the heavily armed and armoured knights that dominate land-based warfare, and the lightly armoured pirates that dominate the high seas. Their preferred means of armour is lightweight and allows for freedom of movement, and their preferred weaponry is light and quick.
    • Status - Stores set up; Refining stores and integrating into map
  • Camelot- I am trying not to dig too deep into the Knight code, Camelot is slated to be the military and judicial seat of Avalon. Upgrades include a bigger castle, peasants with actual personalities, a poor quarter, a commercial district, and (if I can manage the coding of it) a tourney region.
    • Status - On hold pending other projects
  • Wintercrest- Larger arctic region that will be encompassing the current Northlands. Will include a renamed Northlands (name forthcoming), Glacia Casius, Gardagh, and the Lair of Whitewind. Once everything is in place, I'll be adding in region spanning quests and several points of interest. It is a sad day when I hear that no one ever goes to the Northlands because there is nothing to do up there.
    • Status - Populated, resetting to 3d map and updating code techniques
  • Lair of Whitewind- The home of a dragon that has made it's lair in the depths of the glacier. The coding basis of this will be for my Lifecycles project, which will enable us to have actual aging within the game. Theoretically, you could be able to buy a puppy, and as both time passes and as it gains levels, it will mature into an adult dog, going through various stages along the way. The dragon, with its voracious appetite, leaves many scraps from his heavy meals. Arctic scavengers are only too happy to help clean up these scraps, and so the dragon's lair has developed its own ecology. This ecology will be based around the Lifecycle subproject, allowing creatures to be born, live their entire existence, and die without ever having to leave the icy caverns.
    • Status - Finalizing first lifecycle, refining map
  • the Hiring Post- a place where players can hire mercenaries to assist them in combat.
    • Status - Setting to 3d map; finalizing follower code

Future Projects

  • Gardagh- The vile barbarians from the north that threaten to invade fair Camelot. These barbaric beings have their own culture and their own homeland, rich with tradition and history. Gardagh is an island nation that is split into smaller city-states, each run by a chieftain. The basis of this island is a mix of Celtic mythologies, old viking stories, 5th century England, and some Norse/Scandinavian mythologies. Basically, I took all of the barbarian stories that I liked, filed off the serial numbers, and then mashed them all together in a semi-coherent fashion. Gardagh will be one of the gateways to Avalon.
  • Casius Glacia- An expanse of glacier on the western portion of Wintercrest. It connects the main portion of Wintercrest with the Kalter region.
  • North Sea- I am actually going to code the Sea portion of the north. It will be a necessary barrier to cross in order to get to Gardagh.
  • Knightly Tournaments- Friendly competition events sponsored by various cities across the realms, with prizes varying by region
  • Archery Tournaments- A spin-off of Knightly tournaments, but designed more for those with more skill at ranged combat than hand-to-hand.
  • Gladiatorial combat- Three aspects of this. The first aspect is to be able to bet on the outcome of a particular battle or series of battles. An odds broker will calculate the odds and take the bets. The second aspect is to be able to train an independent gladiator and manage his career by entering him into competitions, training him, and equipping him. This can also be done with animal followers. The third, and most complex, aspect is to actually be able to enter into the gladiator games and gain prestige, glory and recognition with each victory.
  • Expanded herbs, poisons, diseases, curses, demons, and undead.
  • Update the trivial knowledge quest
  • Staged expansion of the Underdark. By working in smaller sections, this can be parceled out to newer devs and completed in a much more timely manner, giving the players a little bit more to explore at a time rather than just dumping a colossal new region on them. Includes updates to Syllyac, Undersea, a Ygelleth tie-in, drow outposts, a second drow homeland, a duergar establishment, a larger nyloc region, a svirfneblin area, a Harper's area, and more.
  • ST work- give all of the named occupants an actual background. Allow the possibility of a large-scale jail break, and change the Stalkers slightly to allow them the ability to track down and subdue the escapees so that they can be transported back for imprisonment.
  • Individual keeps- Various NPC's can be found throughout the mud that can be influenced to settle in/around your keep, and each npc brings with it different benefits. A guardian will help protect your property, but a guard captain can better train and coordinate several guards, while a trainer can teach the guards even more skills. A teacher can educate your people, while a craftsman can bring commercial value. Eventually, a single keep can be turned into a dynamic town.
