Even the boldest quake with fear of the Kobelyn Cavalry of Terkuss Tahkhan! Especially if they’re on the same side!
30 mystical imps to perch upon your wizard’s shoulder and whisper the secrets of magic and the universe.
She’s everywhere. And she won’t stop coming until she has the throne.
I would have never had thought one could come to like a rattling pile of walking bones, but Tohm simply grew on me. Watching him play checkers with Formuro was always amusing - whenever he took one of Formuro’s pieces he would rattle his jaw in joy.. From the diary of Professor Ethric, faculty of Divination.
History is full of interesting and exotic people who can help to populate your world. They can help illuminate the range of what people think is possible for your world (or you can consider them PCs run by players not in your game).
As the world grows and changes, so to do the gods. One such creature is Verdichtung, Reaver of Steam.
The Great Gate of Calast is not like other gates. It’s got a mind of its own…
Everyone knows that that Senthia Khlack died with her father, the Duke Eldward Khlack, after their failed Rebellion. But what they do not is that Senthia still lives, after a fashion.
Do as thou Will…
30 Mostly Maddening Merchants
Standing at the prow of the ship, Ashala rejoiced at the strong winds catching her midnight-black hair - flapping it like a pennant. The dark clouds ahead would have filled other seafarers with dread. Not Ashala. The dark clouds and wicked winds were an invitation, a challenge.
"Steady as she goes!" she shouted over her shoulder to the shipmaster, "To the Eye!"
She left me, I couldn't deal with it. I sat there with the barrel of the gun in my mouth for a long time before I pulled the trigger.
(Graphic Warning: Not for delicate eyes)
All know that Elves cannot die, and that Men do. All know that Men go unto the Underworld upon their death, and that the Elves retire unto the Spiritual Elysium. Yet in the Great Scheme, where goes the one with one foot in the Underworld, and one foot in the Realm of Spirit?
The 30: The thirty miscellaneous people who are part of some group. These are drop and play personalities for a given group.
Senach, the mighty leader who forged a kingdom from a land of quarrelling clans: The inarguable truth, as told by the druid who crowned him.
Cowardly maggots! Bow your thrice cursed heads and thank the goddess that you still draw unworthy breath!
Yet another list of 30, this time fiendish foes, vile villians, and and dastardly do-badders.
"Hail! You there, farmer. We are in need of aid; do you have a temple or a priest? We ran into some bandits up the road there and are injured. Jonst won’t last much longer." A large man bellowed from the broken roadside.
"Of course stranger. You can find Luayas in the center of the village proper continue on until you see a large apple tree; she can aid your wounded. Please be gentle and offer tithes for her generosity." A gentle eyed man in homespun clothing, simple yet comfortable in the heat.
"Thank you farmer, we are in your debt. What does Luayas look like so that we might find her quickly? Does she stay by the tree often?" saying over his shoulder in thanks as he half pushed, half carried his companion along.
"No stranger." The farmer laughed, "She is the tree."
Cloaked in mystery, and yet one of the main figures of power in Locastus, City of Mirrors.
The dark wizard of Locastus, now long dead and gone….. Or is he?
As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.
The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.
It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.