Files, PDF’s & Tables

MONSTER MEALS

Castle jobs

The following lists many occupations that prevailed during the Middle Ages. Even though the individuals who held the positions have long since disappeared, often leaving no record of their existence, their legacy is still very visible in modern surnames. See if you recognize them…

Almoners: ensured the poor received alms.
Atilliator: skilled castle worker who made crossbows.
Baliff: in charge of allotting jobs to the peasants, building repair, and repair of tools used by the peasants.
Barber: someone who cut hair. Also served as dentists, surgeons and blood-letters.
Blacksmith: forged and sharpened tools and weapons, beat out dents in armor, made hinges for doors, and window grills. Also referred to as Smiths.
Bottler: in charge of the buttery or bottlery.
Butler: cared for the cellar and was in charge of large butts and little butts (bottles) of wine and beer. Under him a staff of people might consist of brewers, tapsters, cellarers, dispensers, cupbearers and dapifer.
Carder: someone who brushed cloth during its manufacture.
Carpenter: built flooring, roofing, siege engines, furniture, panelling for rooms, and scaffoling for building.
Carters: workmen who brought wood and stone to the site of a castle under construction.
Castellan: resident owner or person in charge of a castle (custodian).
Chamberlain: responsible for the great chamber and for the personal finances of the castellan.
Chaplain: provided spirtual welfare for laborers and the castle garrison. The duties might also include supervising building operations, clerk, and keeping accounts. He also tended to the chapel.
Clerk: a person who checked material costs, wages, and kept accounts.
Constable: a person who took care (the governor or warden) of a castle in the absence of the owner. This was sometimes bestowed upon a great baron as an honor and some royal castles had hereditary constables.
Cook: roasted, broiled, and baked food in the fireplaces and ovens.
Cottars: the lowest of the peasantry. Worked as swine-herds, prison guards, and did odd jobs.
Ditcher: worker who dug moats, vaults, foundations and mines.
Dyer: someone who dyed cloth in huge heated vats during its manufacture.
Ewerer: worker who brought and heated water for the nobles.
Falconer: highly skilled expert responsible for the care and training of hawks for the sport of falconry.
Fuller: worker who shrinks & thickens cloth fibers through wetting & beating the material.
Glaziers: a person who cut and shaped glass.
Gong Farmer: a latrine pit emptier.
Hayward: someone who tended the hedges.
Herald: knights assistant and an expert advisor on heraldry.
Keeper of the Wardrobe: in charge of the tailors and laundress.
Knight: a professional soldier. This was achieved only after long and arduous training which began in infancy.
Laird: minor baron or small landlord.
Marshal: officer in charge of a household’s horses, carts, wagons, and containers. His staff included farriers, grooms, carters, smiths and clerks. He also oversaw the transporting of goods.
Master Mason: responsible for the designing and overseeing the building of a structure.
Messengers: servants of the lord who carried receipts, letters, and commodities.
Miner: skilled professional who dug tunnels for the purpose of undermining a castle.
Minstrels: part of of the castle staff who provided entertainment in the form of singing and playing musical instruments.
Porter: took care of the doors (janitor), particularly the main entrance. Responsible for the guardrooms. The person also insured that no one entered or left the castle withour permission. Also known as the door-ward.
Reeve: supervised the work on lord’s property. He checked that everyone began and stopped work on time, and insured nothing was stolen. Senior officer of a borough.
Sapper: an unskilled person who dug a mine or approach tunnel.
Scullions: responsible for washing and cleaning in the kitchen.
Shearmen: a person who trimmed the cloth during its manufacture.
Shoemaker: a craftsman who made shoes. Known also as Cordwainers.
Spinster: a name given to a woman who earned her living spinning yarn. Later this was expanded and any unmarried woman was called a spinster.
Steward: took care of the estate and domestic administration. Supervised the household and events in the great hall. Also referred to as a Seneschal.
Squire: attained at the age of 14 while training as a knight. He would be assigned to a knight to carry and care for the weapons and horse.
Watchmen: an official at the castle responsible for security. Assited by lookouts (the garrison).
Weaver: someone who cleaned and compacted cloth, in association with the Walker and Fuller.
Woodworkers: tradesmen called Board-hewers who worked in the forest, producing joists and beams.

Other medieval jobs included:
tanners, soap makers, cask makers, cloth makers, candle makers (chandlers), gold and silver smiths, laundresses, bakers, grooms, pages, huntsmen, doctors, painters, plasterers, and painters, potters, brick and tile makers, glass makers, shipwrights, sailors, butchers, fishmongers, farmers, herdsmen, millers, the clergy, parish priests, members of the monastic orders, innkeepers, roadmenders, woodwards (for the forests). slingers.

Other Domestic jobs inside the castle or manor:
Personal atendants- ladies-in-waiting, chamber maids, doctor.
The myriad of people involved in the preparation and serving of meals- brewers, poulterer, fruiterers, slaughterers, dispensers, cooks and the cupbearers (who had the dubious privilege of tasting drinks for impurities!).

PDFs

Ballyfos’_Inventory_of_Minor_Magic_Items

blacksmithing—standalone-preview

cool dnd shit

Shadow Warriors Collection

D&D 5e Alternate Armor

Bestiary Of Dragons & Giants

Arms and Equipment Guide

MEDIEVALGAMES

Vanguard

LINKS

Traps
https://www.kassoon.com/dnd/trap-generator/

Puzzles
https://www.kassoon.com/dnd/puzzle-generator/

Comparable words, like:
Wordhippo

TABLES

1d100Description
1Art Instruments & Utilities
2Bell, Whistle, Signalization…
3Book & Scrolls
4Boxes, Bottles, Containers…
5Burial Goods & Items
6Candle-Holder
7Candles & Maintenance
8Cloth
9Clothes
10Collectibles
11Combat Maintenance & Utility
12Common-Work Tools
13Cosmetics
14Costumes & Masks
15Crafting Materials
16Crafting Tools & Accessories
17Culture-Specific Item(s)
18Culture-Specific Resource(s)
19Custom Prosthetics
20Deeds & Contracts
21Defunct Magical Items
22Display Case, Frame, Stand…
23Draping & Tapestry
24Drink(s)
25Entertainment Device
26Expensive Tiles & Surfaces
27Eyewear
28Fan, Umbrella, Cane…
29Figurine
30Food & Ingredients
31Forgeries & Imitations
32Fuel(s)
33Furniture & Installations
34Game Piece(s)
35Gem(s)
36Grooming Accessories
37Hazardous Material(s)
38Headwear
39Heraldry
40Hobbyist Equipment
41Housekeeping Utilities
42Imprisoned Being(s)
43Individual or Spare Part(s)
44Ingots
45Items of Historical Import
46Jewelry
47Key(s)
48Lamps & Lanterns
49Maps & Data
50Mechanical & Other Tools
51Medicaments
52Memorabilia
53Musical Artwork
54Mystic Foci & Paraphernalia
55Mystic Materials & Supplies
56Navigation Instrument(s)
57Non-Local Currency
58Non-Working Device
59Office Paraphernalia
60Opiates
61Ore
62Other Architectural Pieces
63Other Artwork
64Other House Decor
65Outdoor Equipment
66Painting(s)
67Paperweight
68Pelts, Furs, Covers…
69Pen, Pencil, Quill…
70Perfume or Incense
71Personalized Item(s)
72Pet & Creature Accessories
73Pet(s) & Creature(s)
74Poison & Explosives
75Pottery
76Private Document(s)
77Prizes & Trophies
78Profession Based Tool(s)
79Proof or Evidence
80Puzzles & Secret Containers
81Raw Resource(s)
82Religious Implements
83Scientific Discovery
84Scientific Tools
85Sculpture
86Seals or Signatures
87Security Device
88Seeds, Scales, Samples…
89Shoes
90Smoking Paraphernalia
91Souvenirs
92Tableware
93Toy(s)
94Training Supplies
95Training Utilities
96Uniforms & Regalia
97Uniques & Oddities
98Vehicle or Transport Device
99Wallet, Purse, Bag…
100Watch, Clock, Hourglass…

IDEAS

  1. Stan Carvin: A young human that took an oath at a young age to protect others against fiends. Carvin can usually be found around taverns having a few drinks.

  2. Sonata Agrumand: A red tiefling woman that has a natural gift for music and a firm belief that art is important and should be defended. Sonata while in a paladin order is usually found around bards teaching and learning from them.

  3. Liberty: An Aarakocran oath of the crown paladin who just loves the country she’s from so much. She wears a full suit of plate armor with her country’s flag painted on the chest. She has memorized most important documents pertaining to her country by heart and can recite the national anthem backwards. When not wearing the full suit of armor she wears her country’s flag as a dress. Anyone Liberty sees disrespecting her country’s flag is met with extreme prejudice and force. The last person she saw burning her flag has still not been found. Liberty has a hatred for any small sized races claiming how “they’re so sneaky and conniving, the little freaks”.

  4. Gorath Smashaxe: A goliath raises by dwarves that swore to make the world stronger. Gorath has killed many so that the weak couldn’t continue to breed like a plague. Many have placed bounties on Goraths head. Gorath wears cheap splint mail and is covered in tattoos

  5. Dykralan Drakenbore: A red dragonborn that made an oath to become a judge. Dykralan has an unwavering faith in his nations legal system. Dykralan rarely fights but it’s well known that he is quite handy with a warhammer.