  • Rukhan update
  • Togrek 3d map
  • Associations- geomancer, runemasters, alchemists, morphs, necromancers, loremasters, traders, spies, barbarians, barber-surgeons, arcanists, druids, a fey only assoc, warrior monks, conjurors, healers, elemental savants, bards, mercenaries, murmillos, illusionists, evil clerics, various paladins, necromancers, black magi, leximancers, hydromancers, electromancers, plague-lords, force magi, shadow magi, tarot magi, sorcerors, elementalists, amazones, shield maidens, marauders, blood reavers, thieves, and drakarrim.

Proposed Method to the Madness

Currently working on setting up the fort at Wintercrest, Lair of Whitewind, Avalon, and Devonshire. Wintercrest will have to be the first released, and within it will be closed gates to the regions of Gardagh, Glacia Casius, and Whitewind's Lair. At that point, I can begin construction of the remaining two northern areas, and finish up Avalon. Avalon won't be able to be released until after Devonshire is completed, but I could do a half-ass version of it and leave all of the areas that link to Avalon as they are(Better method would be to update those projects as well and release everything at once). Once Devonshire is up and running, it will open up the possibilities of splitting the clerics into separate churches, as well as allow development of Necromancers(g), Loremasters(a), Traders(a), Druids(g), Mercenaries(g), Dark Clerics(g), Hydromancers(g), Electromancers(g), Plague Lords(g), Elementalists(g), Geomancers(g), and Thieves(g). Also, one of the sub areas will need extensive use of zombies and the undead, so these will get a lot of attention in the process. The release of Whitewind's Lair will give a lot of attention to dragons, so that should be a fun project to finish up. For the current guilds, Avalon/Devonshire offers the possibility of expanding out the Knights, the Clerics, ELF, Elflords, GLC, Nizari (if only because there will be more people to piss Kali off), Brutes (I'm thinking drinking games), Sentinels, Rangers and Lupines. Once the entirety of Avalon is ready for release, I'll have to finish with Gardagh, which will provide a more viable option of getting to Avalon than using that stupid ferry. The Gardagh region will open the possibilities of further development of the Druids (if not providing a home for them), the Barbarians of the North, and will provide a kick-off spot for the Gladiatorial Combat Tournaments. This automatically sets up development of the Imperia region, but since that would be yet another map grid (so far, I will have expanded the explorable surface of Gaia 400%), I may need to slow down some and look back at updating some stuff that I will need to tie in to these newer areas. I also have my hiring post on the back burner for now, and once that is open, it should be a decent boost to the quality and capabilities of followers. With that, I may have to take a look at Sanctuary, and start with the slave code, and work outward from there, eventually updating the entire city. Being that Sanctuary is a port city, it would tie in well with my Traders association. Following the path of port cities, I'd also have to update Halfmoon Bay. As minor side projects,I may end up converting Togrek and Rukhan over to 3d mappings and spice things up a bit, like adding in the Marauders(a). Sanctuary can also provide a home for a guild of Magickal Adepts. Imperia is going to be another vast area of almost completely new content, much like Gardagh. While working on this region, I can also start fleshing out the Gladiator Combat system and add in some newer area to Avalon (a London derivative, a druidic grove, an elven hide-away, a place for that last unicorn, underwater areas, a plague-ridden city cursed by Yehovah/Adonai, etc) (unless someone else decides to step in and code these up in my stead). I can also develop the Knightly Tournaments, Archery Tournaments, and inter-regional quests. With the opening of Imperia, it will give me a place to develop Gladiators(g), Morphs(g), Barber-Surgeons(g), Arcanists(g), Elemental Savants(g/a?), Bards(g), Murmillo(g), Amazones(g), Shieldmaidens(a), Legionaires(a), Necralos(g), Sekhmeti(g), and Undead Summoners(g). Following Imperia, I can add in the entirety of the Atalantic Ocean, the Southern Expanse, and Esartur. The Atalantic Ocean will be the wide barrier between Avalon/Imperia and Esartur. The surface area doesn't offer much, but under the waves there is an opportunity to develop the pisceans and quessae, as well as the multitudes of aquatic races available. It may also offer the possibility of boat travel, which means sailors, pirates, and privateers. The Southern Expanse combines aspects of Ancient Egypt and Ancient Assyria, as well as a smattering of other desert cultures. It has ties to the Gladiator combat tournaments, and offers the possbile development of Summoners(g), Houri(a/g), Conjurors(g), and Crystal Magi. Esartur is the place where all your evil little dreams can come true. It will be the home of Ahrikol's domain (which will hopefully be expanded out significantly), and will be the staging place for the vast armies aligned with the forces of evil. Priestesses of Ygelleth(g), Drakarrim(g), Dark Clerics(g)(if they haven't been done by this point), Dark Magi(g), Demonic Summoners(g), Blood Reavers(g), undead soldiers, Sorcerors(g), and warriors with demonic entities bound to their flesh are all possibilities. Current guilds that will benefit from this area are the Ringwielders, ELF, Battleragers, and Reapers. Possible new areas within Esartur are the updated Yevath, a Necropolis, the plague-ridden lands of Ruel, and places inspired by Gorgoroth. After all of this is completed, I'll still have some work to do with the Underdark, Cloud City, Ur, 10 more grid areas, 3d mapping Almeria and Tenochlan, and just seeing what else develops while I am coding all of this up.


