Albin Tovia (N male human) composes frightening poems hinting at unseen dimensions beyond the material. With wild, unkempt hair, and a scratching, haunting voice, Albin clings to the very edge of sanity. He has no friends.
Read MoreThe vast majority of books in a library are nothing more than tomes of mundane knowledge, travelogues, diaries and other normal writings. A few books, however, are different. A few books—either because of the foul things they reveal, the power they hold or their monetary value—are kept away from the public in the library’s special collection.
Read MoreWhether it be a cobweb covered gate, a portcullis adorned with a green iron devil's face or a fissure in the stony ground belching a sulphurous smoke, the entrance to your dungeon sets the tone for the adventure.
Read MorePenna’s Grave stands in a hollow by the trail. Fresh cut flowers often appear on the low burial mound, no matter the weather. Folklore tells of a silent, grey-hooded figure seen kneeling at the grave. Recently, an apple tree has sprouted from the mound.
Read MoreWatersmeet surrounds six lofty crags of remarkable geometric alignment. Four rivers flow into the lake, churning up the water, making casual boating dangerous and difficult. Folklore tells of mysterious winged humanoids seen visiting the crags.
Read MoreWhether it be a cobweb covered gate, a portcullis adorned with a green iron devil's face or a fissure in the stony ground belching a sulphurous smoke, the entrance to your dungeon sets the tone for the adventure.
Read MoreSihvo Kaipia (N male human) revels in the over-confidence of youth. He believes he is best—at everything. Annoyingly, for those he meets, he’s rarely wrong. Strong, charismatic and clever Sihvo lusts for adventure. The party would be lucky to have him.
Read MoreHideaway Mine stands beyond a huddle of ivy-clad stone buildings. This abandoned old tin mine is haunted, locals say. Bandits sometimes use it as a lair, but seldom stay long. The mine’s flood-prone deeper galleries intersect with a subterranean lake.
Read MoreThe 400 wind their way over a lofty, craggy hill. Cut by unknown hands long ago these vertiginous steps are in bad shape. The faint outline of a ruin sprawls across the hill’s summit. Folk atop the hill enjoy sweeping views of the surrounds.
Read MoreMany towns lie on the edge of deep, dark woodlands. Terrible things often lurk in these woods, and the town’s folk need protection. Enter, brave adventurers! Use this list, to add pieces of interesting dressing to the lumber towns in your campaign:
Read MoreTeemu Viti (LN male human) dislikes any idea not his own. He is ferociously intelligent, and believes he is better than others. He shares this truth with acidic words. Teemu sports a balding pate and a paunch. He travels with his miserable wife, Martta.
Read MoreEl’s Mere was once a shallow, marshy lake. El’s Mere Way skirts the site. Local tradition has it that a young man, El, drowned while swimming in the lake. His ghost appears on the anniversary of his death to moan of his fate to any he encounters.
Read MoreVibrant trade towns are a key feature in many campaigns. Adventurers must shop, after all! Use this list, to add pieces of interesting dressing to the vibrant trade towns in your campaign:
Read MoreSlaughter Ford boasts a foul reputation. A century ago, water spirits drowned a great company of marauding orcs at the ford. Ill-hued lights, unwholesome noises and strange doings have since motivated travellers to seek safer routes.
Read MoreSimuna Kaivas (NG male human) clutches his painful belly. This rotund man suffers from food poisoning, which he got at a nearby inn. He needs help, but can offer only thanks in return. Well-connected locally he spreads word of the characters’ actions.
Read MoreMost dwarven holds are vast and ordered halls filled with solemn and stoic craftsfolk. But that’s not Feigrvidr. Some say it’s not a dwarf hold at all, but rather a lawless mining camp ruled by dwarf thugs and ruthless agents of the ruling thane.
Founded less than three years ago by Svingal Halfbeard, the ore coming from a vale carved out of the headlands of the Titan Peaks is of the greatest purity and the works coming forth from Feigrvidr’s forges are both subtle and ingenious, rivalling those of any traditional dwarven stronghold. The great wealth coming from the foot of the Titan Peaks was only the beginning, now with the discovery of ancient and abandoned giant halls deeper among the mountains’ spires adventurers are flocking to the camp, increasing its wealth and its danger.
Read MoreCutt Quarry has been almost abandoned for decades. The mad introvert Kildork Cutt (NE male dwarf) dwells therein. The madman carves elaborate, disturbing sculptures into the cliffs, for an unknown purpose. Sometimes, people disappear near the quarry.
Read MoreKeveral’s Point juts from a rocky escarpment overlooking the road. Its shape is reminiscent of a squashed human face. Folklore identifies the point as an immense slumbering earth spirit. Locals ascribe minor rockfalls and tremors on the point as its snores.
Read MoreHidden in the wild uplands beyond the Selka River, the sinkhole-mine of Delthur’s Folly is a byword among the locals for a fool’s errand doomed to fail. The only survivor of the fated expedition—driven mad by his ordeal and raving of “the water’s sibilant whispers”—died shortly after staggering into Dunstone a year or more after Delthur and his miners disappeared into the wilderness. And yet, every year adventurers cross the Selka in search of the mine—gold and silver are said to lie within. Some return empty-handed and some do not return at all. Local legend has it that something terrible dwells in the mine.
Read MorePekka Ihamuoto (N male human) wanders from place to place looking for work. Pekka is a skilled mason, and highly educated. He travels with his son, Reko, and wife, Esteri. A laden cart pulled by two horses carries the family’s possessions.
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