The jewel of the imperial shoal, this aquatic city is the emperor's seat of power.
Inhabiting the waters of Tarrod, the Organi is a dangerous creature.
When the Caliph-Emperor of the Dunes hear about his son's heart attack at the northern front, his rage is unstoppable. For his son was only nineteen years old, and a trained athlete. Grief stricken as only a parent bereft of their child can be, the Emperor finally rouses the Empire into action.
So, when reinforcements finally arrive to the beleaguered veterans at the front, they are accompanied by the the Imperial Necromancers in their gold laced red silken robes, as well as the three old triplet hags of Devananon, seers and prophets who use narcotics to enhance their trance visions.
As the Prince's corpse is carted to the Spires of Devananon, where the necromancers and the triplets will work their magic, the PCs will have to conjure a plan of their own. For they are to blame for the Prince's death.
This plot is set five months after the happenings of "A Dark Moon over Sagranz", but could be adapted by any GM to fit his setting and need.
Isolated from the known world by the seemingly endless watery wastes of the fabled Vaet Ocean, the Eshal rule the watery continent of Tarrod with an iron fist, ever ready to carry out plundering raids on the subject races at the slightest excuse. Proudly calling themselves the Brave People,the Eshal are a race of savage warriors and fanatics that are driven by the consuming need to find an ever larger number of victims to feed the monstrous thing known simply as the Matriarch .
"We found 'im alright" mumbled Rizz the bandit, nursing a wound below his right eye. "'e was soaked in blood, 'ead to foot. But no matter 'ow much we tried to 'urt 'im, 'e just laugh'd and kept gett'n up. I don' think 'e'll be leav'n town like ya want'd"
Tales grow in the telling and heroes grow in stature, even the tiniest can stand tall among their own.
Descended from humanity, the orcs of Kuramen are a far cry from the bloodthirsty savages of many other worlds.
The players; survivors of an elite squad of mercenaries, are assigned to an assassination mission. Their task; to penetrate enemy lines during night, enter the fortified Holzberg Monastery where Sagranz has his command, and kill the elderly Hexenjaeger in his sleep.
If only it was so easy...
Fiery doom in two handy barrels. Unsurpassed destructive power. Comes with a five shot warranty.
More annoying than fairy fire ever was. And much more deadly.
In the dank,dense areas of the world where the vigorous and the decaying are intertwined and indivisable, lives the wise bagabond. But getting him to impart his knowledge is quite a chore.
Fanaticism can be just as dangerous as fire. Spreading like fire, it could spark rebellion and could lead towards violence. As a way to curb devotion to the abstract, king Hareth of Garilroot asked his Mages to come up with a solution for those too invested in an ideal.
Existing at once in the mortal plane and upon the plane of Fire, the Grand Pyre of the Phoenix is the ultimate testament to the power of the Lord Zevarith.
"See that one, with the burn scars and dark veins? Don't stick too close; he shoots fireblood before engagements. Keeps friends and foes alike at bay, it does."
"Kobolds have an empire? Since when?"
Don't run blindly for the silver vein or you will never see that what you seek is pain.
Crazy old woman, selling pieces of bone and fake charms. The fact that the villagers even tolerate the old eye-roller hag demonstrates a lack of piety to the Faith.
Ghostchasers are small nocturnal birds that have the ability to see what normal humans and most other animals cannot.
Even as humans can be, the Kel'Regar, too, can be touched by madness, and it can drive them to push to ends incomprehensible by the sane. The work of one such, Kararemi'ar'Salm'Torat, the Menangerie of Mad Creation, is a twisted, living structure, tormented by years of loneliness and incomprehensible need.
There is a land far to the east that is a great, desolate, near-empty wasteland home only to barbarians, ghosts and monsters. Many nations launche expeditions to this land, seeking to find the rumored-at treasures and riches beyond it's outer fringe.