A stone construct that is ideal as a magical guardian, either of property or of information
An evershifting blade of ice, this is the weapon gifted to the chosen of the three-aspected goddess of water.
Deep in Throck forest there is a small valley filled with boulders. It is an uneasy place, full of invisible eyes. In the damp behind one of these boulders is a wooden door, virtually impossible to find, which leads down into the Kingdom of the Gnomes.
What do you do if your employer begins to go mad? Particularly if you’ve managed to build up a long tradition of working for him.
A beautiful warrior woman, with a sword and soul of ice.
A little prank that has found its uses. Shaving razor.
The bronze half plate of the Flame Knight, this armor serves to protect the wearer with the blessing of the Lord of Fire.
The silver and gold longsword of a knight of flame.
A graceful servant of the God of Fire, Destruction, and Rebirth, this fanatic warrior is devoted to the ‘cleansing’ of the world with flame.
In the darkness in the south transept of the Cathedral of Isielles stands the resplendent Clock of Shadows. It tells more than just the time of day…
Even the most useless of items can become something more if a legendary mage carries it around for a couple of centuries.
The home of the reclusive Monk-Smiths of Moldan, unparalleled practitioners of the art of smithing.
A set of polished silver and gold tea cups and saucers, and accompanying silver serving plate, that will serve on its own.
It looks like an ordinary parchment map, until it speaks to you. It says, “I know where you need to go to find what you are looking for.” From there, the adventure begins.
The dwarfs of Thodar created a weapon of might and power - but how much is the wielder prepared to sacrifice to gain prowess in battle?
A brightly colored ink that hardens the skin.
A broken shard of mystical powers.
Once an adventurer, this now disembodied mage is seeking a reason to continue, or a way to die.
One set was forged with love, the other with hate. But they were both powerful weapons.
The ruins of the lands that bore the confrontation between the Mad God of Avarice and the Storm Queen, this place has been soaked by the divine essence of two of the most chaotic gods.
A little way up the narrow valley, before they reach the woods, the PCs notice the squat, tumbledown buildings by the riverside. They are hardly big enough for a human to stand in, and the complex cogs and shafts that occupy the central cavity of one of the buildings are perplexing. What were these buildings? And how safe are they to explore?
Alternatively a desolate place is the perfect setting for a derelict chapel or croft. There needn't be any actual physical encounter involved, but it adds atmosphere to a place to see its dead history. For instance, in the Outer Hebrides there are whole deserted villages which were razed to the ground by the English during the Clearances. Such stories give a setting authenticity and character.