“ If you want to add a 'supernatural' touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.”
“ Far to the north amidst the endless ice-flows it is rumored that a dwarven Walrus Totem clan exists. These rumors have been unsubstantiated to date, unless the dwarven sage Glurt Goblinguts is to be believed. He claims to once having encountered a troupe of huge dwarves, each standing a beard's length higher than the tallest known dwarf. These dwarven 'giants', their hairy chins crusted with frozen shards of ice and dirt, hauled gargantuan yellowed horns or tusks upon their wide shoulders, and their helms, likewise, sported massive, down-ward pointing tusk-horns. Glurt Goblinguts later speculated that the impressive size of these dwarves was most likely due to their arctic diets, almost exclusively fat-based.”
“ The accepted mode of getting otherwise unobtainable information is to go visit the cranky old hermit living in the mountains. It's just the sensible thing to do. So, naturally, everyone takes their monthly excursion to the hermit's hovel to consult him on everything, from lock-jaw to lovesickness, necromancers to nasal viruses.
Now, if everyone's always visiting the poor old hermit, there's going to be an enormous queue... 'Wellcome to the Hermitt's Hovele, Please Take Ye a Number and Have Ye a Seate' reads the sign outside the packed dwelling.
Imagine the poor hermit, having retreated into the mountains to escape this precise situation...”