In an age of sail, one of the most important of resources is a source of tall, straight and strong trees for use as masts. Mastwood island is one such location.
In the realms, not all fortifications are walls of wood, stone and iron.
Forty worlds, only linked by the Rules of Engagement
Forty Worlds - held together by the Rules of Engagement
A stub, very much in development…
This alchemy shop has two faces - its above ground establishment which serves the general public with the typical love potions, cure-alls and whatnote, and a ‘secret’ below-ground operation which is where the real action is…
The Scratching Stone has always been an area of interest for the local people. A huge slab of granite with a top a couple of acres in area, it is out of place when compared with the other rock formations in the area. It has bore many names - Evenstone, the Great Altar, the Giant’s Dinnertable and others lost to time.
The Grand Forge of Karak is known more generally as the Forge of Woe, for none can use it and remain untouched.
A vast city nearly built in ages past by a long-lost race of giants. Now the vast stone structure contains no less then three seperate kingdoms.
A PC Conjurer or summoner, basically any mage whose sole purpose in life is summoning creatures to aid in battles and various situations, is cursed with a hex, and needs to find a way to undo the curse...before he goes mad, or his fellow PCs throw him out of the party, or worse.
Everything he/she summons, never goes away. So you'll have to figure out what the heck to do with that dire bear or fire elemental once it's done fighting the orcs for you. Eventually a caravan of bizarre creatures either annoyingly ends up following the summoner around, or they go off to cause mayhem elsewhere. Bad news for the poor spell-caster regardless.