In the Cosmic Era, the Daily Discourse consists of the talking points and dialog guides laid out by the masterminds and controllers behind the media. Here is your opinion, bite sized for easy consumption.
The interplanetary cruiser ISS Livingstone was launched on a grandiose mission to tour every planet in the solar system, a technological tour de force of Technodyne Heavy Industries and SmartTek Technologies. It was an over-hyped media sensation that, predictably, failed to live up to expectations.
A festival of settling scores and airing of grievances
There are many grim projections for the Cosmic Era, and far from being the most horrific or exotic, the Universe 26 model has a frighteningly real chance of happening.
'Llaewyn the Fair she was in her youth, in all truth a lover of mine. Though that boast is not mine alone, she was the beloved of many. And joyous, most joyous in form and deed. Till the time of her father's death. She alone sat by the auld king's bed and soothed his fevered brow though ever cruel in life was he. Cruel to all but Llaewyn to whom he gave every comfort and protection his world had to offer. The Fair One walked into the chamber of his last breath and the Black Queen walked out.' -Spectre of the Courtier
The PCs are in a graveyard, when as they are passing a noble tomb with a certain symbol embossed on the door, the magic user in the party hears a voice from being the tomb door begging to be let out. What do the PCs do?
Even evil gets lonely.
Goblins descended on civilised land from the east nearly one thousand years ago. Now, it's time to descend upon them with all the fury they have shown us they are capable of.
The holovids are full of stories about mecha garrisons bravely battling dastardly pirate raiders. It's a pretty picture for the propaganda films, but its a long way from the truth of the pirate raids.
...and I'm going to fucking give it to them. (Note: This submission is largely so I don't forget the details of this plan once I'm less pissed off.)
People live inside a series of walls. Outside the walls, there are Titans (giants, unless you actually want to use the Titan, which are fetching powerful). There's a spell that needs breaking to return everything to normal size. That can only be done by collecting the elemental devil arms. Hot dang.
In the middle of summer a small town is beset by a blizzard that enshrouds it in a blanket of snow. The cause is unknown and all contact with the town is lost. The player characters are hired to investigate the town and put a stop to the blizzard if at all possible.
(An adventure written in the more rigid and hand holding "old school" style and quality level of original fantasy adventure modules from the early to mid 1980's)
The town of Silverfox Mill was a quiet place for many years, but this peaceful town has begun to unravel. The arrival of the Usury Guild drained the populace of their livelihood, forcing many into poverty, alcoholism, and prostitution. Complicating this trying time the town has recently lost its most beloved citizen, the wizard Osric Skanderbag. With his absence it seems the long-dead witch Anna has been raised to murder and poison, but this may be a front for more contemporary threats.
The Sea hides many secrets in its depths, here are 30.
Five heirs. Five years. One crown.
‘You are freed from all cares brothers and sisters! All worries! All need to toil and labour for the baron’s taxes, in the guild’s fields and for the peddler’s wares! All the drink you could ever need!’
Final words of an extremely drunk hedge conjurer by name of Oates Greenlock.
An ominous emblem begins appearing in tapestries, paintings, engravings, streets, etc. across the town or city in which the players are staying.
While enjoying a meal in the local tavern, the party strikes up a conversation with another customer, who is witty and urbane.
A sorcerer with evil intentions or just a murderer waiting for another fool?
At a crossroads, the characters come across a trio of thick poles set into the ground, just outside the overlapping roads.
An obviously wealthy and beautiful woman contracts the PC’s to solve a missing persons case. The missing person is her younger sibling, a teenage boy.
Khor are a monsterous and violent race. Within five years of being born, they grow to about half human size and are very, very inteligent. As they get older, they get larger... unfortunately they become less intelligent. After their adolecesence (about seven years), they grow to human size and are of a low human intelligence. As they age, they grow larger, slower, and stupider. Most of them end their lives 3 to 4 meters in height. Khor have been reported upto 10 meters tall, though those elder giant Khor do little but hit anything that disturbs them.
As they age they get larger, they don't seem to ever die of natural causes.