Proposed Guild Page

A guild is an adventurer's greatest ally, providing training, access to unique abilities, and other resources. Many guilds operate throughout the world of Lost Souls. Some can be left once joined, but for others, membership is for life; one can only be a member of one guild. While at least some information is widespread about most guilds, there are more secretive organizations as well.

  • One of the world's more potent organizations in this fragmented time is the Adventurer's Guild, a widespread network of warriors, explorers, scholars, travelers, rogues, and many other sorts of folk. They maintain training facilities available to any adventurer who has not joined another guild and information on quests which is free to all. All adventurers are members of the Adventurer's Guild at the beginning of their careers.
  • A small society of Magickal Adepts have formed in Sanctuary and hold annual competitions amongst themselves.
  • Starting as an independent group set upon rediscovering for themselves the many processes held secret by Erasmus, the Alchemists have formed a formal group and continue to research the elusive recipe for a power potion and the process of converting lead into gold.
  • Acting as diplomats from their tiny island nation, the Amazones seek to establish trade with nearby lands, and to promote good will through friendly competitions.
  • A group of Arcane magicians have begun efforts to uncover spells and magickal techniques of civilizations thought to be long lost.
  • Gnomes, long known for their tinkering abilities have begun teaching outsiders the techniques of [[Artificing].
  • The Azure Magi, a group of aeromancers, traverse the skies above the mountains of the southern continent, Tenochlan. They embody the chaotic nature of the winds, as well as the impartiality of nature.
  • Hailing from Gardagh, the Barbarians of the North have begun spreading into other realms.
  • Studying under the tutelage of Asklepeion, the Barber-Surgeons are spreading their advanced medical knowledge to the rest of the world.
  • Wherever there is an audience, an inn with fine ale, or a story that needs to be told, one can usually find a Bard nearby.
  • The Battleragers, the chosen dwarven warriors of Clangedin, hail from deep Kolond.
  • Secret whispers indicate that the Black Magi are making a return to the realms to join their brethren magi in the Conclave once again.
  • Horrific tales from the border lands of Esartur speak of insane beings called Blood Reavers who seek enlightenment through the mutilation and ritualized torture of themselves and their victims.
  • The Brute Squad is a loosely-affiliated group held together simply by their leader Fezzik, who should be seen to apply for membership.
  • Tempted by the allure of power, there are some holy clerics who have turned to the powers of darkness and begun worshipping fell gods.
  • The Devonshire Clerics, powerful men and women of faith, make their presence known through Lost Souls on occasion.
  • An unnamed Conjuror has taken on new students, teaching them how to bend the wills of others. They can be recognized by their rings, which act as a focus for their awesome mental powers.
  • The Almerian Inquisition has found new foes in the form of Demon Summoners, beings who willingly consort with demons and bind them in their twisted rituals.
  • Serving to bridge the gap between the Dark Overlords and the common footsoldier, the Drakarrim are a force to be reckoned with.
  • Drawing upon the eldritch energies that flow from the Northlands and Avalon, the Druids serve as protectors of the wild and of the ancient ways.
  • A highly specialized variant of the Aeromancer, the Electromancers dispense with all of the fancy, fluffy spells in favor of what's really important—what is going to cause the most pain and destruction.
  • Trading off the raw power of a true elementalist and the versatility of an Adept, Elemental Savants walk the middle realms, enjoying the flexibility of being able to manipulate whatever element that they come into contact with.
