“ Nearly every primitive culture has had rituals and celebrations to guarantee the proper passage of the seasons and to ensure the fertility of crops and animals. Oversight of these ceremonies was generally the provenance of local kings or priests.
Suppose that the adventurers dispatch one of these fellows. The local peasants may become hysterical, fearing famine and death will stalk the land. Alternatively, they may want one of the new heroes to become king. For a while, this can be a good thing, but the first time that the crops fail, the superstitious locals will want to sacrifice their new leader.”
“ A sword that stores the identity of the wielder. To transfuse the soul to the blade, one must first stab himself through the heart. The person will not die, but lose the freedom of the soul upon real death.”
“ In a long-lost age, a party of adventurers are frozen into stone by the stare of some gorgon-like creature. An unscrupulous rogue, coming across the frozen party several centuries later, decides to haul off two of the statues to decorate his den. Upon his death, an artisan friend of his claims a statue and sells it to a rich merchant, passing it off as his own work. Years later, the merchant gilds the statue in bronze and re-sells it at a much higher price. After passing through the art markets for many decades, the statue ends up in the hallways of a mage academy. Imagine the chaos and confusion when a young mage's spell happens to break the curse of stone, returning the adventurer to life several centuries after his petrification! Is he interrogated by historians? Driven mad by the change of times? Or does he set off on a quest to find and liberate his other frozen party-members?”