The street is wide, and smoothly paved, with trees planted along the sides. The houses are mansions and palaces, each surrounded by stone and ironwork walls that are as much decorative as they are protective. These are the summer homes of the Princesses, and ladies of privelage.
Far to the west of the mountian town of Walkabout Creek lies the Bushlands, a place of rich game, and beyond, the Dragon’s Hills where all manner of rich treasures are said to lie unlooted…
The darkens as travelers draw near, the wind begins to pick up, to howl. Here, the sun does not shine, the stars and moon are forever hidden by the Stormshroud, the eternal storm…
This small centrally located country town appears to be another sleepy hamlet deep in the farm country. The buildings are idyllic. The farmers appear to be more properous than most. Everything appears perfect. There is a secret here that even people in the know would not suspect.
There are places in this world, which hold a weak barrier to the Spirit realm and the real world. One such place is The Spirit Glade.
After the death of Princess Dora Rurik of the powerful city-state of Pier Point, rumors began to leak out about the wonderful treasures buried with her body…
Talahar, the blending of steel and magic to create an unstoppable army and men..
In the forest, there is a small vale where there are no cats, and only the battered ruins of a long dead mage named Gargamel.
Abasil, home of the Wood Elves
Magical energies abound in the land around the Pit of Infren and Last Stand. Magical mining towns would abound in this fertile area, if they could survive.
Well, some of the old timers still work the mines, but the biggest news out in these parts is that the ARC is going to lay a line of rail through the Canyon.
Completely isolated from the rest of the world, the House of the Abbot is possibly the most remote location that can be found.
Who would have thought a key would be this big?
The city that many adventurers seek to drink from the Fountain of Youth…..
Once Vandersil was a rich city. Too rich for it’s own good. It was born when gold was struck in the Northern Polar Mountians. The gold ran out within a few years but veins of other minerals both common and rare were discovered. Coal, silver, star stones. The city grew rich through trade and the streets were paved with bronze, at least, in the richer areas of the city. And then it fell into captivity because it neglected it’s defences…
Bromine Lake is a lake that is almost a very small inland sea. It is also special for other reasons. It always has the warmth of a living Human, no matter what the season. It is not a hot spring with its sulfuric chemicals. There are hundreds of theories, but no answers.
Even if they did, they would never believe it, as it has ties to the time of legends, to the time of Corvus.
Caladin, a country where people hate magic, where the sword is the most reliable weapon and where war and death not a uncommon word
The Haven Fortress, the name suggests protection and vacation, but it is far more then that…
Nestled among the smaller and less noticed store fronts, hidden among the sundry vendors, and purveyors of beads, cheap jewelry, and meat-on-a-stick products in a small building that smells strongly of hot linen, cotton, soap…and goblin.
The Deepening Gloom is an old forest, with deep roots, and deeper memories of the elder days.
Many games draw moral lines in bold colors, where the real world is not so easy to categorize. Suppose that the player characters are faced with an overwhelming foe? Even unsavory allies such as orcish barbarians may be better than no allies at all. More disturbing, these allies may be honestly friendly to the PCs when all is done, overcoming barriers of race and religion. Will the PCs remain friendly with the bloodthirsty humanoid tribesmen when their mutual foes are defeated? Some would expect the tribes to betray them, but after the characters have honestly won their respect, even orcs may not be all bad.