  • While most magicians are content with simply manipulating elemental energies, true Elementalists seek to assume the physical forms of the elementals themselves, literally becoming one with the elements they seek to control.
  • Those wishing to join the Elflords, a group of fighters of elven heritage, dedicated to thwarting the plots of Ahrikol and his foul minions, should seek out Galadriel's Mirror in Lothlorien.
  • The Erisian Liberation Front, a group of Discordian guerrilla theologians, is a chaotic group without any true headquarters. The closest thing they have to a leader, Sinister Dexter, is rumored to be locked up somewhere.
  • Derived from the teachings of both elementalism, the astromancers, and the Travelers, Force Magi seek to control the fundamental forces of the planes of existence—gravity, void, and kinetic force.
  • Drawing upon the innate powers of the Fey, a few diminutive protectors of the faerie lands have been seen travelling the mundane world.
  • Deep rumblings from the very bowels of the earth herald the approach of a cabal of Geomancers, magi who focus on manipulating the earth and all the power found in it. Denoted by their dull brown robes and agonizingly slow movements, these Lords of the Earth may prove to be a power to be reckoned with.
  • With the spread of gladiatorial games from the city-state of Imperia, many Gladiators have been found roaming the lands in search of new leagues and tournaments to compete in.
  • Tales tell of a new force for good and order, headquartered in the lush jungles of Tenochlan, south of Almeria: the Green Lantern Corps, opponents of darkness who have somehow managed to turn the power of Ahrikol's rings against him.
  • The elite of the guard forces of Teryx are known as the Hawkmen.
  • Seeing a new need for her healing powers, the goddess Amaterasu has called upon her Healers once again to comfort the world's pain.
  • Rumours abound from the murky depths and from the tales of sailors on the high seas of Hydromancers,men and women wo are able to harness the power of water.
  • Someone once said that they heard someone else mention that they might have heard from an unnamed source who swears that they actually met someone who said they knew someone else whose roommate saw an Illumin amidst the revelry of Discordia, but none of the parties involved have any proof of the matter, so don't believe any of them. Everyone knows that the Illumin do not exist. Fnord.
  • Spawning from a widespread acceptance of street magicks, a formal school of illusion crafting has opened up.
  • The Justicars of Tyr are a powerful force on the side of Order, bent on the complete destruction of all things chaotic. They can be spotted by their silvery shields, gifts from the Even-Handed, and the focus of their power.
  • The Kazarak, servants of transplanar vampiric entities, have started to become more common amongst the land of Lost Souls, apparantly following in the path of the infamous crystal blades.
  • The Aisenshi, skilled fighters of an honorable eastern tradition, are said to maintain a dojo somewhere in the wilderness of Lost Souls.
  • The Mad Artificer, Leonid of Devonshire, has created suits of armour known as steamsuits which enhance the wearer with machine strength. He loans these suits to these 'Sentinels' in exchange for the necessary energy to sustain his twins.
  • The forces of order have an ally in the Leximancers, who are able to channel the forces of pure order.
  • The Lupines, a formidable society of garou who style themselves the Defenders of Gaia, gather at a glade sacred to their Goddess somewhere in the forests.
  • In response to the numerous elven heroes that are plaguing the lands, a band of goblinoids have organized themselves into a coherent group and named themselves the Marauders. They engage in the time-honoured goblinoid tradition of power in numbers, and are often found in roving, motley packs of various goblinoid races lead by whoever proves themselves the most worthy of leadership. This is often decided by the traditional methods of violence, strength, intimidation, and guile. Marauders are distinguished from typical goblin species by their bloodlust, better equipment, and use of elf-slaying relics.
  • In any conflict found throughout the planes, you will most likely find a member of the Mercenary guild, a group of like-minded warriors who will sell their blade and services to the highest bidder.
  • Hushed rumours have been spread that the Veteran has ties to an entire Metapsychic College, whose students are renown for the numerous mental talents that they have learned to harness. Adepts of this college are rumoured to gain far better scope and control over their mental facilities than those who develop wild talents.
  • With the ability to possess another being's body, Morphs have recently come into high demands as spies, scouts, and assassins.
  • Hailing from the glorious cities of Imperia come the Murmillo, the shield-wielding wonders of the gladiatorial arenas, who have turned shield combat into an art form.