  6. Dovrel Michorite: A silver dragonborn that swore his life to protecting the temple a Bahamut. Dovrel enjoys the company of others and is always looking for another opponent to play chess with. He just finished a mystery novel and is dying to talk to someone about it.

  7. Arthur Ahavello: An elf that was knighted for slaying a horde of manticore that were ravaging a city. Arthur after falling in love and marrying the woman of his dreams made a vow to always protect her. When Arthur was 30 his wife was killed by assassins and now he wanders the planes searching for her killers so he can get closure. As a punishment for his transgressions Arthur had a wizard curse him so his sword is always attached to his hand.

  8. Lemron Etherfeld: A high elf professor that has a love for the arcane and made a promise to help each student of his to the best of his abilities. Lemron spends every moment he can planning lessons, working with students, and helping the school when he can.

  9. Kazumi Takeshi: A human that had spent his entire life training to be a warrior. His clan has a ritual where they take an oath of honor at age 13. Kazumi uses a magical greatsword passed down from generations. The magical capabilities of the sword are still unknown even to her.

  10. Jeffery Grayhammer: A dwarf that was born into a blacksmithing family and who swore to be the greatest blacksmith he could be.

  11. John Freedman: A human who was once a guard and had left because of the corruption in his ranks. John then became a masked vigilante serving justice to the wicked and protecting the innocent.

  12. Striding Moose: A Tabaxi that has his tribe slaughtered at a young age. Wandering with nowhere to go he began learning the arts of fighting and used his faith to remain calm in trying times. Later on in his life Striding Moose was ambushed by bandits, a masked man named John Freedman saved his life and he swore to protect John however he could.

  13. Gruumsh Klüvgor: An orc warrior that, after traveling the world realized that greed is the true root of suffering. Gruumsh then swore an oath of poverty and wanders from place to place giving his wealth from dungeon delving to the poor.

  14. Skalber: A Lizardfolk paladin that had been recruited by a group of powerful druidic paladins. Skalber doesn’t care about the oath, only getting the strength of the others, unfortunately skalber isn’t a very strong paladin and can barely cast spells since his apathy for his oath gives little for the weave to work with.

  15. Christina Halfblooded: During a war, an angel and a demon became stranded from both of their armies. Somehow they managed to get in a relationship that lasted just long enough for Christina to be born before it fell apart messily. Her parents fought so viciously over custody that their superiors had to enforce shared custody. The acrimony didn’t go away, but eventually lead to her mother convincing her god to call Christina as a paladin while at the same time her father signed her up with a warlock pact with his own boss.

  16. Darnath The Houseless: Lieutenant in the destroyed order of the Silver Skulls, he is a vengeance paladin and known to be fanatical, but fiercely loyal. The banner he carries features the silvered skull of his most recently-deceased commander. When he himself dies, the old skull would have been buried and his skull would then be held high and proud over the troops who carried on without him. He dreams of restoring his order.

  17. Loucryn: Garry Shelton was a simple farmer before joining the paladin order as an absolver. Garry had made an oath of pacifism when joining and always had an aura of positivity until his friends were killed in cold blood and he viciously beat the attackers to death. After a reflection of his morals Garry had realized that most don’t deserve absolution and changed his name as a symbol for his newfound ideology. Loucryn now lives in a cave with his undead army occasionally coming down to kill someone he deems unworthy of living.

  18. Bartellius: In the war he served with his father’s house and saw many terrible things. Mostly the horror was perpetrated by by his father’s knights in the name of the king. After the war, to try and make some kind of amends, he took up holy orders and now protects the innocent in the land his former kingdom rules with an iron fist.

  19. Mark Vilbrovski: A muscular aarakocra that wears mostly red and has an unwavering belief that capital should be evenly distributed among all. Mark has held many raids against rich tycoons and corrupt mayors. Mark is an expert brewer and military strategist.

  20. John Frank: John Franks is an oath of treachery human paladin. Johns real name is Ronald Black and took an oath of treachery after hearing that his parents were getting a divorce at 13. Ronald realized how much he hated truth after that day. John sweats and stutters when he lies. John has a -5 on deception and stealth. John usually introduces himself by saying “hello my name is John and not Ronald Black why would I know someone named that?”

  21. Onieros Earthshield: Oath of the Ancients paladin and member of the Verdant Knights, an order of Paladins who protect ancient forests from both urbanization and those who would seek to steal the powers hidden there.

  22. Sajurn Falzatti: An oath of vengance Dragonborn. His settlement was destroyed by the Ancient black Wurm “Raxan, heart of Corrosion” who his people had broken free from two centuries before. He wears armor made of black dragonscale and every morning before beginning his day he recites the name of every person killed when Raxan attacked.

  23. Vanth Sandstone: Half elf Oath of the Crown. Head peacekeeper of the Desert city of Relana who Is said to have stood alone at the Gate of Dusk and repelled attackers for 4 days during a siege by the bandits of the Southern Wastes.

  24. Stygias: A human Oathbreaker who originally a knight named Tobias from a small farming community called Helm’s Hollow. Had been pledged as a Paladin of Devotion but when called upon to put down a rebellion led by the woman he loved he snapped and broke his vows, standing beside her; acting as her right hand and personal executioner.

  25. Sylvithor Cormagna: An earth genasi and the first Watcher. Sylvithor has spent much of his life as a drunkard and a thief but overtime Sylvithor had grown to realize that his choices made the world worse. In an act of clarity Sylvithor took up adventuring so that monsters could be removed from their mortal coil, unable to harass innocent lives. Sylvithor made The Watchers as a defense against malicious invading forces from other realms.

  26. Linophry: A lantern fish Kuo’toa Ranger/Paladin of Blipdoolpoolp. She eats the ones she kills to extend her short lifespan and expand her powers. She has a hippo called Sue as an animal companion and uses a poisoned Trident and net as her weapons.

  27. Tarhun Ophinstaff: Dragonborn Paladin devoted to the goddess of beauty, Sune. He wears shiny gold armor, with a heavy fur lined scarlet cloak. His gold and white-enamel tower shield bears the image of his god, and his long-sword shines brighter than any the realm has ever seen. He always has a smile upon his face, and devotes his life to protecting the beautiful things in life. Art, architecture, musical works, literature, and most importantly the gift of life. He will put his body on the line for anything he considers to add beauty to the world.

  28. Pickerynerp: A gnome paladin who views herself as a part of the court of nature. She will go out of her way to protect an animal in need. She will defend the defenseless creatures agains the evil incursions of civlization who would exploit the wilderness. More than willing to work with those towns that are symbiotic with the natural world.

  29. Garm Orc-crusher: Missing an eye, he holds his head with steely resolve. He comes form a long line of proud dwarven defenders. Though scarred and battletorn, he will fight to death to stop evil that would invade his homelands. Unknown to most, when he retires to his austere bunker, he writes whimsical poetry about mushrooms and small cavern creatures with grand adventures.

  30. Balthazar Vertonix: A silver dragonborn, former paladin of Bahamut until he succumbed to Tiamat’s temptations while vainly fighting her forces, becoming an oathbreaker. Balthazar enjoys playing the organ when he isn’t doing horrid acts for Tiamat.

  31. Ghidroh Ichnisan: A bronze Dragonborn who was an innocent child at first, but was tempted by the church of Bane (or a similar tyrrany god) and swore an Oath of Conquest.

  32. Seven Thunders: A giant from a long line of giants employed by the Church as cathedral-builders. He bears a shield as big as a ship’s hull, and is under strict oaths not to kill, or allow another to kill. Seven Thunders is a very effective builder and tension diffuser.

  33. Dame Fran: An elf with dirty teeth and thinning hair. Enslaved by the enchantment of a dark faerie with a palace at the heart of a forest. She is bound to a deal she made kill trespassers and kidnap interesting guests. She tries her best to warn others off.

  34. Grant-Sanctuary Valschmitt: Officially retired and believes she does more good now in rags with a shiv than she ever did in shining armour. Beloved by the downtrodden. Grant wages a one-woman war against criminals and corrupt officials.

  35. Sir Yzai: A Kobold serving the King of the land as an Oath of the Crown Paladin. They are from a long line of Silver Kobolds, all of whom take on the last name Yzai when sworn in as Paladins under the service of the King. The Royal Family made a deal with the Silver dragon they worship, Yzai the Calm, many moons ago, and while short lived, the Silver Kobolds they provide are fiercely loyal.

  36. Mortis Corvax: A slivered shard of the primordial force that embodies plague, waste, death, and decay, Mortis Corvax is an anti-paladin locked in a cycle of undeath and demise. His oath is to pestilence, scourge, and famine, and when he is defeated, he lies dormant in death until his time to rise comes again. He wears a suit of armor crafted from human bone and bloodied sinew, casts magic from his Lantern of Souls, and wields a spear that infects any wound it leaves. With his lantern, he can inflict fast acting plagues, raise their victims, and control the rats that come to feast on the remains. Every disease has its cure, however, and no matter how many times he returns, or where his path takes him, a hero will rise from their people to mirror his darkness with light.

