Fydre tried to destroy cities and return people to the Green in his lifetime. His “curse” attempts to drive people out of the cities.
There are times at night when you think the evil tree spirits are out to get you. They open their eyes. They reach for you, grasping for your soul. When you try to run, the very ground rebels, you trip and fall, often finding the branches reaching for you in the night air.
Treller Vines are impressive enough in the jungle, where they wind along trees adding a riot of color. Then they moved to a new neighborhood.
Scarlett Call: Also known as Blood Tangle, Tryms Mark (Trym being a god of Battle), Hunter’s Eye,Krell’s Mark (Krell being an Evil Spirit whos worship has to deal with blood), Widow’s Tears, Scarlet Call, and Earth’s Wounds. When blood has been shed in anger or waste, The Scarlett Call will be there.
History provides us with more interesting groups than we could ever hope to create.
Sitting in a gloom lit by a single candle, the masked and robed figures shuffle into the room. Some are tall. Some are short. Some are round. Some are thin. They are all different, yet they are the same… those that organize and run the city from behind the scenes.
What do three guild masters, one noble, a seneschal, a “wine barrel merchant”, and a massively wealthy merchant have in common? Nothing, except maybe they an appreciation for wine.
Secret societies have long existed for a number of social and political reasons. The Red Flower Society dates back to the time around the burning of the Great Temples of the South when the Churians invades the Great Civilized Land from the North. The organization teaches the finest martial arts and skills of subterfuge to its members
These seagoing creatures are as dangerous, if not more so, than their swamp orriented cousins.
Darbeasts are fearsome jungle beasts. They thunder through the jungle defending their territory from any perceived threats. They swim through the rivers and lakes, their massive bulks buoyant, eating grasses and spearing fish. Their strident calls are known to cause other beasts in the jungle to run.
Gar Eeels live in the large,weed choked rivers and lakes that cover much of the Powi lands,are are revered as godlings by these primitive people. Many shamans say that the power to control the rains, rest with the Gar Eeel or Messengers of the rains, as they are known by the tribes.
Omen Birds are the harbringers of death and bad things to come. They accompany war/ battle, monsters, pestilance, and disaster. They follow the bringers of such as well as selecting their victims.
Sun Hawks are the largest of the Hawks. Seen as symbols of faith for the sun worshipers of the region, their intelligence, ability to fly higher than most animals, and great power, makes them obvious symbolic choices for spirit messengers.
It is a colorful shop, full of dolls, puppets, mannequins, small statues, and other things that are just "shadows" of a human. That is what this shop sells.
It was a single store that sold a variety of good made by a variety of people. It was such a novel concept that most people will dislike it. "It is just not the way we do things around here", they would say. Yet they still buy things here.
Argus is like most of the carter’s in the city. He works out of one of the inns, where they actually prepare the food. (It is loaded into the cart there and kept warm by stoked coals and ash.) The Blue Rose carts are served by a consortium of inns, while a bit more expensive than standard cart food is well worth the price.
The city has clay tiles on its roofs. This is the bane of sneaky thieves in the city. So where do these tiles come from? And why does anyone think there might be an adventure related to this.
Adventurers love sharp objects: knives, swords, spear tips, arrow heads, and so on. So where do they go to get these items? A sharpshop, that is where.
Helioglyph (his magical name) is a Talismonger, a maker of charms, talismans, holy items, and so on. This is the place where those seeking fine craftsmanship and good symbolism come. If you are looking for enchanted items, go elsewhere.
The Main Sail Smiths is a business of renown in the Known World. The shop is the premire sail maker for the Northern part of ThirdLand.
Teenagers who run away from home to live in the wilderness may become feral. As they become more and more feral, they gain some supernatural powers (a la Peter Pan - ability to fly, things they imagine come true - possibly quite powerful), but at the expense of their humanity and ability to speak, comprehend complex subjects, etc. Maybe they have a leader: the most feral of them all.
A regression into a fantasy childlike state.