Monday, 7 April 2014

3DPBMCSHMtm: death & undeath

The three worlds of the 3DPBMCSHMtm have different attitudes to death and undeath.  Faith, otherworldly power and fell deeds help shape what rests and what rises again.

…to die in Altorr

Cremation is the norm.  Some druids or faiths (e.g. Fareus) prefer to elevate the dead upon trees or platforms.  Carrion birds will pick apart the body in short order.  Grave goods are shared among surviving kin.  Burial is the province of the wealthy or certain faiths (e.g. Saint-George, Mordiggian).  Barrow-mounds are typical for great warriors or kings. Steeped in death and evil, the buried attract anti-life energies which settle in their bones or the shadow of their remains.

Undeath in Altorr

Opportunities for necromancy are limited unless you're willing to obtain still-cooling cadavers for your research.  Altorran necromancers have a hint of maddened butcher about them, making them easier to spot socially.  Of the mindless undead, many owners keep close by.  This propietary attitude gives them an undeserved mystique.

Ghouls are usually interred in Mordiggian crypts with occasional forays into charnel pits.  Feral ghouls roam graveyards and urban areas, looking to feast.  Mordiggian ghouls foray via tunnels to crypts, libraries and stockyards.  During the Demonplague, entire villages were buried alive in mass graves to rise as feral ghouls. This mocked the rites of Mordiggian.  It also provided shock troops for the demons and their ghasts to control.  Ghasts are corrupted by Abyssal and anti-life energies as well as cannibalism.  These deadly foes of Mordiggian lead feral ghouls in attacks against the Great Ghoul's followers.  Followers of Mordiggian will prioritise the slaying of a ghast above most non-worship activities.

Wights, wraiths and spectres are the result of anti-life energies binding to hearts and souls tainted by evil. Evil warriors interred with nobles arise as barrow-wights.  More powerful undead occur with more death and destruction or more heinous murders inflicted in life.  Mohrgs are feared, all were once serial killers with at least ten kills.  Ghosts are infrequent yet the desperate often become

Vampires are made by demonic pact.  As such, vampire spawn are usually expendable shock troops and seldom win free of their powerful masters.  There are noteworthy exceptions of course.  Druids and bards take reports of vampirism very seriously.  If a master vampire is reported, demons are usually coming.
Liches are unknown in Altorr.  The Parliament of Roses will not suffer any lich and will mobilise to destroy them utterly.  'When the woods walk' is an Altorran proverb for when a situation is sufficiently dire.

…to die in Bellotra

Here, burial is the norm.  At least one city is supported by corpses too-tightly packed to be animated. Corpse-wagons pick through streets ruled by certain nobles, pressing dead flesh into their eternal servitude. Most commoners  die close to home, buying plots in familial or temple crypts.  Nobles take this further by constructing elaborate mausoleums for families and monuments to distant ancestors.  Grave goods are sometimes shared between kin, temples and guilds.  Wills arbitrated by lawful entities complicate this further.

Undeath in Bellotra

Mindless undead are uncommon but known.  Tarred zombies work capstans and winches at the canals while painted skeletons bear glutton mages in sedan chairs. The wheels of Bellotran industry turn by dead hands. Ghouls frequent Mordiggian crypts and libraries, the new-risen aren't great conversationalists but their elders are fascinating.  At least one sage consults ghouls regularly.

Shadows indicate the presence of shadow demons, shadowdancers and other tenebrous troublemakers who would remain obscure.  Forslas priests sent to disperse them leave consecrated shrines with daylight spells in their wake. The evil-hearted are exposed to extraplanar and antilife energies in Bellotra resulting in more undead.  Wraiths and spectres reveal great evil.  Yet ghosts cause the greatest unrest, each is a mystery. Bellotrans love mysteries, there is no shortage of ghost quellers selling services of varying merit.  .

Mummification either by tar pit or alchemical means preserves something of the family for future generations. Some direct mercantile families from their mausoleum.  Others protect their descendents more actively.
Vampirism is an occasional risk with at least one nest trapped by canals by cunning nobles.  Many Bellotran vampires skirt insanity through congress with demons and other entities.  Lichdom is a dark temptation for spell casters, enslaved genies or demons offer wishes.  It is whispered Darkcloak leaders know at least one rite for lichdom.