  37. Abel Wingward: An aasimar who was born into the world with his brother Cain as devoted fiend slayers. Abel killed his first fiend at 6 and with his long sword killed many demons. When his brother betrayed his tribe his new task was to bring him back, hopefully alive.

  38. Cain Wingward: An aasimar who was born in the world with his brother Abel as devoted fiend slayers. Cain has overtime grew jealous of his brother and turned to sin. Cain realized how fun life is when the rules are an afterthought and joined the demons becoming an oathbreaker. Cain knows Abel is coming for him and is well prepared.

  39. Lilith: A very muscular drider who has over 1,000 spiders as pets. Lilith has the belief that the drow are weaker, inferior drider and plans to destroy their civilization. Lilith has partnered with many elven communities but both parties know their arrangements are temporary. Many know Lilith as The Duchess of spiders or The Conquerer of The Underdark.

  40. Groq Blüdkillr: Groq grew up in a family of barbarians that loved nothing more than violence. Groq wasn’t allowed to participate since she was a woman so she would train in secret and left her tribe at 16, killing four tribesman that wouldn’t let her leave in the process. Groq had developed a philosophy while traveling, the weak die and the strong survive. This message was reinforced constantly. Groq then made tenants for her philosophy. First, weakness is a sin, sencond, the weak can become strong with time and effort, third, when one sees weakness in themselves it is their moral obligation to overcome it, fourth, the greatest sign of weakness is when one feels the need to oppress the weak simply because they’re weak. Groq made a small organization that kills tyrants. Those who rule over others with an iron fist are a target and should be very scared.

  41. Misty of The Mountains: She really just wants to stay in her market town and help all the children, but there’s always some goddamn thing making her put on plate mail and go off and take on some larger threat. Maybe if for just ONCE the town elders could help her out with the orphans? But no, she gets back from shoving a demon back through a portal and some highborn twat has embezzled the school uniforms fund.

  42. Donovan Steel: A quiet blue tiefling that has taken up work as a bodyguard for caravans and travelers. Donovan has taken a sworn oath that he will do his best to get his clients safely to where they need to go. Donovan has been known to decline payments after his work is complete if he feels as if he could have done better. Many times Donovan has nearly been killed defending a client. The only client he lost were a halfling couple. He paid for their funeral and had their names tattooed on his left bicep so he would never forget.

  43. Lloyd The Alchemist: The son of metalworkers, Lloyd was a budding alchemist and healer from a young age. Moved by his nation’s cry for service, he joined the army the desire to defend the rights of all people. He was promptly sent to defend a frozen wasteland for a year, then to a colonial subject fighting insurrection where his alchemical skills found use as “foliage” removal. After witnessing the horrors of war, culminating with his return home on a casualty vessel as the sole survivor, he refused to return to the military. Granted reprieve by a governor due to his record of service, Lloyd joined the paladin order with a deep dedication toward help those in need and combating the abominations, chemical or otherwise, that plague the world.

  44. Vladimir Ivonov: Once a prominent figure in The Paladin Order that had a goal to destroy all undead. During a fight Vladimir was bitten by a vampire and overtime he had succumbed to vampirism. Strangely enough Vladimir still kept his oath of killing undead and does so more effectively now more than ever, even if he is less empathetic and takes joy in feasting on the blood of the innocent.

  45. Felopar Gra’afala: A high elf narcissist that became a paladin and took the oath of heroism. Felopar has done many heroic feats to better his image and with his trusty longsword will kill any manor beast for the safety of the innocent! (And to look good in front of others).

  46. Swift Wind: A Tabaxi that had left the thieves guild because of the leadership being overbearing. Swift Wind found the black guard later and became a paladin of treachery. Swift Wind rarely fights others, he uses his magic and skills instead to steal from others and run away. Swift Wind has accumulated a ludicrous amount of wealth from his thieving tactics.

  47. Ulduhn, Ogre paladin of Redemption: An ogre that would kill adventurers and take their things until one day he fought a band of adventurers and was defeated, his body left floating down a river. When he drifted, delirious and gravely wounded, into a nearby town, a doctor took him in and treated his injuries. During his recovery, he had vivid hallucinations of a goddess telling him that he had been chosen for some higher purpose. Whether truly gifted by the divine or fueled by the passion of his own devotion, he has taken up a shield and massive sword and covered himself in crude armor plating to defend his cause and root out evil in the world.

  48. Snack Knight: A human (possibly) wearing full plate armor and a metal mask all coated in yellow with a red cape. No one knows who Snack Knight was before he took up the duty of defending the honor and sacred nature of junk food. Snack Knight always has a bag of potato chips on his person and will offer them to the hungry and abandoned so they may experience the comfort of a food that can be eaten whenever.

  49. Hunter: A warforged that was designed to hunt. Hunter doesn’t hunt for enjoyment, food, or for money, Hunter hunts simply because he does. When Hunter finds prey and kills them he goes to a firbolg tribe that invited him in and he gives the spoils of his work to them. The firbolgs see Hunter as a wonderful and polite person. Hunter uses his paladin spellcasting in his work though he doesn’t know why he can cast spells at all.

  50. Tempusnatus: A half orc hell knight who at a young age made a sacred vow to the war god Tempus to wage war forever. Tempusnatus moves from place to place participating in many battles. Tempusnatus may just be the single most battle hardened individual known to anyone as he has attended over 10,000 battles in his lifetime.

  51. Oakley: An ent that was raised by druids and when he was finally a grown trees he took a pilgrimage the the paladin order to make an official oath In front of the green knight order. Oakley lives in the Forrest with his tribe and acts as a deterrence for anyone who wishes to hurt the forest. People usually think twice when a 15 foot tall tree clad in steel armor and a greatsword the size of a minotaur.

  52. Melthor Bretherweight: A large muscular human that left his life as a prince to have fun killing monsters and drinking booze. Melthor eventually met The Watchers and gladly joined because a life of killing evils from beyond the material realm sounds really cool. As a Watcher Melthor doesn’t take the most lawful approach but he gets the job done.

  53. Freddie Lightfoot: A halfling from a small village who always was very cheerful and felt like many thought less of him because of his size. Freddie eventually thought it would be a good idea to show the taller folk that just because he’s small doesn’t mean he can’t be a hero so he made an oath to challenge himself every day and overtime Freddie had done many heroic deeds, even killing a lich.

  54. Freyan Bartorath: A triton who always felt very attached to nature. At a young age Freyan made an oath to protect the coral reef she lives near. Freyan despite doing her best is failing and needs more help.

  55. Kerilon: An air genasi that swore an oath of vengeance against the person who nearly killed him. Kerilon found the man and after two weeks of torment Kerilon put the rogue out of his misery. Kerilon now helps others with their vengeance if he feels their cause is righteous enough.

  56. Henry Davercash: A human oath of vengeance paladin that is hunting down a dwarf named Firgold. Henry believes for gold stole all of his families money. Henry isn’t seen often because he’s usually out adventuring and searching for Firgold. Henry is mistaken in thinking Firgold had stole anything from him because a high caster had used modify memory to change Henry’s memory into wanting to kill an enemy of the state. Henry wears scalemail that has a crest of a lion breathing fire on it.

  57. Firgold Ironstrom: A dwarven oath of vengeance paladin that wants a man named Henry Davercash dead because he keeps hearing about how he’s speaking ill of him around taverns. Firgold had once stole a priceless painting so he could get the funds for more weapons and armor. Firgold wears a set of finely crafted splint.

  58. Detiomer: A gith oath of devotion paladin that is used by the guild as an interrogationist along with his partner Kelly. Detiomer believes in truth and justice above all. Detiomer wears plate armor and expensive silks. Detiomer has a +10 to insight.

  59. Xylfox: A goblin that took an oath to protect his tribe. Xylfox wears plate armor with a flag of a nation he isn’t from and a shield from a different empire as well. Xylfox gets all of his equipment from the people he kills that try to invade, especially taking from halflings and gnomes since their armor and clothes fit him.

  60. Yglrial: An oath of redemption drow that was once a prominent thieve and killer now changed after hurting someone he loved unknowingly. Yglrial is willing to help anyone trying to better themselves but he also has a short temper. Yglrial wears chain mail with a purple tint.

  61. Horatio Lamonte: A Loxadon Oath of Vengeance Paladin of the Cursed Order. They have charged themselves with seeking out and utilizing all cursed magical items, to prevent others from being harmed by them. This order bestows a cursed item to attune to upon their acceptance into the order. Horatio’s cursed equipment is the Shield of Missile Attraction.

  62. Captain Redbeard: A dwarf with a long flowing beard, an eyepatch, and a large pirates hat. Captain Redbeard used to be the most ruthless pirate in the seas but after a long reflection in captivity Redbeard took an oath of redemption so that he could better himself as well as absolve others in due time when he has forgiven himself. With his parrot Dolly they now travel from place to place trying to better themselves.

  63. Sings With The Dawn: A Tabaxi minstrel that began adventuring to find a purpose. Dawn is known to be a bit of a show off and smooth talker. Dawn had only recently considered paladin life as an option and has but his best foot forward to pursue that life as best as he can.

