...or Lego Magic, if you will.
Vampires have strange powers indeed.
Priests of the god of agriculture.
The sum of all spellcasting traditions of one world - or most of them - in one place.
Deep forests hide many secrets, and traditions older and stranger than civilization itself.
What is the worship of knowledge for some, can be revenge for a few, and unwanted revelations for others.
A world of spirits, that exists alongside to ours.
Tell me, who wouldn’t want to see the stars? But laws of physics, as we know them, seem to put undesired constraints on extensive traveling through space. Can’t we just get around them? Seriously: how could a Faster-Than-Light drive work?
Mathom, the God of Delays, is an overlooked but powerful entity. Few worship him, but many remember him with word and deed.
An adventurer guild is a way to provide plot hooks, motivation and social context for such a weird and diverse group of people known as “adventurers”. It can can offer interesting options, in-game and out-of-game.
Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
It is said that dwarves have problems with using magic (maybe they cannot cast spells at all). This is an attempt to create a distinctly dwarwen school of magic. The way you use it is of course yours.
The Judge is the Ultimate Judge, who judges all beings after death. After death, you face The One. He measures your worth and determines your faith appropriately.
Those who have created the world. Those who are few but seem like many. Those who will be worshipped forever, if but in a different guise.
Do you Remember?
The followers of this school specialize in the control of the Fog phenomenon. In a world where most magical effects have only a short duration, theirs can stay active for hours, even days in some rare cases.
Here, fantasy meets science-fiction. Little green men have built automated outposts for the research of this planet.
With a huge number of sacrificial victims, another realm long ago secretly bound a Prince of the land spirits, Iorstonn by name, thus ensuring the fertility, and improving the magical defences, of their realm. But binding that Prince to one spot has disrupted the weather and magical patterns (ley lines?) over half the continent. Things have become bad enough that a coalition has been formed to rectify the situation, once divinations have established the cause.
Your party is one of the teams assembled to do the rectification: find the binding object and steal it ("so that we can destroy it here in our realm, of course"...*) or destroy it over there. Presumably the Prince will be grateful to his rescuers and angry at the binders, but with a greater spirit like Iorstonn one can never be sure: such beings are "tricksy".
* Of course, the rulers of our realm might want to control Iorstonn for their own ends...