…to die in Carcetus

As the spirit is called home, morticians harvest the body for bone, sinew, tallow, vellum and spell component. The rest is mulched for fungus farms.  Goods are shared out among surviving kin or peers. Burial is exclusive to Mordiggian and Saint-George.  In spite (or because) of this attitude to the dead, life is cherished the more. Walls etched with names of the dead are common memorials in Carcetus tunnels where many travel.

Undeath in Carcetus

Mindless undead are slightly less prevalent but necromancy is a known quantity.  Tireless labour is valued in the depths.  Ghouls dwell in Mordiggian necropoli.  Extensive libraries, meditation chambers and feast-halls make them gruesome yet educational places to visit.  Ghasts prey on the necropoli, allying with aberrations.
Shadows are feared and hated.  Their insidious nature, loss of self and replacement of flesh with shadow-stuff makes them inimical enemies.  Priests and enchanted weapons are at a premium with priests of Foslas leading in the battle. Ghosts, phantoms and poltergeists are commonplace here.  Unlike Bellotra, anyone claiming to quell ghosts is capable.  The ghost queller is one part exorcist, one part rogue and one part detective.  They believe in research and sharing information.  Even so, ghost quellers often die prematurely.  .

Wights are depressingly prevalent in Carcetus, as killing is often required for survival and many have some skill in battle.  Wraiths are less prevalent than expected.  Spectres are rare, though the slaver races seem blessed with an abundance of them.  The drow are also known for their banshees.  Vampires in Carcetus are known for their endless hunger.  Where food is sparse, they are deadly. Nests of spawn are hunted and eradicated by the living out of fear of bloody annihilation.  Master vampires keep hidden and infiltrate smaller communities.  Here they feast relatively undisturbed.

Liches exist in Carcetus, deep below.  It's said the lost city of Sepuldam contains mausoleums in which liches dwell in fell seclusion.  Yet those who dare return accursed or bodak-haunted.  While it's said Darkcloaks know a rite for lichdom, most believe this stops them accumulating greater power.

Saturday, 5 April 2014

3DPBMCSHMtm: 20 questions about Carcetus

Courtesy of Wikimedia Commons
The third world of the 3DPBMCSHMtm, the tunnels of Carcetus, it is claimed will go on forever.  These questions may help inform those seeking adventures there.