  64. Pyverus: A water genasi built much stronger than his peers wearing full plate mail made from a bronze alloy. Pyverus was born to a family of religious clerics that pushed Pyverus into being a cleric of the seas. Pyverus not wanting to be pressured and just in general having a sustain for authority left and began worshipping a god of fire who he later believes told him to conquer for him. Pyverus was more than happy to expand his ownership over the land with his blade and overtime amassed a small cult of worshippers to help his horrific task of burning and conquering with glee. Pyverus takes his oath very seriously and has been known to deal out extreme punishments to those who threaten his rule.

  65. Cynthia Drovorick: A silver dragonborn that made an oath after being ordained to keep order in the world. Cynthia doesn’t normally fight and instead prefers to use her words. Cynthia is an approachable personality and gives advice to those who need it.

  66. Heimfell Grogmaker: A stout dwarf wearing full plate armor with an apron above it. Heimfell has two great passions in his life, ale and meat. Heimfell made an oath to find the most delicious barbecue and ale known to man and save the recipe to share with all who want a good pint with their dinner.

  67. Fwish: A small kenku wearing a postman’s uniform and leather armor. Fwish had sworn a promise to the god of messengers that he would make every delivery on time. Fwish has been a postman for twenty years and still has never been late on a delivery. Fwish has a total movement speed of 50 feet and can fly 60 feet. Fwish puts punctuality and good service above all.

  68. Bill: A warforged made by a wizard to help in his research. When Bills master was killed in an orc raid his last directive was to protect his daughter Elizabeth. Bill has been protecting Elizabeth for a year now and Elizabeth is now 9.

  69. Valery Brightsceld: An aasimar wearing pure gold plate mail and a battle axe forged by an ancient artificer. Valery made an oath to protect love. Valery has married many couples and killed many enemies of love. Valery is now hunting for a lich that specifically takes the souls of creatures in love.

  70. Grant Thornbury: A red tiefling who had joined the blackguard after discovering their existence and the power that comes with being in their ranks. Grant is an expert in poisons, deceit, and underhanded fighting. Grant wears black ceremonial robes under his armor and worships the god of murder. Grants moral code is practically nonexistent and has no remorse for his actions.

  71. Sir Spencer: Spencer is a human and high ranking knight of Trenidan. Spencer uses a sword handed down to each family member for five generations. Sir Spencer when first taking his oath of the crown was enthusiastic about his position in life but now his magic is waking from his lack of interest in the protecting cities corrupt government.

  72. Rufus: A golden retriever that loves his family with all of his heart. Rufus is special in the sense that he is a paladin and can cast spells. Rufus has saved many lives through healing people of diseases and blood loss through cure wounds.

  73. Hel: A changeling woman who was once a thief but after being left to die by her former allies and barely escaping a forest with her life she realized the people she associates with weren’t the people she needed to be around. Hel later saw the effects of what trickery does to others and swore never to lie again. Later Hel has met The Watchers and joined their ranks as the first changeling in The Watchers. Hel wears very shiny plate mail and doesn’t change her appearance from her blue skin and pure black eyes.

  74. Enzo The Merciless: A goliath that was born into a tribe of paladins and did a ceremony for Enzo at a young age for his oath. When Enzo was 18 a force compelled his to go south. To this day Enzo refuses to talk about what happened south but a year later Enzo returned to see his mountain tribe slaughtered. Enzo rebuked his old creed in favor of a new more violent promise. Enzo would kill all responsible for his tribes demise. Very few see Enzo but those who do usually tell tales of a large beastlike man that no longer looked like a goliath.

  75. Nicholas Stephenson: 12-year-old Conquest Paladin who believes the Angel’s have selected him for a divine mission to take back the Holy Lands. Nicholas one day hopes to become fearless like his father.

  76. Lochflogger: A half orc war chief that had beaten and killed many for enjoyment. One day while feasting on a married couple Lochflogger saw an angel who had absolved him of his sins. Lovhflogger with his new religious clarity became a paladin to absolve others. Lochflogger despite being a paladin still has a bloodlust that he tries his best to ignore.

  77. Argus Mastbearer: A dwarf that wears all black splint with a spiked mace. Argus made an oath to protect the dead when he started his fist day as an undertaker. Argus trays necromancers with extreme prejudice and refuses to let anyone in his graveyard at night. In the day Argus enjoys drinking and gambling in his favorite inn the sloshed cat.

  78. Sky: A blue tiefling that had fallen into the underdark at a young age. Sky had to fend for himself in this strange new land but later on he found a small haven of bioluminescent mushrooms. The place was so beautiful. Over the years Sky would make a promise to defend his new home from threats. Sky is a gentle and kind soul who enjoys gardening and reading.

  79. H’loparadin Vivelon: A high elf who had joined the army of Scoldan. When Tor had declared war against Scoldan H’loparadin made an oath to fight in this war until it’s over. The war has been waging for a century now and H’loparadin has become a general that still fights in the front lines. H’loparadin takes his job very seriously.

  80. Kendrick Fireslicer: A red headed mountain dwarf that worships the goddess of commerce. I’m the beginning of his life Kendrick was a delinquent who would drink too much and wreak havoc on the town until he was exiled for destroying a statue in The Temple of The Forge. Kendrick on his travels met a merchant named Greg that taught him of the merchant goddess. Kendrick never made an official oath but his adamance in helping those in need makes him just as much of a paladin as anyone in the paladin order.

  81. Zachary Gormush Jr: A half orc that pledged to rid the world of oozes. Zachary isn’t very bright and has a deep hatred for oozes because he thinks one ate his dog. Zachary delves into dungeon after dungeon killing oozes and making friends along the way. Zachary has a halfling friend named Lathander he met that is teaching him the ways of a monk. Zachary stands towering over Lathander at 6’6 and Lathander at 2’11.

  82. Zachary Gormush Sr: A human and father of Zachary Gormush Jr. Zach knowing how stupid his son is made a sacred oath to the god of navigation that he will find his son out of fear that his son would be dead on his adventures, possibly by drinking a bottle of poison that he thought was a potion. Zachary feels like this is his fault because he lied to his son about what happened to his dog. His mother ran away with his dog with no intention of coming back. Zachary is 5’6 and wears full plate from his days as a sergeant.

  83. Richter Bass: A human that runs The Frostwild Post, a newspaper that prides itself on accuracy. Richter has a firm belief that The Frostwild Post has to remain the best paper in the material plane. Richter has done many nefarious things to keep his paper making money.

  84. Saprose Everhoff: An earth genasi that has a divine job to protect the elements. With Saproses gift of the storms he fights to defend the primordial elements against unnatural threats.

  85. Vorthalax: A golden dragonborn that loves chaos. Vorthalax swore that he would cause disorder and mayhem wherever he roams. Vorthalax has a shield that speaks to him and when a creature attempts to read Vorthalax’s mind they will only hear loud and incoherent yelling.

  86. Warden Astarath: A triton prison warden that made a sacred oath to prevent prisoners from escaping. Astarath has help many public executions in front of prisoners to strike fear onto anyone who thinks of escaping. Astarath always wears a gold and black helm in front of the prisoners so they can’t see his face.

  87. Zyth: A lizardfolk who adamantly refuses to die. Zyth had once met a samurai that taught him tricks to ignore pain and continue fighting. Zyth wears a kimono under his heavy armor. Zyth has just recently climbed his way out of hell and he is certainly not going back there without a fight.

  88. Xyrich Milanotio: A half elf alchemist that made a promise to the gods that he will turn urine into gold. Xyrich is so confident that he will do this task that he dedicated his entire life to finding what he called the golden secret. When Xyrich was 400 he did the unthinkable. He turned himself into a lich so he could work and try new methods of alchemy forever, or at least until he finishes his quest for the golden secret.

  89. Robin Carringway: A woman who loves to read. Robin is an intelligent woman that believes In knowledge above all. Robin swore to never stop learning and has upheld her promise for a decade. When Robin heard rumors of a library that has near unlimited knowledge and secrets not yet discovered she embarked on a journey to find it and crush anything that gets in the way of her destiny.

  90. Kraver Pteramars: A loyal member of The Church of The Father. When an artifact called The War Sword of The Father which was forged by the god of dwarves and made out of the bones of a dead god of war. The sword has powers no mortal should wield and Kraver swore to the church that he would return the sword and kill the thieves responsible.

  91. Soratice Jones: A half elf that swore his life to the church 8 years ago. Recently the church wants more power over the country and so Soratice uses his magic and charisma to politically sway the opinions of the people. Soratice and the church have begun asking for tithes and Soratice has been using his stature to intimidate those who criticize the church.

  92. Guard: A clay golem made only a few months ago. Guard was made with one task, defend the wizards tower. Eventually Guard became so adamant about his job his fists began to constantly emit light. The wizards in the tower have experimented on Guard to see why he is special enough to be a paladin while their other creations are not.

  93. Aulanril Cathilia: A high elf woman and founder of The Family of The Emerald Rose, a new order that has barely any members. Aulandril made the order to protect the world against corruption. Their purpose is to crush those who want to harm the beauty inherent in everything. The Family of The Emerald Rose patch is a green flower with red thorns on a yellow shield.

