While every ship has antigravity engines in this day and age, leaving a full gee planet can take most smaller ships quite a while. The presence of numerous anti-gravity fields can cause interference and fluxation in power broadcast, some comm channels and of course, cause "traffic control issues" as they are flying out. There is a better, safer way to launch them.
Maxwell Cyler, Developer, to the Congessional Areospace Committee
These are minor things that can be dropped in anywhere to add "narrative flavor", to make it more than just another road, field, forest or beach.
"It is amazing to me how this one little stretch of water has changed the course of history," History of The New Country by Collen D’Madden Blue Diamond Press
Habitat colonies do not occur are habitable planets, but are only found on marginal planets, asteroids, and worlds with ruined ecosystems.
In The Wastes the prospectors look for valuable substances. When they need some respite, they look for Deadman’s Rock.
The Future is for sale.
The Marches be a vast sea of grass dividing the civilized parts of The Land.
The Wastes can be beautiful. Here the land is toxic: slowly corrosive to the touch, causing illness and death with prolonged contact. The bubbling sulfur and ectomass pools (HellPits too) are especially lovely, if you have the right aesthetic. The soil is soft and any heavy object slowly sinks. If it was not for the special resources here (dyes, alchemical elements, resins, Grimrock, Verner glands, etc), it would be a place that no one would come.
An area known for its exceptional steel work. It is named after the main city in the region.
As part of The Pact that ended the Six Stars Demon Wars, various places were given over to the Dark Kind. This is their neighborhood in the city.
Defintion: A Holde is any bounded place where the rules of an "other realm" hold sway, but are still of this world.
The ever present breeze from the water pushed the litter around constantly. The nice black cars and their sharp dressed occupants are sharp contrast to the broken people who live here. The Gloom comes from more than the lack of city lighting. And remember, nobody knowns nothing.
"You head down this back alley, and check that last door on the left. If it opens for you, you are in, one of the gang. If not, well you are not ready for the place yet. If you can’t see that door on the left, you will never be one of us. " Silverwind, aka Alex O’Tor
In the sprawl that as become The City, there is an oasis; a little pocket of urban perfection, mixing the living, the urban, and the commerical.
A HellPit is a spring of green ectoplasmic goo that spring forth from the bowels of the astreal to the materail realm in out of the way places. These points of concentrated Evil and Chaos create dangers untold in regions around them.
An exotic and oddly beautiful city unlike any other.
The Ocadian Desert is a desolate place. The spirit of the land has been crushed, changing the region from a series of islands with evergreen forests and animals in a shallow sea, to one of the most inhospitable places on the Sphere.
A masterpiece of religious architecture and a major center of learning in the last era, The Monastery is still considered a place of reverence, especially for those who love the written word.
With silent wings may your soul fly to the Spirit Home
Kerren is the common/ colonial name for Kerros IV. Kerros is a G3 star in Sector 460. It is a Early Series System off the Bael Line. To players, Kerren is the home to an Against the Storms Campaign. Planets and Places of Kerren is a scroll and codex that will include information about the Planet, the Places, and the Clusters/ Warrens/ and Villages of Kerren.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.