The wizard and Thieves Guild member John Beltane wanted a portal that could be used to steal anything from anywhere. Instead he invented what in the right hands was a highly effective weapon, and in the wrong hands was a disaster just waiting to happen.
There are many dangers at the poles and in the icy mountians of the world, but few dangers are harder to survive then an attack from an Ice Ghoul, a shadow-spirit whose very touch can be deadly.
Many are the pirates who sail the storm-tossed seas, but few are more successful or more feared then the Regulators.
Many is the thriving mine that has been brought to it’s knees by an infestation of Jewel Worms, resulting in cave-ins, loss of productivity and the threat of a major disaster if work continues.Miners fear these as much as pockets of poisonus gas or earthquakes,and with good reason.
Once the dead walked upon the Barrow-Downs and protected them and, to some extent, the nearby towns as well, for few dared to burgle or rob, let alone murder, by night when the wraiths stalked the streets, but then when an act of demon summoning went wrong, everything changed for the worse, and the Starsword was created to fight the forces of the dark.
One spellcaster cannot achieve very much, but many minds can. Like insects, spellcasters are at their most formidable when they are united.
The Armour of Arrogance would seem to be the answer to a coward’s prayer, but he or she normally ends up wishing that it had never been worn, for it exacts a price of it’s own that may be even worse then the price of cowardice.
Once a year, Father Olaf delivers presents to all the people of the world in one night.How does he do it? With the help of the Sleigh of the Storm, and the vital Shard of the Storm within it.
The Crown of the Storm brings great power to it’s wearers, but at a great cost…this can chage the weather but it also has a nasty habit of changing it’s wearer too.
This is the tale of how Princess Amber liberated Vallermoore from it’s mad Queen.
De Maddenville sprawls across a sixth of the island of Banhoesea, and was built when the De Madden Company was young, around a bay that provided a handy deepwater port for traders.
Barrowtown grew up in the area that was a Royal Necropolis.It was noticed that the wights would slay any criminals in their area, not just those that disturbed their barrows, and so traders and merchants came there and slowly the city improved.
During most of the year the nomads of the Bushlands wander in small groups, seeking pasture for their animals and food for themselves, over a vast area. But during the coldest three months of the year they come together for warmth and to trade with each other and pool supplies if things get really cold.
The City of Walkabout Creek is based within the only pass in the Mountians of Quartz. All around it is a sixty foot wall of solid but perfectly clear quartz.
Whilst it is part of Vandersil, because it brings in a lot of money in trade, Queen Yocasta is kind to her subjects and people can normally grumble without being executed for it.
Many priests take a vow of poverty-but not the priests and priestesses of Mammon. But that is to be expected.
The first sign of one of the Few is the glow that surrounds it.Most of the survivors of such encounters only saw the glow, for few can fight face to face with the Few and survive to tell the tale.
An aquatic spear made of shaped coral.
The Ducal Retainers of Urania who patrol the ever moving Twilight Zone, carry special swords that only they may legally carry.
They are beautiful in an icky fuzzy spider way.
Magic is like alcohol, the more that is used, the more it causes a hangover later on and the less judgement one has when using it. If one waits a while after casting a spell, things "detoxify." A cantrip or two is like a sip of weak beer, whilst a large creation spell is like a bottle of vodka. Cast something too big and you can die from magic intoxication.