  94. Everlead Hav’lia: A high elf who is from The Family of The Emerald Rose. Everlead had to leave home at the young age of six because a horde of orcs has attached his village. With nowhere else to go Everlead joined The Family of The Emerald Rose in the hopes that he would be given food and shelter. Over the years Everlead grew fiercely loyal to his new family and would do anything for its members.

  95. Cyprus Rovera: A high elf and member of The Family of The Emerald Rose. Cyprus had joined the order after his time in the military because he still felt the need to help others. Cyprus is the orders head chef and makes a phenomenal stew.

  96. Tim Brown: A horse salesmen that lives inside of the city capital of Sandkin where the headquarters of the paladin order resides. Tim is quite old and can’t fight with the paladin order but he sells many horses to them. Tim Brown has been made an honorary paladin for all the work he has done providing horses to help the war against undead.

  97. The Red Horseman: Very little is known of The Red Horseman. Some say they’re a scourge made on the land by demons, others say they sold his heart to a god for more power, many see them as a myth. The Red Horsemen dons full plate armor that resembles a devil completely in red and a mask of an oni scratched from battle scarring. The Red Horseman seems to only kill travelers at night while passing travelers who rest before the moon comes out. The Red Horseman is immune to fire damage and has a greatsword that’s heat can be felt from ten feet away.

  98. Trivinan Zagiacarath: A triton from the cold northern waters of the Frostwild. Trivinan was born in a barbarian tribe where the strong survive. Trivinan being born into a hostile world quickly adapted and became the tribes hunter. When Trivinan was sixteen the elders told him to go on a journey into the world and find a place to conquer, this being a tradition that a young man must conquer land before he becomes a true man. While scouting for a place to bury the flag of his people in Trivinan was washed away by a storm. waking up on a beach on the mainland Trivinan took a solemn oath to find his people and lead a great conquest of the places he travels to.

  99. Baby: A green tiefling and once prominent member of the paladin order that was exiled after practicing necromancy. Baby then ran off to practice necromancy in peace. Overtime Baby grew tired of following his tenants and chose the life of an oathbreaker.

  100. Hirastar Miller: A half orc green knight who was born to a half orc soldier and a seamstress mother. Hirastar grew up between the cities and the outskirts of society which gave him an appreciation for nature and urban cities. Hirastar eventually became a paladin after swearing an oath to the paladin order. One day a plague began ravaging the country and Hirastar was called to serve as a doctor since he had already had medical knowledge. Hirastar donned a plague doctor attire and did the best he could to help. The sickness only got worse and eventually his city was raided and burned to the ground. Hirastar watched as the city he swore to protect crumbled to ash and made a promise to never take of his mask as a way to atone for his sins.

AGRICULTURE, ANIMAL HUSBANDRY, & FORESTRY

Animal/Monster Handler – responsible for the safe keeping, dietary care, and exercise of animals or monsters.
Arborist – maintains and cares for trees, often by surgically removing dying limbs.
Baler – bales hay, or in the mills, wool and cotton goods.
Beekeeper – owns and breeds bees, especially for their honey.
Breeder – breeds livestock, animals, or monsters.
Cowherd – supervises grazing cattle.
Dairyboy/Dairymaid – milks cows and makes cheese and butter.
Falconer – keeps, trains, and hunts with falcons, hawks, or other birds of prey.
Farmer – operates a farm or cultivates land.
Fisher – catches fish.
Florist – grows and arranges plants and cut flowers.
Forager – searches for food in the wild.
Forester – supervises the wellbeing of a forest.
Fowler – catches or ensnares birds.
Gamekeeper – breeds and protects game, typically for a large estate.
Groom – cleans and brushes the coats horses, dogs, or other animals.
Herder – supervises a herd of livestock or makes a living from keeping livestock, especially in open country.
Horse Trainer – tends to horses and teaches them different disciplines.
Hunter – hunts game or other wild animals.
Lumberjack – fells trees, cuts them into logs, and transports them to a sawmill.
Master-of-Horses – supervises and commands all horses under a jurisdiction.
Master-of-Hounds – maintains a pack of hounds and their associated staff, equipment, and hunting arrangements.
Miller – owns or works in a grain mill.
Miner – works underground in mines in order to obtain minerals such as coal, diamonds, or gold.
Pathfinder – scouts ahead and discovers a path or way for others.
Plumer – hunts birds for their plumes.
Prospector – searches for mineral deposits, especially by drilling and excavation.
Ranger – wanders or ranges over a particular area or domain.
Renderer – converts waste animal tissue into usable materials.
Shepherd – herds, tends, and guards sheep.
Stablehand – works in a stable.
Thresher – separates grain from the plants by beating.
Trapper – traps wild animals, especially for their fur.
Vintner – engages in winemaking, especially with monitoring and harvesting the grapes.
Zookeeper – maintains and cares for animals or monsters in a zoo.

ARCHITECTURE & CONSTRUCTION

Architect – designs buildings or landscapes and in many cases supervises their construction.
Brickmaker – crafts bricks from clay, stone, or other materials.
Brickmason / Bricklayer / Mason – builds with mineral products such as stones, bricks, cinder blocks, or tiles, usually with the use of mortar as a bonding agent.
Carpenter – makes and repairs wooden objects and structures.
Construction Worker – a laborer in the physical construction of a built environment and its infrastructure.
General Contractor – supervises a construction site, manages its vendors and trades, and communicates information to all involved parties.
Glazier – fits glass into windows and doors.
Plasterer – applies plaster to walls, ceilings, or other surfaces.
Roadlayer/Streetlayer – paves roads or streets.
Roofer/Thatcher – builds and repairs roofs.
Stonemason – cuts and prepares stone for use in construction.

ARTS / Artists / artistic

Acrobat – performs spectacular gymnastic feats.
Actor – impersonates characters, typically on stage in a theatrical production.
Aerialist/Trapezist – performs acrobatics high above the ground on a tightrope or trapeze.
Arranger – adapts a musical composition for performance.
Athlete – proficient in sports and other forms of physical exercise.
Busker/Street Musician – performs in a public place, often for money.
Celebrity – a famous person.
Chef – a professional cook trained in the culinary arts.
Choirmaster – trains a choir and orchestrates their singing when they perform.
Clown – comic entertainer who wears a traditional costume and exaggerated makeup.
Comedian – entertainer whose act is designed to make an audience laugh.
Conductor – directs the performance of an orchestra.
Contortionist – twists and bends their body into strange and unnatural positions.
Curator – keeper and custodian of a museum or other collections of precious items.
Costumer – makes theatrical costumes.
Dancer – moves their body rhythmically with or without musical accompaniment.
Equilibrist – performs balancing feats.
Fashion Designer – applies design, aesthetics and natural beauty to garments and their accessories.
Gladiator – fights against other people, wild animals, or monsters in an arena.
Glasspainter – produces colorful designs on or in glass.
Jester – professional joker or “fool” at court, typically wearing a cap with bells on it and carrying a mock scepter.
Juggler – keeps several objects in motion in the air at the same time by alternately tossing and catching them.
Illuminator – paints and calligraphs to adorn or enlighten scrolls and manuscripts.
Limner – paints portraits or miniatures.
Makeup Artist – applies cosmetics to models, actors, nobles, etc.
Minstrel – recites lyric or heroic poetry for nobility.
Model – poses as a subject for an artist, fashion designer, or sculptor.
Musician – plays a musical instrument.
Painter – paints pictures.
Playwright – writes plays or musicals.
Poet – writes ballads, epics, sonnets, or other forms of poetry.
Ringmaster/Ringmistress – master of ceremony who introduces the circus acts to the audience.
Ropewalker – walks along a tightrope to entertain others.
Sculptor – crafts art by carving or casting blocks of marble, stones, or other hardened minerals.
Singer/Soprano – sings with or without instrumental accompaniment.
Skald – composes and recites poems honoring heroes and their deeds.
Stage Magician – deceives their audience with seemingly impossible feats while using only natural means.
Stuntman/Stuntwoman – performs dangerous stunts for their audience.
Tattooist – illustrates the skin with indelible patterns, pictures, legends, etc.
Theater Director – supervises and orchestrates the mounting of a theatre production by unifying various endeavors and aspects of production.
Wrestler – performs in matches involving grappling and grappling-type techniques.
Writer – commits his or her thoughts, ideas, etc., into written language.

