A powerful empire, macabre and violent. Now gone, a victim of their own folly.
A simple way to a fate most dreadful.
A magical Salt, a dangerous bane against ice and snow…
Beware this wizardly cadaver! His spells might not kill you, but you will wish they had…
Great, mysterious chambers hidden deep in the earth beneath that enigmatic city of Stoneholt!
"...I’ll be damned if I go within a league of the Girders. Death is there on eight damn legs clicking and chugging away." Ex-salvager Tim McClanny
11 great statues of lost gods being chipped away by the condemned.
The Hanset are a sleeping giant of a race. Once the owners of an empire of Alexandrian proportions, they new reside in their hidden sub-tropical home, living the simple lives of tribesmen. Though bereft of metal tools, they have adapted to their forest home and it to them. Though their empire is long gone, they still hold onto the seed of its greatness.
A tool-using monkey of great dexterity.
Ruminations on the role of Magic and Food.
The remnent of a much older time, the Methranar, the Icerender, the Lurker, is a figure prominant in the Megamoth Hunter’s legends.
Meyurk is a Egoyo, a hermit with dangerous friends, and a mystic home..
Clock Tower of Elmwood - It appears ready to topple, but it has always appeared that way as far back as any living could remember.
A malaign substance that can bring a lingering, horrible end.
30+ Burial Customs for building cultures
A tough alternative to the common Quiver.
This relic, while of little value against the living, is a formidable tool against the beasts from beyond.
The Yang to Lutazum’s Ying, the grand totem of the Maletanalu, the 5th tribe of the Hanaset.
At the foot of the World can be found both great treasure and danger! Adventure Awaits!
"When the dolphins and whales propel themselves into the air, it is a great spectacle and joy to watch. When the Salwar launch themselves, it is a terror."
It seemed like a great place to camp. The clearing was good sized and sheltered from the wind. The brook just a few feet away. There is a natural hallow to keep the horses.
Then the night came.
It was like it became a different place. The temperature dropped. The wind, which does not seem to disturb cloth, almost cuts through you like an arctic wind. No one can sleep, as the soft ground has turned hard. The horses are uneasy. The Bats are flying over and stopping in the trees.
And then there is the eyes. There are glowing eyes just inside the tree line watching your group. The mages and clerics can detect nothing, but there is still something there.
(yet there is nothing at all... The Darkness will do nothing unless the players do something to it. And even then it will all seem to be a conincidence.)
Of course, in the morning, it all becomes sweet and light.