In certain parts of the world, DON’T ask for something in a language the barkeep dosen’t understand or say “just give me anything”
One day a you are walking on a road to get to a popular city of some sort. All of a sudden you encounter a group of bandits walking towards you looking to start a fight.
In an ancient cycle of time, an empire of sun worshippers ruled the world from their great holy city.
Magical seeds that grow quickly to full size when a spell is cast on them.
A shadow warrior and defender of Pulca. Keeper of the key to the underground. Warrior of his great ancestors of Dro’Hizzir.
A mystic ruin that is well guarded by the family of Dro’Hizzir a great upper class of Shadow Warriors. This is unknown to everyone except for Dro’Hizzir. Knowledge that is only passed down from his forefathers and ancestors alike. Well underground in the city of Pulca. The entrance is found in Dro’Hizzir’s office in his ancestorial vault (that has riches in it as well). In the back of his vault is a narrow tunnel way big enough to fit a normal man in that leads to a ruin of his dead Ancestors and riches of the deceased.
The Old Kingdom, a realm in a four-hundred year quarantine.
Plots for use with the Old Kingdom setting.
Pulca is a average Elvish town of about 300 people. They are some of the most peaceful and kindess Elves one will ever meet. They have never battled any outlanders or waged war with anyone.
The nomads are a neglected people, universally hated and persecuted. Let your characters experience this life…
Revolution is upon them. Like a worm-riddled timber the Kingdom is rife with discontent, and the aristocrats are being evicted, their castles burnt and ruined. For those who escape, life looks bleak…
The Elven city of Pulca is under siege by a small chaos clan of beastmen. The General of the beastman is a shaman that is attempting to open a warp gate from the the Choas realm. If by any chance the gate is opened many many choatic deamons and abominations will be turned loose on the grand Elvish City of Pulca.
A short metal rod connected to a longer wooden handle by ... nothing. The rod floats in the air close to the handle.
Many magical items adventurers seek out help them carry more loot, keep themselves fed and healthy, or just simply hack the bad guys to itty bitty bits. This one lets their loot carry itself.
The Traveling Wizard is a man of minor repute. He has made great impacts on a few places and people. Those that know him, know him to be powerful. However, most do not know him, for he travels the world. He seeks experience and knowledge, craves adventure. The journeys of the Traveling Wizard seem to never end.
Selene’s life revolves around a secret that not even she knows. It is when this secret is revealed to her; that she can go and fufill her own destiny…
(inspired from the dream walkers thread)
Estranged from his family, Melvin can usually be found sleeping in the back of an ox pulled wagon that is driven by his cat familiar.
A Castle or better a fortified tower is floating over the country side and being attacked by goblins (or other monsters, depending on PC strength)
People disappear under mysterious cicumstances, undead creatures are seen and the villain is 14 years old.
A brotherhood of three warriors who fancy themselves to be the strongest men in all the world.
In a city where the justice system features judicial dueling, plaintiffs and defendants are permitted to request a champion to take their place in the duel: Someone chosen by lot from among the foreigners in the city. When anyone first arrives, they are given an enchanted ceramic pendant that marks them as a candidate for "court duty".
Wealthy folk entering the city are often escorted by burly guards, paid to carry pendants on their behalf: They elude court duty in that way.
Adventurers may seek work as a rich man's proxy or may find themselves magically summoned to serve as a champion.