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.
A girl living in an isolated hamlet is cursed: So beautiful and sweet-natured that no man can resist loving her, but she has never met the man she could love in return.
A powerful wizard that the PCs encounter is completely silent. He does not speak and cannot be heard as he moves. Even his spells are silent, but his magic is just as potent.
He has a tendency to summon invisible chairs, place foes in invisible boxes of force, and other "mime tricks".
Dustwood is technically not a wood from a specific tree. It is an created fuel for fires.
Starting with the sawdust from a sawmill, adding a mixture of wax or pitch, and a few other things, the mixture is pounded or pressed toghether tightly. It is normally smashed into a round container, so when it is slipped out, it looks like a small perfectly round "log". (actually a lathed log, but you get the idea). It can either be used as a log or slices of a log can be used for a fire.