  1. What is the deal with my cleric's religion?
    Clerics are one of the main sources of light and therefore life. Do not, ever, vex the cleric.  Nobody likes being in the dark surrounded by monsters - well more than usual.
    Cadusus - The patient healer, tamer of serpents and producer of many sources of healing.
    Extur - The violent warrior, teacher of battle.  Admired by soldier and goblin alike.
    Foslas - Shining light, patron of knowledge and lawful behaviour.  Not always benign or kindly
    Loth - The weaver of darkness, mother of drow,  brewer of strife and poison.
    Mordiggian - Great Ghoul, dark corona-god and patron of ghouls and necropoli.
    Saint-George - The pale knight who watches over  warriors, wanderers, herders and the diseased.
    The Crawler - God of pain and hunger, placated with offerings lest it curses or consumes you.
  2. Where can we go to buy standard equipment?
    Standard equipment can be found in the towns but some things are a little different.  Wood is usually replaced with bone.  Metal isn't plentiful but effectively shaped.  Many weapons have a skeletal or minimalist appearance.
  3. Where can we go to get platemail custom fitted for this monster I just befriended?
    Custom armour for that beast?  The forges at Klar Kastyn can help.  Or you might find some after a duergar raid?
  4. Who is the mightiest wizard in Carcetus?
    There is some contention.  Five are roughly equal but there is no conclusive battle to rank them. Drefoy Malko. Apparent Darkcloaks leader.  Sardonic, sneering and boyish exemplar of this group.
    Ibarra Spellsmith.  Most powerful spellcrafter known, friend to dwarves and slayer of aboleths.
    Narzem Ironmask.  Conjurer and worm-that-walks who serves The Crawler with fanatical zeal.
    Rastalf Lingrey.  Itinerant and spry Patchrat of subtle power, probably the kindest of all.
    Wyrgana Morddin.  Witch of uncertain humour and deadly powers rising swiftly through the ranks.
  5. Who is the greatest warrior in Carcetus?
    Vargris Trollslayer, bless his blades.  He helped many towns against slavers and monsters.  Now he is missing, believed seeking the surface, from which nobody has ever returned.
  6. Who is the richest person in Carcetus?
    Do you believe the Whispering Darkness is real?  No?  Perhaps the Darklords of Klar Kastyn then or if the stories are true, the temple nagas.
  7. Where can we go to get some magical healing?
    The temples.  Some wanderers carry their own healing and guard it jealously.
  8. Where can we go to get cures for the following conditions:
    poison - Any temple, though Loth temples will try to turn this to their advantage.  If the poisoning is unjust Mordiggian may offer assistance.
    disease - Any preceptory of Saint-George or temple to Cadusus or Foslas.
    curse - Any temple, especially Mordiggian.
    level drain - The great temples of Extur or Foslas.  Mordiggian and Saint-George will refuse you.
    lycanthropy - A certain preceptory of Saint-George specialises in curing lycanthropes.
    polymorph - Any temple or spellcaster though of course there is risk in doing so.
    alignment change - Atone at the great temples of the appropriate faith.
    death - The great temples of Extur, Foslas and Loth may bring you back for a price.  Mordiggian and Saint-George refuse this regardless of price.
    undeath - The great temple of Extur or Foslas may help restore you from undeath for donation and services.  Do not seek out Mordiggian for this unless you seek annihilation!
  9. Is there a magic guild my spellcaster belongs to or that I can join in order to get more spells?
    There are three main groups you'll come across as magicians tend to be individualistic.
    Darkcloaks - Unpleasant bunch, believe in power and that's it.  Often well-equipped, surrounded by disposable flunkies.  Mercenary in the worst way.
    Patchrats - They give up wealth to help others. Always poor but kind y'know?  Know some impressive magic despite wearing patched clothes.
    Spellcrafters - They make magic items of all kinds.  Even minor magicians make things that save our lives when it's quiet
  10. Where can I find an alchemist, sage or other expert NPC?
    Depends where you are.  Klar Kastyn has everything for sale.  The captains of Klar Shkent will take you down the dark rivers and the Understone Sea.
  11. Where can I hire mercenaries?
    Lakhrymer has sell-spears.  Klar Shkent offers marines.  Orc tribes will also fight for money.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    Avoid Lakhrymer, the slavers have it locked down tight.  Weapons can't be longer than your forearm, no magicians for more than three days unless they become indentured.  Temples are kept small and the darklords batten on the slavers' taxes.
  13. Which way to the nearest tavern?
    Down these tunnels a mile you'll find the King's Way.  You'll find others like it here and there.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    Countryside, how Altorran of you!  Don't worry, in the tunnels, there's plenty to kill.  Fight the slaver races (the aboleth, duergar, drow and serpentfolk) if you want acclaim.  Fight the grimlocks, morlocks, orcs and vampires if you want to live.  Forget the surface, nobody comes back from there!
  15. Are there any wars brewing I could go fight?Always wars going on between slavers.  Be careful, they have allies in odd places.  Klar Kastyn and Klar Shkent are the best places to hear of such.
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?The Pits of Klar Kastyn hold enough fame, death and coin for anyone desperate or talented.
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    All kinds of secrets down here.  
    Loth has numerous sects.  Assassins, monks and shadowdancers to name a few.  However, Loth is a jealous goddess and the drow aren't exactly good company...
    Saint-George has secret orders of knights and priests alike charged with guarding perilous lore. There's all kinds of stories but I never met a paladin of Saint-George I didn't like.
    The Eye-in-Hand are human and humanoid slavers trading with the slaver races, trusted by nobody. Their trade makes monsters of them.
  18. What is there to eat around here?
    Our rations!  The smoked sausage and sliced morel is delicious. Yes, you need lichen shavings to stay healthy as well as water. Fungal ale isn't safe in the tunnels. Foraging is risky business. Rothe is delicious as is cave boar and fishing is still rewarding.  Shrieker and ambler provide some relief from meat.  I've heard the duergar grind strange blue crystals to make nutritious drink.
  19. Any legendary lost treasures I could be looking for?
    There are tales of naga temples holding great wealth.  That means fighting naga and serpentfolk which is a risky proposition.  Sepaldam, a sunken necropolis holds the grave goods of ten thousand souls behind leaden gates inscribed with lethal symbols and curses.  The Tunnels of Nidus are said to fork to a place of dancing lights and granite blocks where the bodies of the fallen hold loot.
  20. Where is the nearest dragon or other monster with Type H treasure?
    If you don't believe in the Whispering Darkness, the maukhoth of the Understone Sea might help.