BUSINESS & TRADE

Accountant – keeps and inspects financial accounts.
Actuary – compiles and analyzes statistics and uses them to calculate risk.
Animal Collector/Monster Collector – collects and deals in rare and exotic animals and monsters.
Business Owner – owns a business entity in an attempt to profit from its successful operations.
Debt Collector – recovers money owed on delinquent accounts.
Draper – an alcohol merchant.
Appraiser – assesses the monetary value of something.
Auctioneer – conducts auctions by accepting bids and declaring goods sold.
Banker – an officer or owner of a bank or group of banks.
Bagniokeeper – owner of a bath house or brothel.
Bookkeeper – keeps records of financial affairs.
Chandler – deals in provisions and supplies.
Collector – collects things of a specified type, professionally or as a hobby.
Entrepreneur – organizes and operates a business or businesses, taking on greater than normal financial risks in order to do so.
Grocer – a food merchant.
Guild Master – leads an economically independent producer (a “guild,” an association of craftsmen or merchants that often holds considerable bureaucratic power).
Innkeeper – owns and runs an inn.
Land Surveyor – establishes maps and boundaries for ownership or other purposes required by government or civil law.
Merchant – sells and trades goods.
Moneychanger – exchanges one currency for another.
Moneylender – lends money to others who pay interest.
Peddler – travels from place to place selling assorted items.
Pimp/Madame – controls prostitutes and arranges clients for them, taking part of their earnings in return.
Plantation Owner – an owner of an estate on which crops are cultivated by resident labor, typically slave labor.
Speculator – invests in stocks, property, or other ventures in the hope of making a profit.
Thriftdealer – deals in secondhand items.
Tradesman – deals exclusively in bartering.
Vendor – deals items in the street.

COMMUNICATIONS

Billboardposter – a person who puts up notices, signs and advertisements.
Courier – transports packages and documents.
Herald: a messenger who carries important news.
Interpreter: interprets language and its meaning, especially within ancient manuscripts.
Linguist: studies the essence of communication, including the units, nature, structure, and modification of language.
Messenger: carries messages between recipients.
Town Crier: makes public announcements in the streets or marketplace.
Translator: translates between languages.

CRAFTSMANSHIP

Accoutrementer/Coinsmith – makes currency for the government.
Armorer – specializes in making and repairing armor.
Blacksmith – forges and repairs things in metal, including weapons, armor, utensils, etc.
Bladesmith – specializes in making and repairing bladed weapons, especially swords and daggers.
Bookbinder – binds books and wraps scrolls.
Bottler – bottles drinks and other liquids.
Bowyer – makes bows and crossbows.
Brewer – brews ale.
Broom Maker – makes brooms and brushes.
Candlemaker – makes candles and wax from honey and tallow.
Cartwright – makes and repairs carts and wagons.
Cobbler – makes and repairs footwear.
Cooper/Hooper – makes and repairs casks and barrels.
Cutler – makes cutlery.
Dyer – dyes cloth and other materials.
Embroiderer – ornaments with needlework.
Engraver – incises a design onto a hard surface by cutting grooves into it.
Farrier – trims and shoes horses’ hooves.
Fletcher – makes and repairs arrows.
Furniture Artisan – makes and repairs furniture.
Furrier – prepares furs for adornment.
Glassworker – blows glass planes and items.
Glovemaker – makes and repairs gloves.
Goldsmith/Silversmith – a smith who specializes in precious metals.
Hatter/Milliner – makes and repairs headwear.
Instrument Maker – makes and repairs musical instruments.
Lapidary – turns stone, minerals, or gemstones into decorative items such as cabochons, engraved gems, and faceted designs.
Leatherworker – makes items from leather such as pouches, scabbards, straps, etc.
Jeweler – designs, makes, and repairs necklaces, bracelets, watches, etc., often containing jewels.
Locksmith – makes and repairs locks.
Luthier – makes and repairs stringed instruments.
Mercer – weaves textile fabrics, especially silks, velvets, and other fine materials.
Optician – makes and repairs eyeglasses.
Potter – makes pots, bowls, plates, etc., out of clay.
Printer – a person who applies pressure to an inked surface resting upon a print medium (such as paper or cloth), thereby transferring the ink to manufacture a text.
Restorer – repairs or renovates a work of art so as to return it to its original condition.
Ropemaker – braids rope.
Rugmaker – makes and repairs rugs by braiding, hooking, weaving, etc.
Saddler – makes and repairs saddlery.
Seamstress/Tailor – makes, alters, repairs, as well as occasionally designing garments.
Soaper – makes soap from accumulated mutton fat, wood ash, and natural soda.
Tanner – treats the skins and hides of animals to produce leather.
Taxidermist – prepares, stuffs, and mounts the skins of animals.
Tinker – travels from place to place mending utensils.
Toymaker – makes and repairs toys.
Watchmaker – makes and repairs watches and clocks.
Weaponsmith – specializes in making and repairing weapons.
Weaver – makes fabric by weaving fiber together.
Wheelwright – makes and repairs wooden wheels.
Whittler/Woodcarver – fashions wood into various shapes.

CRIME

Assassin – murders through stealth for reasons pertaining to money, politics, or religion.
Bandit – a robber or outlaw belonging to a gang and typically operating in an isolated or lawless area.
Burglar – illegally enters buildings and steals things.
Charlatan/Conman – tricks people by gaining their trust and persuading them to believe something that is not true in order to benefit from the encounter.
Cockfighter/Gamefighter – engages in arena matches in which animals or monsters are pitted against one another, typically to the death.
Crime Boss – controls and supervises a criminal organization.
Cutpurse – a pickpocket or thief.
Drug Dealer – dealer of illegal substances.
Drug Lord – controls a network of persons involved in the illegal drugs trade and transactions.
Extortioner – extorts money from someone by threatening to expose embarrassing information about them.
Fence – deals in stolen goods.
Forger – produces fraudulent copies or imitations.
Fugitive – a person who has escaped from a place or is in hiding, especially to avoid arrest or persecution.
Highwayman – robs travelers on a road.
Kidnapper – abducts people and holds them captive, typically to obtain a ransom.
Loan Shark – charges extremely high rates of interest for moneylending, typically under illegal conditions.
Pirate – attacks and robs ships at sea.
Poacher – hunts illegal game.
Poisoner – makes poisons to harm or kill.
Raider/Marauder – makes sudden, unprompted attacks against defenseless or near-defenseless settlements.
Smuggler – manages the import or export of goods secretly, in violation of the law, especially without payment of legal duty.
Thief – steals people’s property, especially by stealth and without using force or violence.

GOVERNMENT & LAW

Affeeror – determines the values of fines and amercements.
Agister – affords pasture to the livestock of others for a price.
Alderman – a civic dignitary in the local council ranked below the mayor.
Alienist – assesses the competence of a defendant in a court of law.
Assay Master – oversees the testing of currency.
Baron/Baroness – a member of the lowest order of the British nobility.
Chancellor – a senior state or legal official.
Chief – leads or rules a people or clan.
Conservationist – advocates for the protection and preservation of the environment and wildlife.
Count/Earl/Countess – a nobleperson ranking above a viscount and below a marquess.
Courtier – attends court as a companion or adviser to the king or queen.
Diplomat – an official representing a country abroad.
Duke/Duchess – rules over a duchy and is of the highest rank below the monarch.
Emperor/Empress – the supreme sovereign ruler of an extensive group of states or countries under a single authority.
Judge – decides cases in a court of law.
King/Queen – the ruler of an independent state and its people.
Knight – serves his or her sovereign after being bestowed a rank of royal honor.
Lady-in-Waiting – attends a queen, princess, or other high-ranking feminine nobleperson.
Lawyer/Advocate – practices or studies law, typically an attorney or a counselor.
Marquess/Marchioness – a nobleperson ranking above a count and below a duke.
Master-of-Coin – supervises the royal treasury, advises the monarch on financial matters, and is responsible for raising money through taxation.
Master-of-the-Revels – responsible for overseeing royal festivities.
Minister – assists with the administration of business.
Noble/Aristocrat – a person belonging to a class with high social or political status.
Notary – performs certain legal formalities, especially to draw up or certify contracts, deeds, and other documents for use in other jurisdictions.
Orator/Spokesman – makes statements on behalf of a group or individual nobleperson.
Page – a young attendant to a person of noble rank.
Prince/Princess – the direct descendant of a monarch.
Senator – partakes in governmental decision-making after being elected.
Sheriff – the chief executive officer in a county, having various administrative and judicial functions.
Spymaster – directs a network of subordinate espionage agents for a state, kingdom, or empire.
Steward – supervises both the estate and household of his lord or lady while they are away.
Squire – acts as an attendant to a knight before attempting to become a knight themselves.
Tax Collector – collects unpaid taxes from people, guilds, or businesses.
Viscount/Viscountess – a nobleperson ranking above a baron and below a count.
Ward – a member of a noble house who has been taken in by another noble family to be raised for a time.

