Betrothed to Skundaath Lord of Chaos, Celdea lives in perpetual fear of being found and taken to be his bride.
Carmo keeps a shop in the backstreets of Erezi. It’s not often visited, Carmo makes people feel…uneasy. Even the veterans of the Erezi underworld are uncomfortable being alone with Carmo. But they need to buy their traps from somewhere…
A bitter lady of the night, who has found a better occupation: removing the lives of those who once used her.
A melancholy bard, with good reason.
The Great Gate of Calast is not like other gates. It’s got a mind of its own…
A disembodied hand enthralled by an evil wizard to fetch books for him.
An environmentally-minded dwarf who opposes the mining of the Kalorsan, the exploitation of goblins in mines and the poisonous, choking fumes from the furnaces of Tr’S-Nang. He is an active member of “Green War”, the dwarfish environmentalist sect, who (though they have renounced their innate dwarfish industrialism) have yet to reach the stage of pacifistic demonstration.
A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.