30 locations of interest in the Cosmic Era
A radical terrorist organization bent on world dominance, willing to use blackmail, revolution, anarchy and military action to achieve their goals.
The great Wall Mounts have been scaled, or your ship's technology has reached a level in which it is possible to cross the oceans. And when the PCs or NPCs find other people, unknown people, what happens? Carnage.
Each town has a House of the King. This is the main one, and by far the largest, set in the heart of the capitol's temple district.
Armour should not just be for protection. It should tell a story, your story!
Caeser193 recently posted an article about how magic has made war obsolete, below please find seven ways to keep magic and magic users from dominating warfare
The short lived and chaotic vampires of northern Mexico
A list of 30 more wines, none of which are vinted by humans, elves, or dwarves.
Light infantry units, with assorted skill sets
While technically alive, magnagogs have little in the way of personality and are driven via telepathic command.
The Qualm is a giant mass of tentacles and leaves with hundreds of mouth-like pods lined with teeth. It is about 1/8 of the size of Earth's moon, and it travels through space looking for nutrient rich planets that it can suck dry.
Most folk would call an argillomatus a clay golem. They would be wrong.
Seven things I've learned about NPCs
A dangerous, alien plane where glowing frog-slimes slither and slurp, metal-skinned bird people rebuff diplomacy, and only the endless subterranean tunnels are safe (just mind the gravity-bending moles). Visitors will have to skulk around in the dark to avoid the curse carried by the sunlight. Because (have I mentioned?) the sun is the source of a powerful curse--one that covers the whole planet.
The teeth and fingerbones of holy men and more
"Living in a town that sits on a dimensional nexus can wear thin after a while. It's not so much the crawling shadows, bizarre weather, or late night visitors from places that never existed; but carrying on with your normal life and trying to act like nothing out of the ordinary is going on in your little corner of the world that gets to you."
A small rural town with surreal secrets, that happens to be situated on a dimensional crossroads, suitable for modern day supernatural/mystical/horror campaigns.
A family of semi-retired doomsday cultists, just trying to live a quiet life while tending an apple orchard in the country. Except with complications.
From Innsmouth to Cthulhutech, a common phrase is “non-Euclidean architecture”. But what is it, and how can it be included in your games in a way that is interesting and fun?
Everyone dies. But delaying that impending sentence is the holy grail. Science, scorcery, and wishful thinking do all in their power to bestow such delays. Be your deeds pure or evil, cheating death is neither easy nor reliable.
Everyone knows that firearms are weapons only fit for orcs—smelly, loud, and unreliable. But there are guns made for ogres, too, and the largest of those are called Thunderguns.
These creatures are desert animals that are much like huge, quadripedal sloths. They have a hide made of heavy scales to keep out gritting sand, and over that, a thick coat of fur.
During sandstorms, and when they sleep, Suppoki bed down in the sand, covering themselves up until they are miniature dunes.
Suppoki derive what sustenance they can from water sinks, dew, and underground insects.
Suppoki are often ridden by desert tribesmen. They are stubborn and slow, but are often the difference between life and death out on the sands.