HOSPITALITY & COMMON LABOR

Acater – provides and prepares foodstuffs or delicacies for events such as festivals.
Tunner – fills casks in a brewery or winery.
Baker – bakes bread and cakes.
Barber – cuts hair and shaves or trims beards.
Barkeep – works and serves drinks in a bar.
Barmaid/Barboy – serves drinks and food in a bar as well as engaging with customers.
Butcher – cuts up and sells meat.
Butler – the chief servant of a household.
Caregiver – looks after a sick, elderly, or disabled person.
Charcoal Maker – manufactures charcoal by carbonizing wood in a kiln.
Chatelaine/Majordomo – a person in charge of a large household.
Chimney Sweeper – a small person, typically a child, who ascends chimneys to clean them.
Clerk – undertakes routine administrative duties in a business or bank.
Cook – prepares food for eating.
Copyist – makes copies of handwritten documents or music.
Croupier – runs a gaming table by gathering in and paying out money or tokens.
Exterminator – exterminates unwanted rodents and insects.
Food & Drink Taster – ingests food that was prepared for someone else to confirm it is safe to eat.
Gardener/Landscaper – tends and cultivates a garden.
Gongfarmer – digs out and removes excrement from privies and cesspits.
Gravedigger – digs graves for the purposes of a funeral ceremony.
Groundskeeper – maintains an athletic field, a park, or the grounds of a graveyard or other institution.
Kitchen Drudge – performs menial work in a kitchen.
Knacker – disposes of dead or unwanted animals.
Lamplighter – lights street or road lights at dusk.
Laundry Worker – a laborer who takes part in the washing, drying, and ironing of clothes and other fabric items.
Lector – reads to others while they work for entertainment.
Longshoreman – loads and unloads ships in a port.
Maid – a domestic servant of a household.
Nanny/Nursemaid – a servant employed to look after a young child or children.
Operator – a laborer who operates equipment, typically in construction.
Pastry Chef – makes desserts, especially cakes and pastries.
Plumber – installs and repairs the fittings of water supply and sanitation.
Porter – carries luggage and other loads.
Prostitute – engages in sexual activity for payment.
Quarryman/Quarrywoman – quarries stone.
Servant – performs duties for others, especially a person employed in a house or as a personal attendant.
Stagehand – moves scenery or props before or during the performance of a theatrical production.
Street Cleaner – cleans streets and alleyways after dark.
Talent Scout – searches for talented individuals who can be employed or promoted.
Trainer – trains someone in a particular skill, usually physical, for money.
Water Bearer – brings water from rivers, wells, and lakes back to their settlement.
Wet Nurse – a woman employed to suckle another woman’s child.

MAGICAL ARTS / ARCANISTS

Abjurer – a mage focused in protective spells.
Alchemist – transforms or creates something within nature through (usually) ritualist magic.
Archmage – an extremely powerful mage.
Artificer – unlocks magic in everyday objects as well as being an inventor.
Bard – uses their artistic talents to induce magical effects.
Conjuror – conjures spirits or familiars.
Druid – a mage attuned to the magical forces of nature, able to shapeshift, call on the elements, communicate with flora and fauna, etc.
Elementalist – manipulates nature’s elements to their will.
Enchanter/Enchantress – uses sorcery to put someone or something under a spell.
Evoker – manipulates energy or taps into an unseen source of power in order to produce a desired kinetic end.
Healer – able to cure a disease or injury using magic.
Hearth Witch/Hearth Wizard – incorporates spells and enchantments in cooking.
Illusionist – performs tricks and spells that deceive the senses.
Mage – a magic-user.
Medium – uses extrasensory perception, magic, or divine powers to identify information hidden from the normal senses.
Meteorologist – forecasts and manipulates weather.
Necromancer – communicates with and conjures the spirits of the dead.
Ritualist – practices or advocates the observance of ritual (formula intended to trigger a magical effect on a person or objects).
Runecaster – uses special alphabets to create runes (symbols possessing magical effects capable of being used multiple times).
Sage – a wise and experienced magic-user.
Seer/Oracle – able to see what the future holds through supernatural insight.
Shaman – accesses and influences the world of good and evil spirits.
Shapeshifter – a person with the ability to change their physical form.
Sorcerer/Sorceress – derives their magical abilities innately rather than through study.
Summoner – a mage able to summon forth magical beasts, creatures, and monsters.
Transmuter – alters matter in form, appearance, or nature.
Warlock – a mage who has gained their abilities by forming a pact with an otherworldly being.
Witchdoctor – a tribal mage with powers of healing, divination, and protection against the magic of others.
Witch – a woman who has supernatural powers and practices sorcery, typically in solitude.
Wizard – derives their magical abilities through study.
Wordsmith – draws their power from language and casts by dictation.

MILITARY & SECURITY

Admiral – commands a fleet or naval squadron.
Bailiff – looks after prisoners.
Bodyguard – escorts and protects another person, especially a dignitary.
Bouncer – prevents troublemakers from entering or to eject them from the premises of an establishment.
Captain – an army officer of high rank in charge of commanding squadrons of soldiers.
Castellan – the governor of a castle.
Cavalryman/Cavalier – a skilled horseback rider.
City Watch – an officer of law enforcement who resides in larger towns or cities.
Commissar – teaches principles and policies to military units.
Constable – an officer with limited policing authority, typically in a small town.
Detective/Investigator – investigates and solves crimes.
Drummer/Fifer – a non-combatant foot soldier who sounds signals for changes in formation in combat.
Duelist – skilled in one-on-one combat.
Executioner – carries out a sentence of death on a legally condemned person.
Firefighter – extinguishes fires.
Guard/Sentinel – a person who keeps watch, especially a soldier or other person formally assigned to protect a person or to control access to a place.
General – the chief commander of an army.
Inspection Officer – responsible for the inspection of military units to ensure they meet appropriate standards of training and efficiency.
Intelligence Officer – collects, compiles and organizes information about the enemy.
Jailer – supervises a jail and the prisoners in it.
Lieutenant – an officer of middle rank in the armed forces.
Marksman/Archer – in long-range weapons, such as the bow, crossbow, sling, etc. to inflict damage from afar.
Marshall – has the charge of the cavalry in the household of a monarch.
Medic – a medical practitioner equipped for the battlefield.
Mercenary – a soldier without allegiance who works for money, typically a member of a company or guild.
Privateer – engages in maritime warfare under a commission of war.
Quartermaster – responsible for providing quarters, rations, clothing, and other supplies.
Royal Guard – responsible for the protection of a royal person.
Runner – carries information between lines in wartime.
Sapper – a soldier responsible for tasks such as building and repairing roads and bridges, laying and clearing mines, etc.
Sergeant – an officer instructed with a protective duty, typically worth “half a knight” in regard.
Sergeant-at-Arms – charged with keeping order during meetings and, if necessary, participates in battle.
Scout – sent ahead of a main force so as to gather information about the enemy’s position, strength, or movements.
Siege Artillerist – works the artillery machines of an army.
Slave Driver – oversees and urges on slaves at work.
Soldier/Man-at-Arms – serves in an army.
Special Force Soldier – carries out special operations.
Spy – secretly collects and reports information on the activities, movements, and plans of an enemy or competitor.
Tactician – uses a carefully planned military strategy to achieve a specific end.
Tollkeeper – collects tolls at a bridge, road etc. where a charge is made.
Torturer – inflicts severe pain on someone as a punishment or in order to force them to do or say something.
Warden – responsible for the supervision of a particular place or thing or for ensuring that regulations associated with it are obeyed.
Warmage – a soldier skilled in destructive battle magic.

RELIGION / CHURCH

Abbot/Abbess – the head of an abbey of monks.
Acolyte – assists the celebrant in a religious service or procession.
Almoner – distributes money and food to poor people.
Archbishop – responsible for an archdiocese, their surrounding district.
Bishop – a senior member of the clergy, usually in charge of a diocese and empowered to confer holy orders.
Cantor – sings liturgical music and leads prayer in a synagogue.
Cardinal – a leading dignitary of a church, nominated by the highest official.
Chaplain – a member of the clergy attached to a private chapel, institution, ship, branch of the armed forces, etc.
Cleric – has devoted their entire being to the will of their god, thus gaining magical powers.
Confessor – hears confessions and gives absolution and spiritual counsel.
Cultist – a member of a cult who generally lives outside of conventional society and worships an unorthodox patron.
Cult Leader – the organizational leader of a cult who is occasionally also the founder.
Deacon – an ordained minister of an order ranking below that of priest.
Diviner – seeks ultimate divination in order to further understand or meet godly substance.
Exorcist – expels or attempts to expel evil spirits from a person or place.
High Priest/Pope – the chief priest of a religion.
Inquisitor – seeks to eliminate heresy and other things contrary to the doctrine or teachings of their faith.
Missionary – goes on a religious mission to promote their faith in a foreign place.
Monk – able to manifest their spirituality through a calm, centered being and thus gain abilities which function similarly to magic.
Nun – a member of a religious community of women, especially a cloistered one, living under vows of poverty, chastity, and obedience.
Paladin – a holy knight and divine spellcaster crusading in the name of good and order.
Pardoner – raises money for religious works by soliciting offerings and granting indulgences.
Priest – has the authority to perform certain rites and administer certain sacraments.
Prophet – regarded as an inspired teacher or proclaimer of the will of God.
Sexton – looks after a church and churchyard, sometimes acting as bell-ringer and formerly as a gravedigger.
Templar – fights in a religious military order.

