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)
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...