A fey kingdom fallen, with winter triumphant. A dream frozen, to be thawed by might and heroic deed.
A salvage and scrap yard of the UFP
Of old, this city was the home of a coven of the Sarkukai, foul devotees of Sarku, Lord of Worms, the God of Rising From The Grave. Though they were driven out, the city remains tainted by the memory of that ghastly cult.
When wizards go mad, what curious ruins do they leave behind?
Beachcombing and coast-hugging, fantasy style. Animal, mineral, and vegetable. Sea-Junk. Flotsam and jetsam. Encounters and other oddities.
Once merely a minor Realm of an ambitious Prince of the Nether, the Gloom has been conquered and now lies ruled by Winter’s cruel grip.
The establishment is run by an elderly goblin named Sax Stoneswiller. Providing this service to non-goblins is much more lucrative than what he was able to receive with his clan.
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.
A world of drifting sky islands and air ships
In the summer there is a small stone jail for those who are caught breaking the rules of the Sorcery Springs Geyser Basin, but in winter they are imprisoned within the warm waters themselves. No bolts or bars are needed, the cold takes the place of prison walls.
Alia exclaims, "What a gruesome sight!" and points to a brook filled with gravestones - some still upright while others are knocked over.
A gigantic, warped edifice, towering over the dark, soot-stained Witherdowns, where human corpses are turned into Deaders.
The industrial district of Locastus, where huge, cathedral-like factories rise over the low brick houses, and tall ivy-choked chimneys spew out black smoke, day and night.
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
The slums of Locastus
30 villages ready at the disposal of the Gamemaster.
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.