Half-woman, half-monster harpies are vicious, corrupt hunters driven by their insatiable desire to eat. They prefer intelligent prey and enjoy speaking with their meals.
Read MoreRinged by a timber palisade, the village of Hjalward comprises wooden lodges and cabins built atop snow-covered hills in the shadow of ancient, giant-crafted architecture of a fallen elder kingdom. Looming over Hjalward like a tombstone, a crumbling stone wall fully 200 ft. high and 60 ft. thick and a yet higher sky-scraping tower remind the residents of this mining community of the follies of past civilisations, and that in time all empires crumble. Nearby deposits of iron, silver and lead draw desperate or avaricious miners to this cold, hard place while legends of lost giant treasure ensure a steady trickle of adventurers make the long, perilous journey to Hjalward.
Read MoreVicious, warlike and mercenary hobgoblins set up their military-style camps almost anywhere. The camps are not just their home but also the springboard for their campaigns.
Read MoreNomadic, opportunistic and savage orcs quickly take over a suitable camp, village or cave before turning it into a shoddy yet defensible home.
Read MoreA travelling show magician, feted for his charm and tricks, Thadrim hides a dark secret.
Read MoreAn unremitting bully and brutish extortionist Raine is a thorn in the side of a once-peaceful hamlet’s inhabitants.
Read MoreThrones are meant to present an image of power. The exalted personage occupying a throne is important and sits in style and comfort while others stand in their presence. Reclining in a throne is a symbol of the office the individual occupies. A throne needs to be functional and ceremonial, representing whatever power or religion grants the monarch his authority.
Read MoreA fane of good is a beautiful and uplifting place for characters to admire and explore. Many small touches and features mark a fane of good as a benevolent locale and sanctuary for adventurers and worshippers alike.
Read MoreCut from a chunk of local limestone and set above the tavern’s front door, the luridly carved face of an orc identifies this place as the infamous Orc’s Head. Notorious throughout the duchy as the haunt for adventurers preparing to dare Gloamhold’s depths, the Orc’s Head is a place of tall tales and hard drinking. Decent folk rarely venture inside.
Read MoreOne of the best-known establishments on Cheap Street, Raisa’s Curios fills the first three floors of a tottering four-storey townhouse. Known throughout the city, Raisa’s Curios is one of those places adventurers often come to browse in hopes of finding something interesting or valuable among the junk and bric-a-brac.
Read MoreStanding on a dingy side street (location L3 on the City of Languard map), a stylised sign of an oversized scythe cutting through an ankle spurting a ridiculous amount of blood marks this semi-reputable establishment. Run by its one-legged owner Arvo Outila this inn has operated under its current name since he purchased it 15 years ago after a horrendous accident on his farm. It doesn’t offer food or accommodation. This is a place to drink (copiously) and listen to music.
Read MoreLanguard is a busy, noisy place. The administrative and mercantile heart of the Duchy of Ashlar it is, however, also a place of fear and gradual decay.
Read MoreSarcophagi are the focal point of tomb complexes, built to contain and preserve the revered dead. Builders, seeking to ensure eternal rest for the deads’ mortal remains, typically build sarcophagi from durable materials to enclose the body and protect it from the elements and carrion feeders.
Read MoreSarcophagi are the focal point of tomb complexes, built to contain and preserve the revered dead. Builders, seeking to ensure eternal rest for the deads’ mortal remains, typically build sarcophagi from durable materials to enclose the body and protect it from the elements and carrion feeders.
Read MoreAdventurers always seem to be breaking into ancient tombs and crypts in search of undead horrors (and their loot). Of course, not all sarcophagi are filled with treasures or undead monstrosities. Some simply contain the bones of the long-dead (and their grave goods).
Read MoreOften hidden far away from the prying eyes of civilised folk, a druid’s grove is nature’s sanctuary. Here deep in the wilderness, a druid can commune with nature and live in peace among that which they love.
However, druid’s groves are rarely well detailed as they serve as nothing more than a way station on the way to adventure or as a place of healing and succour for desperate travellers. Use this table, to generate features of minor interest the characters may notice in such a locale.
Read MoreWhat makes a GM great? Is is rules knowledge, an ability to do character voices or something else entirely?
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Read MoreUndead creatures raised to guard the ancient tombs of the honoured dead, mummies are ever-vigilant for interlopers into their domain of death and dust. Created through a lengthy embalming process mummies have all their vital organs removed and replaced with sacred herbs, flowers and the like. Thus, they resist time’s remorseless onslaught well.
Read MoreShunned by most, the witch is the taker of children, bringer of bad harvests and seducer of good men. Living apart from good honest folk the witch plays on superstitions to create a terrifying reputation. Beware the dark woods…
Read MoreThe passageways and chambers of a vampire’s castle are a terrifying place. Even if if they are not drenched in gore and littered with the corpses of the vampire’s many victims a sense of dread and doom hangs over the place. Such a place is as terrifying as any lich’s lair.
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