Friday, 4 April 2014

3DPBMCSHMtm: 20 questions about Bellotra

Another layer of the 3DPBMCSHMtm, this time Bellotra, decaying nexus of magic and decadence.
  1. What is the deal with my cleric's religion?In Bellotra, faith decays as magic and science take root. The following faiths may be found:
    Ama'theya - All-Mother, healer, oracle, bringer of catastrophic change.
    Extur of the Bloody Hands - teacher of violence and patron to goblinoids.
    Forslas of the Blinding Light - stern patron of law and knowledge.
    Mordiggian - Great Ghoul, dark corona-god and patron of ghouls and necropoli.
    Seyvyes - the Serpent Divided, trickster and patron of civilisation and sailors.
    Saint-George - the pale knight who watches over warriors, wanderers, herdsfolk and the diseased.
    Thasaidon - Lord of seven hells, crusher of flesh and will, sun of the Underworld.
    The Crawler - god of pain and hunger, placated with offerings lest it curses or consumes you.
    Verlore - petty god of the lost and forgotten, invoked when all else has failed.
  2. Where can we go to buy standard equipment?There are bazaars where one may buy everyday items from the genies and their thralls, from the Dead or envoys of the Ten Thousand Worlds.
  3. Where can we go to get platemail custom fitted for this monster I just befriended?The envoys of the City of Brass, the armourers of Dis or the dwarves of Celestia forge such things. Most nobles are less concerned about their playthings.
  4. Who is the mightiest wizard in Bellotra?
    Byram al-Marja yet many vie for that title, including those from the Ten Thousand Worlds.  Proud like a wizard is a Bellotran insult.
  5. Who is the greatest warrior in the land?
    The Devil-In-Iron has slain all comers, though it is unjust to call that machine a warrior.
  6. Who is the richest person in the land?
    Saphedamauta, the Pallid Maharajah, whose ringed talons dabble in vice, slaves and esoteric lore with equal capability.  A formidable magician and rakshasa, he prefers living like a sybaritic king to striving for arcane mastery.  Who can blame him hmm?
  7. Where can we go to get some magical healing?
    The temples are the first choice.  Yet alchemist and scrivener offer healing at reasonable rates. Envoys of the celestial worlds may help if you are desperate.
  8. Where can we go to get cures for the following conditions:
    poison - The temples of Ama'Theya and Seyvyes are particularly effective.
    disease - The paladins of Saint-George have sworn to eradicate disease from Bellotra.
    curse - Any skilled spellseller can remove such with sufficient effort and preparation.
    level drain - Ama'Theya, Extur and Forslas may help.  Mordiggian and Saint-George will refuse.
    lycanthropy - Though some prefer Saint-George, I always send the moon-blooded to Ama'Theya.
    polymorph - Any competent spellseller can remove such with sufficient effort and preparation.
    alignment change - The temples may offer penance through atonement.
    death - Ama'Theya, Forslas and Thasaidon offer resurrection. Mordiggian and Saint-George refuse.
    undeath - The temples of Ama'Theya, Forslas and Seyvyes will help.  Mordiggian destroys unwilling undead in his temples.  Saint-George will seek to inter the undead if they cannot be destroyed.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    There are several magic guilds!  Those of particular note include:
    Conjurers summon otherworldly creatures to fulfil desires or patch the decaying world.  Ostentation and power go hand-in-hand with them.
    Darkcloaks trade in malicious magics.  They also fall prey to powerful magicians and outsiders who snare them with promises of power.  Other guilds see them as dangerous, immature amateurs.
