A weapon from before the time of men, enchanted in times of legend by the greatest of the land’s druids.
None could deny that the Torner the Fearless’ heartbroken widow did mourning well.
When you face a foe in desperate life-or-death combat, there’s nothing like getting good and liquored up first…
Legends say that the first of these bows of gleaming steel were crafted by the smiths of the dwarves, who gave them to the first of the land’s great kings.
Few cities could stand long before the invincible "Firedrake", the Hegemon’s mightiest vessel of war.
As the drums echo through the badlands, the warriors of the Orcish tribes feel the power of the tribal spirits call to them…
The spectacular enchantments of Agarn the Impulsive could have been even greater if he had been able to keep any of his apprentices…
The adventure can take place in a slightly shifted reality, where everybody has a totem (an animal guardian). The totem should be chosen randomly and not by the player, it is ok if "Gorflin the Large," a gigantic and aggressive barbarian, has a mouse for a totem.
These totems will assist the characters in small way. It is up to the characters to determine how to get the assistance; the animals won't solve mysteries for the characters only supply the clues. The character may even have a dream where his or her totem actually speaks to them and reveals some sort of clue.