The ever present breeze from the water pushed the litter around constantly. The nice black cars and their sharp dressed occupants are sharp contrast to the broken people who live here. The Gloom comes from more than the lack of city lighting. And remember, nobody knowns nothing.
The rebuilt cradle of humanity, Neo-Terra is the world created from the ashes of Old Earth.
An orphanage is not a place one would normally connect with undead abominations. Normal orphanages are not run by Edrea Solon.
Mind the smell, it is a good place to get preserved meat.
Red Dogs? his shop isnt on the market, you’ll have to wind over behind it, on one of the back streets. Wont be hard to find though, just look for the metal dogs and you’ve found him.
Also known as the school of the unseen and the Enclave of Enchantment. Little more is known to outsiders than that.
Kingdoms tied by the bonds of blood and war
"You head down this back alley, and check that last door on the left. If it opens for you, you are in, one of the gang. If not, well you are not ready for the place yet. If you can’t see that door on the left, you will never be one of us. " Silverwind, aka Alex O’Tor
The Official citadel directory for all of your carousing needs.
A Celestial Lense is a metallic clearing that focuses the energy of the etherial to the material realm in remote places. These points of concentrated Good and Order create dangers untold in the regions around them.
In the sprawl that as become The City, there is an oasis; a little pocket of urban perfection, mixing the living, the urban, and the commerical.
A HellPit is a spring of green ectoplasmic goo that spring forth from the bowels of the astreal to the materail realm in out of the way places. These points of concentrated Evil and Chaos create dangers untold in regions around them.
"Build a road, wide and surrounded by beautiful architecture, to lead from Guilders’ Court to the new palace," the Regent commanded Master Thraso.
When mans’ smallest, and most deadly, enemy strikes the world is thrown back into a darker, more primitive age.
A post-apocalyptic setting for any system.
This alchemy shop has two faces - its above ground establishment which serves the general public with the typical love potions, cure-alls and whatnote, and a ‘secret’ below-ground operation which is where the real action is…
A den of mercenaries, murderers, bounty hunters and thieves…
A mysterious quarry. Feel free to suggest explanations - it’s just an eerie thought that struck me that I intend to play with.
“There’s something not right, up on that hill. Something about that place makes men go mad. The de Lahsk family never should have built the mansion there. That only made it worse.”
The villagers paid dearly after they slew the stuttering old crone!
Christmas type holiday that can be thrown into any city/town.
A possible answer to what happens to spells when a mage dies. If the spell is strong enough, say and enchantment or other permenant effect, part of the mages spirit may become lodged in the magic. It may be a way for items to gain some kind of intelligence, but a mage who has knowledge of this fact would be very hesitant about enchanting anyone or thing. He might have other plans for his afterlife than counting the change in your bag of holding.
Preists, I think, would have this sort of thing covered.