The hatreds of men have made this island paradise into a quagmire of poverty and corruption.
Behold, the Mountain of the Snow Bunnies!
I walk a lonely road
The only one that I have ever known
Don’t know where it goes
But it’s home to me and I walk alone
In order to understand what a Kitsinger island is, you must first understand the people that used to live on Mt. Kitsinger. This is not only a tale of their history but a tale of their making.
Local mariners know to avoid this island and the spider demons that infest it. Don’t say that you weren’t warned!
Behold, the luminous isle of the Sapphire Eyed maidens
A place of majestic views, amazing life, and hidden treasures. The secrets that the jungle holds in its folds are both breath taking and soul taking. When traveling to Bone Island one must be wary, not of just the tribal inhabitants and exotic creatures, but the secrets that the gods forgot.
Most cities have long and storied histories, tales of nobles and intrigue, places in cultural, social, or military history. Gaberlunz in one of those places that by various circumstances has avoided any pretense of greatness.
The Swollen Shadow’s magic is such, that anyone transported to its demi-plane, will always first arrive in the somber and hazy Umbral Fens, which surround the City of Shadow. After some searching one may find the Brittle Road, which leads through the shadow-choked swamps, to the City proper.
A land of witches and evil magic, a pox on it!
Darak One-Eye, from the Book of the Black Rose
Uncharted, and unexplored save by a few, Xenos seems a veritable paradise with plenty of food and fresh water, a godsend to any ship that finds it. Many ships have put ashore, only to find that they can never leave.
No one goes to the Western Woods. There are things that come out at night that it would be a very bad idea to meet. The Western Woods have a reputation of being haunted, or rife with wild magic. Or both.
A wasteland, a vast expanse of ogre infested, nightshade choked swamp…
‘‘There were five of them all together, these monstrous walking trees! Yep, trees that walked! By the look of those nasty things, they were probably trees that ate people as well. Tried to kill us with those giant rubber balls, they did, those hell-spawned overgrown bushes…
Cut that laughter out, damn you! We weren’t drinking salt-water when that happened! Those crazy things are real! And if you don’t believe me, sail there yourself, you lousy land lubber! Don’t tell me I didn’t say ‘‘I told you so!’‘, when those vicious monsters finally squish you with their roots’‘.
Many who have landed upon this island’s golden sands have never escaped alive, hence it’s name.Only fools, it is said, will attempt to take the island’s gold.
The sea is calm, the morning mists clear, the seagulls cry out, and land comes into view
The Whales Graveyard.
Kastraad is a Keep and Bailey upon a good sized hill in the mid country. While there has been several battles not far from it, it has been a quiet location for a generation or two. Recently it was taken over by a New Lord, Sir DuKon. He and his few men at arms took the keep from the previous owner (a lazy braggart called Lord KelSen the Fat). After setting himself up as a Lord, he found himself in a difficult position of needing money and being unable to take it (or lands) from his better fortified neighbors. Thus the founding of New Pastello.
What thieves convention can be complete without the ubiquitous Black Market! The specifics can obviously be as varied as one’s imagination. In fact, please consider this as the scroll it’s intended to be. The more stalls and booths the merrier!! Scras and I would like to see forty or so by next years convention. These are just twelve random ones we came up with. Some are quite standard, while others slightly more unorthodox. Maggot, your ‘thief bugs’ & their insidious proprietor go here.
"A-Wan, A-Wan, A-Wan". Awanggis is an unassuming place blessed with good clean water from a subterranean source.
Molk Peruda is encountered by the PCs on the second day of their journey west from the salt-choked port of Quyn, as they prepare to explore the jungle.
He appears a gaunt, wolfish man, with matted, dark hair that sprouts from his head in dreadlocks, contrasting with his well-oiled, blue-black, conical beard. His eyes are hidden ebon shards beneath thick arching brows, his nose, crooked, long, and reminiscent of a snout. His mouth is a thin, dark line, his teeth unseen even when he parts his lips to speak.
His skin is the color of tallow, surprising perhaps for a renowned jungle guide, yet his natural helm of dreads and the jungle's canopy keeps the sun from bronzing his originally pale flesh. On his back are tattooed three women from the waist up, side-by-side, each resembling the other but of different ages. This is a tattoo of Molk's mother, sister, and daughter. His wife (don't bring her up to him!) was killed by marauding Qullan years ago, and appears as her own tattoo on his broad but sunken chest.
His feet shockingly are turned around 180 degrees at the ankle, facing towards his back! A curse from a pernicious shaman. Molk walks feet backwards (he's used to it) and walks backwards, forwards. This can be very disconcerting and outright creepy to the PCs as he guides them through the rainforest.
Slung from his back is an archer's quarrel of treated wood carved to resemble a stalking leopard, in his hand a re-curved composite bow of horn and sinew, with a pair of vivid, red eyes, each one painted on the opposite side of the hand-grip. In a leather sheath at his belt, hangs a falchion, its pommel adorned with a curved bird's head and beak.