"Come on,, chop chop, I haven't got all day." The last words of Sir Percy Quantril before being beheaded for his attempted coup against Queen Yocasta.
The PCs are in a graveyard, when as they are passing a noble tomb with a certain symbol embossed on the door, the magic user in the party hears a voice from being the tomb door begging to be let out. What do the PCs do?
Seven trains that the PCs might one day need to travel openly on, sneak onto, wreck or rob,
So your PCs have won their quest, be it slaying a mighty dragon with a magical weapon of old, beating a crime boss, or vanquishing a mighty wizard or wight, and they have taken possession of the treasure. Chest after chest of gold and silver coins, gold bars, and every kind of jewel and gemstone is theirs for the taking. If they are not careful, they may find that their trouble has only just begun.
Normal punishments tend to involve either fines, imprisonment, amputation or execution, but not all crimes are going to be bad enough to be executed for, and imprisonment is often a waste of resources. Here are thirty punishments for those who get out of line and get caught and convicted.
Why is magic used by so few when it is so much use?
There are a myriad of trains that run on the ley lines all through Vallermoore, delivering passengers and goods to their destinations, but they all have to give way by Law when the Royal War Train comes through.
Normally Goblins tend to be the targets of PCs, but it could be that the PCs do something to aid them and the grateful Goblins give them something in return. Here are thirty great, ghoulish and ghastly goblin gifts.
Most criminals who are locked up as a punishment or to await trial are just confined in regular cellblocks or jails, but not all of them. Some are so dangerous that ordinary prisons just will not hold them. Others have secrets that cannot be allowed to be spread, or their crimes are so dreadful that they deserve a greater punishment then normal incarceration or even execution. In yet other cases the ruler had a nasty sense of humour...
30 Arrows for your PC with a bow to have in his or her quiver.
Often PCs get on the wrong side of powerful users of magic or break into enchanted tombs, either may get them on the wrong side of a curse.
Whilst royal courts tend to be like each other in some ways, they can also be very different in other ways. Some may be places of fun where banquets and masked balls are common, whilst others are unpleasant or even dangerous and the nobility only attend because they have to.
Many, perhaps most fantasy lands are monarchies, which can be ruled well when the monarch is a clever and able man or woman devoted to his or her people. But what happens when the monarch is ill, or is tyrannically cruel, or a young child, or is otherwise blatantly unfit to rule? How can he or she be dealt with without risking civil war as powerful nobles fight for the crown?
A lot of what adventurers do is illegal, from fighting and carrying weapons in towns, to robbery and tomb raiding. Sooner or later, many of them are going to be arrested and find themselves up before a judge.
Come you Masters of War...Thirty generals, some of them effective and popular with their men, others anything but.
The fort seemed like every small boys dream, but in fact it was a very well made magical prison, and the young prince only learned the truth when it was too late and the magic sucked him inside, his cries from his now inch high body too quiet to be heard.
Since magic can be used so powerfully for evil, why are there not a lot more evil and/or deranged wizards around in the world?
Over the centuries, the thieves, assassins and secret agents who operate within the underworld have come up with many ingenious devices for stealing and murdering, many of which are disguised well enough to be carried in plain sight.
A plume is seen far off in the distance, but what will it turn out to be when it gets closer? Only time will tell.
"If we the poor cannot enjoy our lives, you the rich will have yours taken away." Police statement taken from a captured cultist, a member of Inanna's Avenging Hands.
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.