Most advenurers have been forced to do a stint as caravan guards at some point in their career, just to see them through hard times. One would hope that they’d learned enough from the experience to pull off a successful raid themselves. The only catch - they mustn’t kill anybody.
Carmo keeps a shop in the backstreets of Erezi. It’s not often visited, Carmo makes people feel…uneasy. Even the veterans of the Erezi underworld are uncomfortable being alone with Carmo. But they need to buy their traps from somewhere…
There was He, and there was She. And She was shy of men at first, always being told to distrust them. But He taught Her what love is, and promised Her everything he could. And they lived in happiness, and their love was perfect, for the rest of their lives.
This ice-crafted armor is a gift from the three-aspected Goddess of Water to her chosen.
A beautiful warrior woman, with a sword and soul of ice.
A little prank that has found its uses. Shaving razor.
The bronze half plate of the Flame Knight, this armor serves to protect the wearer with the blessing of the Lord of Fire.
In the darkness in the south transept of the Cathedral of Isielles stands the resplendent Clock of Shadows. It tells more than just the time of day…
The home of the reclusive Monk-Smiths of Moldan, unparalleled practitioners of the art of smithing.
It looks like an ordinary parchment map, until it speaks to you. It says, “I know where you need to go to find what you are looking for.” From there, the adventure begins.
A brightly colored ink that hardens the skin.
The shattered remnants of a divine weapon, a certain amount of power remains in these bits of celestial metal.
When a mysterious man hires them to slay Baza, the Yellow Priest, will the heroes find more than they bargained for?
Centaur-crafted marching drums, imbued with firey power.
A heroic warrior who is not what he seems to be.
A blessing can also be a curse - and the last thing the world needs is an Orcish confidence trickster with an enhanced intellect and a penchant for storybooks.
Ringed round by ancient political foes, this ancient nation finds itself dealing with a powerful foe, one with far more sinister hungers than money or land.
Many years ago, a trader from far away died while in The City. One of the entries of his possessions was a "bag of 220 beautiful coyns". These coins were sold to a crafter who sold some of them and made others into hat band decorations, jewelry, bag clips, and so on. It was years later that someone discovered their true worth and their power. They make things move.
It is said that there is always night, even during the day it is dark. Undead prowl around freely, and pity to those living that end up there. Still, lucky are those eaten by the hordes, some fools get deeper and their very souls are consumed by the nameless horrors that lurk in some hidden spots. And still more serve as new material for the Necromancers, the only living creatures there, as they say at least…
A pair of rings fashioned by the legendary Elven spellsmith Aurinellian. Powerful but subtle enchantments bring the happy couple closer together.
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...