The Obtort Ward is all that remains of what was once an ancient battlefield that was afterwards converted into a mass grave.
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Fewer things under heaven reek
like the lofty spires of Wlatsoom Peak
Vernissage, apprentice bard.
A slightly atypical stinking swamp festering with goblins
A fairly average world that happens to be the headquarter site of the Earth Alliance Space Probe Agency (EASPA)
A seemingly average industrial world that is the source of 1 out of every 4 guns in current use.
Conosca abbastanza per essere impaurito, molto impaurito
Motto of Cinque-Parte Polygnostic
Beringia, the sinking kingdom.
Dal Nastro, little more than a smudged footnote in mankind’s history of expansion.
Mind the smell, it is a good place to get preserved meat.
Red Dogs? his shop isnt on the market, you’ll have to wind over behind it, on one of the back streets. Wont be hard to find though, just look for the metal dogs and you’ve found him.
Also known as the school of the unseen and the Enclave of Enchantment. Little more is known to outsiders than that.
For the Emperor! For Anna Purna! For the Tigers!
Motto of the 1st Anna Purna Legion, the White Tigers.
The Official citadel directory for all of your carousing needs.
To be sure, the Dirdums are fair teeming with goblins.
Captain Wandern, ship’s log.
A Celestial Lense is a metallic clearing that focuses the energy of the etherial to the material realm in remote places. These points of concentrated Good and Order create dangers untold in the regions around them.
The great cone of steam, fire and ice.
The valley of the elves between Night and the Waterfalls
A den of mercenaries, murderers, bounty hunters and thieves…
I tell you, I get this itch on my lip when I think about Sgriob and the waters of the casks…
Captain Wandren, Ship’s logs
While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way.
The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin.
The Party spends another night and day with Ferrin's group. One of four things can happen on the third night.
1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's.
2: Hordel gets mad after repeated questioning about his life from the PCs.
3. Preminitat gets mad after repeated questioning from the PCs about what god he worships.
4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult.
All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.