A harvest queen, a druid of war, a monarch of leaves.
A burned and withered female elven ranger, with a hatred of giants, a love for animals, and a desire to seek out and thank the man who saved her life and disappeared just as quickly.
Has your kid been acting strangely? Returning home late at night, bearing bruises and clothes torn? Something else than puberty may be the reason.
Some elves lose patience teaching the ‘young’ races, and set out to employ harsher methods. A few doubt the very intent of mother nature, and set out to bring their own vision to life.
An environmentally-minded dwarf who opposes the mining of the Kalorsan, the exploitation of goblins in mines and the poisonous, choking fumes from the furnaces of Tr’S-Nang. He is an active member of “Green War”, the dwarfish environmentalist sect, who (though they have renounced their innate dwarfish industrialism) have yet to reach the stage of pacifistic demonstration.
The Yugzhee, or "hedgehog-people", guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, "wall", upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall "with them" via magic. Lower level characters will have to get creative.