Beruflich Dokumente
Kultur Dokumente
Where can we go to get plate mail custom fitted for this monster I just befriended?
You would need the aid of a expert or be one yourself.
Where can we go to get cures for the following conditions: poison, disease,
curse, lycanthropy, polymorph, death, undeath?
Most poisons and disease can be cured through a mix of rest, poultices, and care. Herbalists are a common
occurrence in Skarn. If one is altered by a mage, one will need to slay that mage or get them to restore you. This
covers Lycans, polymorph victims, and the undead. Death is permanent release from the hell of living.
Is there a magic guild my mage can belong to or that I can join in order to get more spells?
A guild for mages? If such a thing existed, it wold be a nightmare. If you must desire magic and stealing it from
mages seems too dangerous, you might delve into the ruins of the old world that litter the surface
Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from
Johnny Law?
Magic is hated by most. There is no monarch, no standing army, no power to protect people.
How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
The citadel city of Jamarit flies above Skarn. It's famous for it's fighting
Are there any secret societies with sinister agendas I could join and/or fight?
Lore
Skarn is a torched land. Learned ones say that Skarn was once many masses of land, seperated by water. That it
was vastly populated and communication across vast distances was commonplace. This may be true. Today,
Skarn is one landmass, scorched by an angry sun and little rain.
The past remains. Metal whirring scraps from ages past are commonplace. Metal tubes with fingerloops that can
kill from a distance are easy to find and hard to get working. Most shun remnants of the past. Some blame them
for the Cataclysm, others avoid them for their unreliability. Like it or not, the past manifests everywhere.
Buildings, wooden poles that jut from the planet in long lines, large lumps of squat metal and plastic lie half-
melted, on strips of black.
Divinity. No gods govern Skarn. Life persists in this new world however, so perhaps they linger.
Science and soot. A thin layer of soot covers almost everything. The buildings, the people, everything. The air is
thick with it, and the sun never shines in some places. Learned ones seek to use remnants of the past to save their
future. Some Skarnites have taken up refuge in old buildings, drawn to the safety of the walls.
Isolation. Travel is hard and dangerous. The average Skarnite never leaves the village they live in. Life is short
and hard. Most Skarnites are good people who look out for each other as best they can and only know of other
places from travelers. News is a rare thing.