    Glutton-mages wield potent necromancy but grow corpulently fat and move as if always carrying a medium load.  They may have undead servants and some seek lichdom.
    Phantasmists weave terrible illusions and can bestow nightmarish visions by touch.  The powerful ones are surrounded by eerie phantoms.  They are given a wide berth by the fearful.
  10. Where can I find an alchemist, sage or other expert NPC?
    Alchemists can be found in gable-house garrets in the Rotten Burgs making their fortunes or peddling wares in the street.  Sages usually haunt a library or noble's tower.  Other experts are found in various parts of the Rotten Burgs or in the hire of a patron.
  11. Where can I hire mercenaries?
    The Rotten Burgs are home to several mercenary groups (some human, others not) who fight wars between The Ten Thousand Worlds.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?The nobles apply their own laws.  Lady Ghanila is famed for imprisoning armed travellers.  Lord Ratirri confiscates spellbooks if owners refuse to either swear an oath of loyalty or leave his domain in a week.  Other nobles are less hostile but no less predictable.
  13. Which way to the nearest tavern?Taverns are popular in the Rotten Burgs and even around noble towers, a hostelry serves cheer. Travellers enjoy Madame Zsa's hospitality or the ale at the Unicorn's Horn'd.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?Hydra, harpies, tigers and will-o-wisps have hunted the canals since time immemorial. Morlocks and packs of cranial rats raid the Rotten Burgs for slaves.  Shoggoths of the Chill Sea terrorise anything they like. Cheer up, there is always something to kill!
  15. Are there any wars brewing I could go fight?
    There are so many wars.  Efreeti campaigns of conquest, crusades by knights of Saint-George, infernal pogroms, even feuds between nations too!  All pay for soldiers, some even come back!
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    The Coliseum opens daily and gladiators from ten thousand worlds compete.  Convicts are summarily dealt with there.  Money can easily be made by the skilful.  You are skilful, of course?
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    As many as guilds of magicians and temples and more.
    Akasheeya are aasimar extremists who take the fight to evil institutions.  These actions may appear unjust yet are always justified. Beautiful, wise and tireless enemies of devil, daemon and demon.
    Jahat are a circus of tiefling rogues and sorcerors.  Motivated by selfish goals, they are sometimes pawns in fiendish games.  They live a hand-to-mouth existence in the Rotten Burgs and Spires.
    The Kallesh are a mafia of wererats with a history of betrayal and grisly ways to make an example of someone.  They own parts of the Rotten Burgs and infest the canal docks.  No Kallesh ever turned informer, even to magical inquisition.
  18. What is there to eat around here?
    Plenty!  From the blood sausage and pickles beloved of beggars to the exotic feasts of artisans and nobles seeking recognition.  Curried meats with delicate flavours and the fruit and spices of ten thousand worlds can be found at bazaar.  Strangely-shaped bread (birds, animals and hands are popular) are baked to delight customers.
  19. Any legendary lost treasures I could be looking for?
    So many to choose from… the canals hide sunken payboats for countless schemes.  Fallen noble towers hold wealth and death traps. The Rotten Burgs have hoards hidden by dead mercenaries and Chill Sea or planar pirates.
  20. Where is the nearest dragon or other monster with Type H treasure?
    The captain of the Unforeseen said that there are dragons in the earth.  An odd way to sell passage to Carcetus but still… if you want fantastic riches, I hear the shantak-nests hold numerous baubles from their petitioners.

