A quiet island, with a small fishing village, a decent dock, a sheltered lagoon, friendly natives ... and a chilling curse.
Fifteen men on a dead man's chest
Yo ho ho and a bottle of rum
Drink and the devil had done for the rest
Yo ho ho and a bottle of rum.
The mate was fixed by the bosun's pike
The bosun brained with a marlinspike
And cookey's throat was marked belike
It had been gripped by fingers ten;
And there they lay, all good dead men
Like break o'day in a boozing ken
Yo ho ho and a bottle of rum.
Madmen, Riddles, and Worms
"Aye, I've been to Bloodmaw. Its out in the ocean, and lies right on the Abez-Evetepor trade route. Or at least where the trade route would have been if it wasn't for Bloodmaw. Its this maelstrom, perpetually spinning and swirling, abou' 50 yards across? And the sea around the whole thing is a deep crimson. The color of blood. And around the whole thing is a storm. Some days the Bloodmaw is sated, and isn't as violent. But some days ye can't hope to survive. On bad days it can take a ship that a mile away. Thank the gods that it didn't take me."
-Old Gerald, man in the pub
Deep within the heart of the Great Woses, lies an inland sea that few care to visit. Nevermind the ogre-infested swamps that surround it, the place is just disgusting. While known by many names – the Belching Sea, the Eternal Loogie, Gluumraag's Blessing and sometimes, the Slimy Deep – most simply call it the Sea of Snot.
"Avaricious is a special sort of hell; it's the hell we created ourselves. It is the hell we deserve." - Smythe Voss, crewman of Siren's Laugh
"The shipyards, a good place to move illict cargo or lay low for a while, but that ship yard in Philly, it's not a place you want to frequent, not if you wish to keep yer skin on anyway."
A city location with a slight horror slant, suitable for any modern day horror/action setting.
The Pool of (add the name of the God or Goddess of your choice) is well known as one of the greatest holy places of the world. It is said to be full of piles of gold and jewels, a place where wishes are granted, wounds are healed, prophets have dreams that come true, and suspected criminals are fairly judged. Pilgrims from the other end of the world have been known to travel for more then a year, braving the perils of disease, brigands and bad weather, just to reach it's holy waters.
As the only place of warmth in an otherwise frozen land, the Firehole River is, or was, the central point for life in, on and around it. Sadly, this is starting to change...
The Brande Islands are now a hell on earth for the majority of their inhabitants, but it was not allways that way…
Beachcombing and coast-hugging, fantasy style. Animal, mineral, and vegetable. Sea-Junk. Flotsam and jetsam. Encounters and other oddities.
- "Arrr! What scurvy dog seeks the Davy Jones’ Locker by comin ‘ere?"
- "Oh, shut it, will ya!"
Yar…I do indeed know of Crossbones Isle, stranger. But ye’d be better suited to avoid that place like a widowed wench.
The Dragon Isles consist of no less than thirty or so separate islands, of varying sizes, in a fifty-mile chain running on an approximately north-south line about thirty miles off of the eastern coast.
Beringia, the sinking kingdom.
To be sure, the Dirdums are fair teeming with goblins.
Captain Wandern, ship’s log.
For centuries, sailors have told the tale of this isle’s sole inhabitant, a madman who searches for the solution to an ancient puzzle.
Sometimes, gentlemen, you must find yourself a location beyond the reach of the law. I’m sure you understand. Those dreadful precautions, the endless nagging, sometimes it’s simpler to just do what you need to do.
Sailors long to visit the idyllic islands of the generous Zwitter folk…
Behind the plains, beyond the mountains, and far after many leagus of the sea, is a place like you wouldn’t believe… (STUB)
Hu was an ambassador of the Seventh Emperor of the Reng Dynasty. Throughout his life he traveled across many miles and lands to entreaty with neighboring kingdoms and the semi-savages who dwelled amidst the Metal Mountains.
During one such diplomatic mission, Hu was gifted a small iron marble as a gesture, by a shaman of the Kiy-Kiy tribe. Little else is known of Hu, but that marble was lost and is now somewhere out there for someone to find.
A tiny, shiny sphere, the marble has several properties. First and foremost it is a strong magnet, considerably stronger than its size and density would indicate.
Secondly, if thrown or rolled upon the ground and the command word is spoken, the iron ball will magically enlarge to either the size of an ogres's head or to that of a great globe, twelve feet in diameter. The rolling ball of either size will continue to roll or fly at the same relative speed it was when launched as a marble, and can thus cause great damage to anything in its path. The magnetic power of the ball will also magnify when enlarged.
Legends claim that the ball has been tossed from besieged castles upon attacking foes and rolled at marching armies in ages past. At the end of such rolls, the larger size globe has been known to not only crush soldiers underfoot, but to also "collect" many dozens of metallic weapons and bits of armor unto itself, appearing as an armored sphere, with swords and spears sticking out from it in all directions.
Owning this powerful marble has its drawbacks. Anyone carrying it on their person, will experience the iron ball's insidious effects after some time. The owner feels no worse for wear, but after two month's time they will suddenly awaken one morning to find that their hair has fallen out completely, their teeth loosened like baby's teeth ready to drop, and their fingernails simply shriveled and sliding off the fingers and toes. Perhaps unbeknownst to the owner at first, the iron ball also renders an owner sterile or barren by this time.
Regular clerical healing will not reverse this horrible malady. Only finding and beseeching a shaman of the Kiy-Kiy tribe to heal the iron ball's effects with their particular brand of magic, will work.
Hu's Iron Ball should be handled carefully by players and gms.