  • As a variation of study under the Clerics of Devonshire, a small group of the devout has focused their studies on the undead and the creation of unlife. These Necromancers have since split from their original church and opened a new temple in pursuit of the ever elusive aspects of unlife and life extension. Unlike their traditional counterparts, these clerics have loosened their moral standings as a necessity of their studies, and have adapted their clerical vestments to darker coloured robes.
  • A profane gathering of men and women, deluded into the worship of Asmodai, the Adversary of Adonai, have begun spreading the wicked influence of their evil god. They are known as the Ordo Maleficus, or most simply as witches.
  • The Amberite Ravlin Tormuk has found a broken pattern in the northwest reaches of the land of Lost Souls, and has begun training Outsiders, warriors who master the arts of space and time manipulation via the powers granted by the broken pattern.
  • With the spread of so many religions across the realms, Paladins of various devotions have begun to appear, spreading the name of their chosen deity. This may or may not be associated with the splitting of the churches of Devonshire.
  • The Paladins of Nyarlathotep were once a powerful force of death and destruction reviled across the world for their cruelty. Sunk in the depths of chaos and evil, they existed solely to spread the misery and darkness their lloigor master loves. They were once banished from the realms by a band of heroes of the light, but the banishing only sent them back to their dark master's realm. After many years and many planes of conflict, entities with black armour and strange powers of the mind can be found in the farthest reaches of the Exoma and the Outer Planes.
  • Spreading like the diseased gods that they worship, the Plague-Lords are said to have originated from the foul city of Ruel in Esartur.
  • Following a huge battle in the Underdark, the Priestesses of Ygelleth have begun taking a much more active part in the conquest of the Ghanduari.
  • The Rainbow Magi are said to be associated with the recently re-discovered Cloud City and its lord Crylos; they had all but faded from existence, but have recently renewed their recruiting process. They are known to draw power from mystical solar crystals embedded into the foreheads when they become initiates of their order.
  • The Rangers traverse the length and breadth of Lost Souls, living off the land and working silently against the encroachment of evil powers. They are said to revere Cernunnos, who they call the Green Man. If they have a central meeting place, it is certainly located somewhere in the great forests of the world.
  • The Reapers serve their dark master Thanatos well in their task of spreading senseless slaughter. Although their temple, once located in the southern reaches of Almeria, was defiled, consecrated, and rendered useless, Reapers have been spotted in full force in the strife stricken lands of Esartur, building unholy altars to their dark god from the corpses of the slain.
  • The Red Magi, pyromantic mages, have been seen coming from somewhere southeast of Losthaven. They are rumored as being devotees of neutrality.
  • The fomor lord Ahrikol, master of the citadel Yevath, is said to give formidable rings of power as gifts to those who impress him sufficiently. These individuals are called Ringwielders.
  • Spreading the knowledge of the patryns, a small cabal of magi calling themselves Runemasters offer their rune-based services to the lower planes.
  • Discontent with a passive role as a jailer, Kalyxes has begun sending his Shadow Magi for to enforce his edicts of Balance.
  • The Shapeshifters are rumored to be a group of kentaurs who have discovered the secrets of altering their forms, though little is known about them. Sometimes it is said that they may be found by seeking a structure of food.
  • Foul Sorcerors have made their presence known upon the battlefields of Esartur, bringing pain and destruction with their spells, and sowing misery wherever they go.
  • Guided by their hand-crafted symbols of power, Tarot Magi seek to follow their highly individualized Road of Life.
  • Whether the rumours of the Grey Mouser founding a Thieves Guild are true or not, numerous individuals in major cities have noted that their pockets seem to be a bit lighter than usual.
  • A group of adventurers calling themselves the Travelers have begun to roam the lands in a quest for universal understanding. Very little is known of their true agenda and many suspect they are merely misguided folks under the influence of questionable substances.
  • Forsaking weapons in favour of unarmed combat, a small sect of Warrior Monks have learned esoteric techniques that give them an edge in combat.
  • As with the Rainbow Magi, the White Magi were thought to have been wiped out of existence, with everything associated with them burned to the ground and left as burning embers. Whispers have been heard on the cold winds of the Northlands of a new order, calling themselves the Ordo Verbus Glacialis that has established a more secretive location and has developed a newer means of manipulating ice and cold.

Rumours tell of other groups perhaps to be seen more often in the future: Monks, Crystal Magi, Aquamancers, Sekhmeti, varied servants of Chaos, other Discordians, mages of Black and Silver, Santeria Adepts, Princes of Amber, and still more.