Thursday, 3 April 2014

3DPBMCSHMtm: 20 questions about Altorr

Warrior by Eoghan Kerrigan.
As there is no finer way to initially define a campaign setting than by asking Jeff's 20 questions, here's some answers about Altorr, the grimweird world and first plane of the 3DPBMCSHMtm.

  1. What is the deal with my cleric's religion?While most divine magic here is druidic, clerics are a growing influence. The gods can be split into two pantheons - The Old Powers and the Invaders.  The Invader faiths arrived through the gates and have stayed.  They helped fight the demons so they're welcome.

    Old PowersAmatheya - Great Mother, goddess of healers and oracle with powers of great natural destruction.
    Fareus - Lord Sky, god of heroes and kings. Randy, impulsive, penchant for thunderbolts.
    Mordiggian - Great Ghoul, dark corona-god and patron of ghouls and necropoli.
    Seves - The Bronze Serpent.  Divided Trickster, patron of civilisation, hunting and sailors.

    Invaders
    Extur - Violent warrior, teacher of battle and patron of goblinoids
    Saint-George - Pale knight who watches over warriors, wanderers, herders and the diseased.
    The Crawler - God of pain and hunger, placated with offerings lest it curses or consumes you.
  2. Where can we go to buy standard equipment?
    Villages can provide the basics (anything up to 30gp) or animals.  Anything elaborate like armour, expensive weapons or similar, talk to a noble or a merchant-prince.  They have artisans who can make such things.
  3. Where can we go to get platemail custom fitted for this monster I just befriended?
    The elven smiths routinely armour beasts.  Dwarves may bard their warboars.  The merchant-princes may be able to help with that thing you have with you...
  4. Who is the mightiest wizard in the land?
    Jalias, but he'll find you first.  If an old man in raven-feather cloak and leathers offers work, you're dead, famous or both.  He knows some fantastic stories.  His eyes are far too old.
  5. Who is the greatest warrior in the land?
    Amalandri, queen of the Kyliasta elves slew a balor in single combat.  The Giant-Killer rangers follow at some distance.  A number of knights have slain dire beasts and barbarians hunt mammoths.
  6. Who is the richest person in the land?
    Skiderik Dragonnest, first among merchant-princes.  He made his fortune trading weapons with the Unforeseen's captain for Bellotran wines and finery.  You'll find him in Rulby fleecing academicians. A bastard's bastard, count your fingers once you've had dealings with him.
  7. Where can we go to get some magical healing?
    Many places.  Druids and bards may provide this for service.  The temples and monasteries may also grant aid in return for a donation.
  8. Where can we go to get cures for the following conditions?
    poison - As above.
    disease - As above.  The paladins of Saint-George are particularly helpful with this.
    curse - A bard or druid may assist, as may any temple or magician you can pay for.
    level drain - The temples, though Mordiggian will refuse you.
    lycanthropy - Druids may help you, as will the paladins of Saint-George.  Some barbarians consider lycanthropes totemic so trying to cure them is a good way to start a fight.
    polymorph - Most spell casters will do this for a fee.  Those subject to druidic baleful polymorph are never returned by another druid.  News travels quickly.
    alignment change - Chain yourself to the Rock of Agonies for a lunar cycle.  Or seek atonement from a druid or temple of Saint-George.  The latter is easier to be truthful.
    death - Druids will reincarnate you. If you like your body, the temples are a better idea though Saint-George and Mordiggian will refuse you.
    undeath - Mordiggian destroys any unwilling undead in his temple.  It's whispered the Parliament of Roses may save someone lost to undeath.  Good luck finding them though.
  9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?
    Most hedge-wizards aren't that organised!  There are the academicians of Rulby, though the entrance exam is hard.  The Darkcloaks are a bunch of power-hungry wizards trading destructive or malevolent magics.  Not people you'd trust with your spell book.  Jalias isn't interested either, what would you offer him?
  10. Where can I find an alchemist, sage or other expert NPC?These people serve the nobles and merchant-princes.  Ovates (bardic druid-types) have loremasters in their ranks.
  11. Where can I hire mercenaries?
    Almost every town has sell-swords seeking the favour of noble or merchant-prince.  Some of them turn to banditry in winter.  That never ends well for anyone.
  12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?
    Negraglo tax collectors prove most inventive in the name of their baron.  Sword tax, spell tax and all kinds of trouble if you refuse.  Travellers don't stay in the Barony of Negraglo long.
  13. Which way to the nearest tavern?
    At the edge of town.  Or at the crossroads next to the market.  In every town so you won't starve. Many villagers brew their own.  Unless you're in Negraglo, of course, where only the Baron has money or food.
  14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?
    The giants of Jotunfell have raided as long as we remember.  The dire beasts who haunt forest and hill tend to alarm villages.  The sea devils to the south are also a scourge on trade.  
  15. Are there any wars brewing I could go fight?
    The Border Kings are always fighting.  Mercenaries flock to their lands during harvest-time and war until the first snows.  A shrewd warrior might grow rich doing such work.  The barony of Negraglo always wants mercenaries, even in winter.  How does the Baron afford them?
  16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?
    Every market-town has a Pit where people fight for coin.  Competition can get very fierce.  In Clune, the nobles use their Pit for trial by combat and recruiting elite troops.  They are quite vicious there.
  17. Are there any secret societies with sinister agendas I could join and/or fight?
    There are alliances between nobles and certain giant clans.  These provide the giants with slaves for various purposes.  Keep away from hooded men with manacles.
  18. What is there to eat around here?
    Plenty!  Boar, bull and sheep are plentiful - which has caused trouble before.  Harvests are rich and famine is almost unknown outside of Negraglo.
  19. Any legendary lost treasures I could be looking for?
    Tales of demon cult hoards being uncovered reach the ears of the greedy.  The resulting bloodshed and red gold does more damage than the cults ever did.
  20. Where is the nearest dragon or other monster with Type H treasure?
    The war with the demons killed all the dragons and their hoards were divided among the survivors. Though I hear that the Rock of Agonies is protected by a roc or some large bird-like thing... 
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