The Scratching Stone has always been an area of interest for the local people. A huge slab of granite with a top a couple of acres in area, it is out of place when compared with the other rock formations in the area. It has bore many names - Evenstone, the Great Altar, the Giant’s Dinnertable and others lost to time.
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.
What a strange world we live in…
Troile, Royal Astronomer and Numerologist
This is a novelty among the population and visitors alike. It is a freeform entertainment where those in the audience have the opportunity to get up on the stage and be an actor for the night. This has brought many would be actors who are trying to get hired by practicing their skills here. Entrance fees are larger than average but the entertainment is well worth it.
The Eye is known by a number of names: The Eye of Motoss, Eye of Argus, Night Eye of Day, Eye of “Insert God”, depending on the local legend. Motoss is the most common of names, based on the story of a man who could look into a box with a hole in the top and watch an entire land, its history unfolding before his eye.
Milord I do present a uniquely industrious city located on the periphery of the Sea of Grass and the bawn of the Ganhojol Forest.
Carnous is the famous Boardwalk city, built upon the toxic lands of The Wastes. Here the land is slowly corrosive to the touch, causing illness with prolonged contact. Carnous is a wooden city that is never stationary and always growing.
The Moaning Lands of the Dead and Dying. Many foul creatures of undeath roam here and seek living flesh, no one is quite sure what happened to this large desert island. Maybe you could unlock the mystery and free the tormented.
After a long day on the road, what could be more inviting than a hot meal and mug of ale - just don’t criticise the cook
The People of Antioch are pretty forgiving. However, when their laws are transgressed, you really do not want to be the person who is caught.
This tavern and common house (restaurant) looks like any other quaint building in the area. It is a good sized common house, serving upto 50 people comfortably. The Stinking Rose gets its name by the primary ingredient for its food - Garlic.
The Food Shack is one of those little holes in the wall that you would either miss or want to avoid. It is also “the place” to have Kenditho.
The Returning Gem buys and sells goods, like a good pawn shop should.
Mr Krasnov long ago saw a gap in the market that his bar could fill.It caters for Orcs, Goblins, Lizard People and other races that are seen, not as evil, but as inferior by many people, and has a strict *no humans allowed policy (except for Mr Krasnov himself of course.)
Long ago it was the ‘Sleeping Bull’ or something, but everybody calls it The Chimney nowadays. All because of the atmosphere, it is thicker than the soup they serve here, as some patrons like to claim.
The Full Goblet is a modest-sized, working-class tavern (public house), run by Hilgar. Hilgar is a bit over the hill and shabby, as is the general establishment. However, good solid fare at a decent value, and a regular and noisy clientele, keep the place in business, and the bar is also well-situated to bring in travellers.
The Main Sail Smiths is a business of renown in the Known World. The shop is the premire sail maker for the Northern part of ThirdLand.
A bastian of hope in a place of hardened souls. With enemies at one point surounding the entire country, the citizens of Kerrabar stood strong and fought their way to independence and proceeded to expand and push back the dark horde that rose against their small nation.
Ever since the two major religions of Acqua, that of Jove and Ulmania, were created, their clergy have hated each other with a passion that at times has led to violence. Mostly it just means that they do everyrhing differently out of spite.They have different liturgical uses, different hymms and prayers, different baptism,wedding and funeral services. The priests of Jove favour cremation for the dead in nearly all cases, so the priests and priestesses of Ulmania favour burial.
Where there is enough space this is not a problem, but in crowded Banhoesea it became a major issue.The bodies of Ulamanian worshippers were being buried secretly in the floors and foundations of houses or in soon to be dug up land or in crop fields.After a major outbreak of disease the De Madden Company Central Council, of which all but one worshipped Jove, threatened to outlaw the Ulmanian religion, persecute it’s beleavers and confiscate it’s assets.
The great majority of Sea Witches and a few Sea Wizards were Ulmanian beleavers and called a nationwide strike, trapping half the De Madden Company fleet in harbour.Without magic most could not leave harbour safely and even the ten masters would take a long time to get anywhere.
The Central Council got really angry and arrested the strike leaders, threatening to hang them. The strikers threatened to use their magic to cause huge waves within the harbours and wreck the ships within.A compromise was reached.The strike leaders were set free and Ulmania’s Church purchased a large,partly rocky, mile-long island, with a quarter of the Church’s wealth. This was to be their Isle of the Dead.
All burials outside it were banned with the threat of very severe punishment for those who disobeyed.
That was over seven hundered years ago…
"When our barbarian ancestors first arrived on the plains of our homeland, they found them covered in dust inches thick. They named them Muranvan, the Dusty Plains and armed with spades they cleared the dust heaving it off the edge of the world. For they had been chasing the Prey for long aeons up the face of the cliffs at the edge of the world, and in the chase had tired of their nomadic ways. They wanted a stable home. So they founded Takvanak, the City on the Plains. In the long silence after they had cleared the dust from Muranvan, rang out the deep and unforgettable tones of the Iron Heart, Saekeri, and the barbarians knelt and felt resounding reverence."
- The Saekeran, book 1 verse 1.
The adventure can take place in a slightly shifted reality, where everybody has a totem (an animal guardian). The totem should be chosen randomly and not by the player, it is ok if "Gorflin the Large," a gigantic and aggressive barbarian, has a mouse for a totem.
These totems will assist the characters in small way. It is up to the characters to determine how to get the assistance; the animals won't solve mysteries for the characters only supply the clues. The character may even have a dream where his or her totem actually speaks to them and reveals some sort of clue.