90* At an intersection, a waypost indicating mileage to distant cities. The post is loose in the ground, and due to passing children invariably points in the wrong directions.
91* 200 yards from the road, in the middle of a field, a *giant* cross/sun sigil/ironwork ankh/other religious symbol.
92* A road running along the foothills of a mountain chain: the smell of smoke hangs in the air and ahead the hillside is clearly blackened by recently/currently active fires.
93* Two perfectly ordinary cities are connected by a well-maintained road. However, both sides of this road are saturated with sparsely occupied, recently-built, and sadly similar small houses.
94* A cranberry bog: farmers with rakes harvest the berries and fill small rafts dragged by water buffalo.
95* Though the ocean view is lovely to behold, it is low tide and a hundred yards of mudflats are exposed: the pungent stench of decomposing vegetation and rotting fish nauseates the unfamiliar traveler. Go to Comment
Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.