Wheatsword has the reputation of being the dullest city in the world. It is surrounded by miles of flat farmland. The buildings are big, square, and boring. The streets are well paved. It looks like someone in the Military designed the city. And they did. It is the largest military establishment in the world.
Dalme is one of the various travelling Tinkers plying their trade in the villages along the back roads. One can hear his cart from a arrow shot away, clanking and clinking, his wares: pans, pots, utensils, plow shares, cow bells, and other metal bits, banging against the side of his cart. The rest of his goods are kept inside his house cart (mugs, plates, fabric, ribbon, and other things) along with his anvil and fire bellows. He tells news, shares jokes, and does a bit of trading. He is everything a tinker is expected to be…. and unfortunately much more.
An island of stone above the valley, the Manor Home D’Marsarac sits upon a green promotory above the farming valley below. From this island in the sky (an illusion created by the thick morning fog) various noble families have administered to this fertile valley for centuries.
In the great town plaza the magnificent edifice of the Basilica of Kestidel has stood for many generations. This elaborate gothic structure is the hub of power of the clergy. It has been a bastion of faith for the surrounding lands. Not only have the spiritual affairs of the populace been governed here but also it is a centre of the community that has proved resolute in time of crisis, whether through war, pestilence or famine. In the myriad of crypts beneath its sanctified grounds lie interred many thousands of bones of the dead, as these crypts are the place of burial for the worshipers.
The Ellis of Kestidel is the main building to register as a citizen of Kestidel. It is located outside of the city and thus must have its own defenses.
Below the white spumes of the wind blown sea, in the inky depths of the oceans vast domain, lie fantastic cities and civilizations undreamt of by surface dwellers. While most think tales of such are legends, the sea faring folk know better.
In the Great Blue Bay, there is a deep undersea drop canyon that leads to a great aquatic plain. Both surface dwellers and sea dwellers utilize the great aquatic forrest and harvest its bounty. Here the Lands of Men meet the Kingdom of the Deep. The place that they meet is called Neptune’s Court.
The Road… traverses Time—Time past, Time to come, Time that could have been, and Time that might yet be. Some people have the ability to access the Road and travel it from Time to Time and world to world.
These are artifacts of an earlier age. The Wells are symbols of a great power, that of the Eternal Flame, now lost to Humanity.
Or is it?
It is only the size of a thumb, but when this spakling stone burns with an inner fire, the destiny of holder changes.
Simonous has a sardonic wit which often escapes out of his mouth at the wrong times. Given all the touchy nobles and honor bound knights in the Three Districts, this could be a lethal problem given that dueling is legal. This twitchy unassuming young noble would appear no physical threat. Yet in reality he is one of the most dangerous duelist in the Three Districts.
The Magenta Rose. A keystone item, its presence defines history. It is a rosebush, an Elven construct, a living reminder, which signifies the relationship between two kingdoms at odds.
She is a spitfire of the Court. She is smart, sassy, and well versed. She fights for female (and other beings) rights at the court. She works hard to promote “smart” planning in the court. She may advance the cause of rationality and women’s rights, but she will set fashion back a few decades.
This small centrally located country town appears to be another sleepy hamlet deep in the farm country. The buildings are idyllic. The farmers appear to be more properous than most. Everything appears perfect. There is a secret here that even people in the know would not suspect.
A brilliant and driven man, he has emerged as a major merchant from the sands of Aviansis (the hard lands of the Aviontix). He has other goals beyond mere successful merchantry. He does not want to take over the country, he wants the world… for the good of everyone.
He is the one that whispers dreams of power and conquest in the ears of those in positions of power (or positions to take said power). He not only motivates them, he gives them ideas and plans (which they think are their own) to conquer the city/ country/ world. He manipulates the weaker minds around him, so they will follow his designated puppet. Using their own greed and lusts, his puppets will destroy the world as it is now… turning it into one where Gathrack and his kin would thrive.
And who would suspect a pet cat as the instigator of a world in chaos.
Lorning is a dashing and suave minor functionary. He has no title or lands. He works with the Seneschal, procuring ducks and minor supplies. He occasionally travels to other lands just to get spices and such. In fact, he often travels with nobles visiting other courts to assist some more major domo in making appropriate arrangements. He likes travelling because he can be more extravagent on the coin of the Kingdom. Except for that he is very charismatic, he would be a total background character.
He is also the Dark Hand of the King. As an agent of great skill and cunning, he inflicts policy (death) on those the King deems, steals what the King needs, and has literally saved the world four times.
From the time of his birth he was trained by his father to lead men. He is an excellent horseman, swordman, and archer. He knows the history of his own lands, and that of the kingdom of Gwynlaith. A pity he has learned little else in the ways of the world, trechery, or women.
He is a beast and a paladin; a monster and a hero. He is a companion to heroes; a walker of the roads. He is not what you expect when you think of as a Hero or Heroic Companion, but he has saved a number of worlds.
He is also one of the largest dogs you will ever meet.
The players have possession of a simple book. It seems like just a curiosity. Then everyone came out of it and things got…. complicated.
In the middle of Noplace, which is just a bit south of NoWhere, there is a village. It seems calm, almost deserted. Eventually the furitive glances from boarded windows, people scurrying off the streets, and a few toughs keeping a careful eye on the strangers, will express the tension that can be cut with a knife.