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.
Teenagers who run away from home to live in the wilderness may become feral. As they become more and more feral, they gain some supernatural powers (a la Peter Pan - ability to fly, things they imagine come true - possibly quite powerful), but at the expense of their humanity and ability to speak, comprehend complex subjects, etc. Maybe they have a leader: the most feral of them all.
A regression into a fantasy childlike state.