When the king ordered the ‘igh Necromancer put to death, ‘is laboratory just up and walked away!
Lieutenant Andrews, 22nd Imperial Guard Division
A villain’s lair is more than just a safehouse or stronghold, it can be as much a part of their persona as any powers, henchmen or nefarious plans
A random generator to create variable merchants shops, stores, and stalls.
I am woman. Hear me roar!
The most expensive tavern in town boasts the finest of fare, entertainment, and more importantly, decor.
"Look children! Is it the Fun Faire, Extreme Sensations, or Tabs’ Insanity today?"
30 Cities with their teeming multitudes and famous landmarks.
Pocket dimentions for Supers and Modern Horror. With some modification many are useable in other genres
A rundown shop of old joys, now just a wreck, with a little touch of mystery.
A small village situated near a medium lake,with inhabitants and history that is more unique than one might expect. Suitable for any fantasy/low tech setting.
While every ship has antigravity engines in this day and age, leaving a full gee planet can take most smaller ships quite a while. The presence of numerous anti-gravity fields can cause interference and fluxation in power broadcast, some comm channels and of course, cause "traffic control issues" as they are flying out. There is a better, safer way to launch them.
Maxwell Cyler, Developer, to the Congessional Areospace Committee
These are minor things that can be dropped in anywhere to add "narrative flavor", to make it more than just another road, field, forest or beach.
The Obtort Ward is all that remains of what was once an ancient battlefield that was afterwards converted into a mass grave.
A quintessential seedy dive, catering to the lowest of the low, but harbouring a few nasty secrets
The headquarters of the WhoresÃ‚Â´ Guild
101 plug and play communities in 10 sub-categories
30 villages ready at the disposal of the Gamemaster.
The cultural nexus of Locastus and the final resting place of its founders
Sort of a collaborative effort to create a world for the Citadel.
"Where do I live? A simple question that doesn’t have a simple answer. A palace in a place beyond place, built in a time that wasn’t a time. Can’t solve my riddle? Really, it’s for the best. You wouldn’t like where I live."
THE GNOMES OF UDNALOR: Part I
Upon entering the deep underrealm of Udnalor, one must first pass through the upper halls, which were the residences of the gnomes in days of past glories. Now they have abandoned the fading tapestries to the worms and moles, and an uncanny silence reigns, laid over the oaken tables like the thick layers of dust and humus.
There may be creatures which now inhabit these areas: nests livid with giant maggots, rats and other vermin.
The watchtowers and passageways which lead to the Overground are frequently trodden, however. After all it takes a great many small humanoids to hoist a single giant rabbit corpse back through the fathoms of earth.
The gnomes primarily hunt giant rabbits with bows and arrows tipped with the subterranean poisons concocted by their best alchemists.