SCIENCE, MATH, & EDUCATION

Abecedarian – teaches the illiterate.
Accoucheur/Obstetrician/Midwife – assists in childbirth and the care of women giving birth.
Anthropologist – studies the customs, beliefs, and relationships of humanoids and intellectually and culturally advanced creatures.
Apothecary – prepares and sells medicines, drugs, and potions.
Apprentice – studies a trade under a skilled employer.
Archaeologist – studies humanoid history and prehistory through the excavation of sites and the analysis of artifacts and other physical remains.
Archivist – maintains and is in charge of archives.
Assayer – determiner of the proportions of metal in ore and the amount of copper, silver, gold, or platinum in coins.
Astrologer – uses astrology to tell others about their character or to predict their future.
Astronomer – makes observations of celestial and scientific phenomena within the material plane.
Bloodletter – surgically removes some of a patient’s blood for therapeutic purposes.
Botanist – an expert in or student of the scientific study of plants.
Cartographer – a scholar and illustrator of maps.
Chemist – engaged in chemical research or experiments.
Dean – the head of a college or university.
Doctor/Physician – a qualified practitioner of medicine.
Drakologist – studies or is an expert in the branch of zoology concerned with dragons.
Engineer – designer of a machine or structure.
Entomologist – studies or is an expert in the branch of zoology concerned with insects.
Herbalist – practices healing by the use of herbs.
Historian – an expert in or student of history, especially that of a particular period, geographical region, or social phenomenon.
Horologist – a scholar of time and entropy.
Librarian – administers or assists in a library.
Mathematician – a scholar of the abstract science of number, quantity, and space.
Mortician – prepares dead bodies for burial or cremation and makes arrangements for funerals.
Nurse – cares for the sick or infirm, especially in a hospital.
Optometrist – examines the eyes for visual defects and prescribes eyeglasses.
Philosopher – a scholar of the fundamental nature of knowledge, reality, and existence.
Professor – a teacher of the highest rank in a college or university.
Scholar/Researcher – a specialist in a particular branch of study who pursues the acquisition of knowledge.
Scribe – copies out manuscripts.
Student – attends school or learns under other to enter and pursue a particular subject.
Surgeon/Chirurgeon – practices surgery.
Taxonomist – groups organisms into categories.
Teacher – instructs on a particular skill or subject.
Theologian – engages in the study of the nature of God and religious belief.
Tutor – charged with the instruction and guidance of another.
Veterinarian – treats diseased or injured animals.
Zoologist – an expert in or a student of the behavior, physiology, classification, and distribution of animals.

TRANSPORTATION

Boatman – mans a small seacraft.
Bosun – in charge of organizing the equipment and crew of a ship.
Cabbie/Wagoner – drives a horse-drawn wagon.
Cabin Boy/Cabin Girl – waits on the orders of a ship’s officers and passengers.
Caravaneer – travels or lives in a caravan.
Charioteer – drives a chariot.
Carter – transports goods by cart.
Ferryman – operates a ferry.
First Mate – the deck officer second in command to the master of a ship.
Helmsman – steers a ship or boat.
Navigator – directs the route or course of a ship or other form of transportation, especially by using instruments and maps.
Purser – keeps the accounts of a ship, especially as the head steward on a passenger vessel.
Sailor – works as a member of the crew of a commercial or naval ship or boat.
Sea Captain – commands a ship.
Shipwright – a carpenter skilled in ship construction and repair.

UNEMPLOYED, SELF-EMPLOYED, & OUTCAST

Adventurer – wanders the world in search of knowledge, treasure, fame, glory or a multitude of additional wants and desires.
Beggar/Pauper – lives by asking for money or food.
Blood Hunter/Monster Hunter – takes on jobs to hunt down and kill or capture dangerous creatures.
Bounty Hunter – pursues a criminal or fugitive for whom a reward is offered.
Crossing Sweeper – sweeps a path ahead of people crossing dirty urban streets in exchange for a gratuity.
Deserter – a member of the armed forces who has deserted.
Disgraced Noble – a person of high birth who has since loss their respect, honor, or esteem in some or all noble circles.
Drunkard – a person who is habitually drunk and considers themselves a professional in the task.
Dungeon Delver – navigates underground labyrinths in search of any treasure they may find.
Elder – a person of a greater age, especially one with a respected position in society.
Exile – lives away from their native country, either from choice or compulsion.
Explorer – explores unfamiliar areas in search of geographical or scientific information.
Ex-Criminal – a person who has been convicted of a crime and has since served their sentence, or who has preemptively given up their life of crime.
Folk Hero – a celebrity who is greatly admired by many people of a particular kind or in a particular place.
Gambler – bets money on sports, card games, or games of chance in the hope of a profit.
Grave Robber/Tomb Raider – steals valuables from graves and tombs.
Heretic – differs in opinion from established religious dogma.
Hermit – lives in solitude, typically as a religious or spiritual discipline.
Housewife/Househusband – cares for his or her family by managing household affairs and completing housework.
Pilgrim – journeys to some sacred place as an act of religious devotion, occasionally to settle there.
Prisoner – held in confinement as a punishment for crimes they have been convicted of.
Rag-and-Bone Man – collects unwanted household items and sells them to merchants.
Rebel/Political Dissident – rises in opposition or armed resistance against an established government or ruler.
Refugee – leaves their home in order to escape war, persecution, or natural disaster.
Runaway Slave – a slave who has left their master and traveled without authorization.
Scavenger/Mudlark/Tosher – searches for and collects discarded items.
Slave – a person who is the legal property of another and forced to obey them.
Squatter – unlawfully occupies an uninhabited building or unused land.
Traveler/Wanderer/Vagabond – wanders from place to place without a permanent home or job.
Urchin – a child who lives or spends most of their time in the streets, occasionally working as a thief or pickpocket.

Important Links

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Generators

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Characters and NPCs

100 Insults For A Lawful Good Character Using Vicious Mockery

100 Bard Songs

100 Halfling Traits

100 Elven Clothing Descriptions

100 Colorful Hosts

100 Warm Up Roleplaying Questions For Players

100 Fascinatingly Specific, Supremely Elegant, And Utterly Useless Skills High Elves Have Acquired During Their 100-Year “Adolescence”

100 NPC Jobs

100 Interesting Shopkeepers and Merchants

100 Interesting Pirates

100 Aasimar Traits

100 Useless People You Find On A Failed “Gather Information” Check

100 Royal Family Drama

100 Dragonborn Traits

100 Elven Traits

100 Angels and Their Descriptions

100 City Professions

100 Inn Patrons

100 Ridiculous Famous Legends

100 Dwarven Traits

100 Villain Traits

100 Dwarven Clan Names

100 Factions

100 Warforged Quirks

100 Character Backgrounds

100 Interesting Prisoners

100 Adventurers

100 Topics for a Campfire Story

100 Gods and Goddesses

100 NPC Catchphrases

100 Secrets Revealed through Detect Thoughts

100 Secret Societies

100 Orc and Half-Orc Traits

100 Heraldic Symbols

100 Drunken Boasts

100 Personality Quirks

100 Titles

100 Tiefling Traits

Curses and Conditions

100 Fears and Phobias

100 Things You Might Wake Up and Find Missing

100 Things Demons/Devils Ask For In Their Contracts

100 Dark Gifts

100 Shadowfell Side Effects

100 Diseases

100 Hallucinations

100 Teleportation Mishaps

100 Zero HP Injuries

100 Wild Magic Surges

100 Random Potion Effects

100 Insanity Effects

100 Random Boons

100 Random Effects

Encounters

100+ Carousing Events

100 Low/Non-Magical Plot Twists

100 Scary Forest Encounters

100 Beach Encounters

100 Nordic/Viking Encounters

100 Travel Complications

100 Fey Pranks

100 Campaign Start Scenarios

100 Aerial Encounters

100 Social Encounters On The Road

100 Tavern Encounters

100 Forest Encounters

101 Festivals and Holidays

100 Desert Encounters

100 Sea Travel Encounters

Monsters

100 Beholder Personalities

100 Tarrasque Characters

100 New Darklords And Domains In The Ravenloft Setting

100 Eldritch Horrors

100 Memorable Goblins

100 Interesting Boss Mechanics

100 Pets and Familiars

100 Demon Lords

Nature and Places

100 Activities at the Local Faire

100+ Cave Skill Challenges

100 Secrets A Hamlet Or Village Conceals From Outsiders

100 Interesting Towns/Villages

100 Interesting Temples and Monasteries

100 Interesting Desert Locations

100 Places To Hide An Item In A Room (Without Magic)

100 Interesting Forest Locations

100 New Planes of Existence

100 Uncharted Islands

100 Magic Weather and Storms

100 Foraged Foods

100 Cavern Curiosities

100 Market Stalls

100 Mind Flayer Decor

100 Natural Landmarks

100 Tavern Names

100 Art Along The Path

Quests

100 Jobs Posted to a Tavern Community Board

100 Ghost’s Unfinished Business

100 Side Quest Hooks

100 Quest Rewards

100 City Quests

Traps and Puzzles

100 Riddles and Their Answers

100 Dungeon Graffiti

58 Deadly Traps

Vehicles

100 Ship Names and Descriptions

Weapons and Items

100 Paladin Magic Items

100 Things To Find In A Mad Scientist’s Lair

100 Things You Can Find In A Haunted House

100 Weapon Runes

100 Types of Alcohol That Can Be Purchased In Taverns

100 Fantasy Drugs And Their Effects

100+ Items You Can Catch While Fishing

100 Interesting Trinkets And Minor Magic Items

100 Interesting Bard Instruments

100 Magical Items with Sentimental Origins

100 Interesting Potion Containers

100 Masks

100 Items in a Hag’s Lair

100 Druidic Treasures

100 Demonic Treasures

100 Different Arrow Types

100 Options for the Coat of Many Sides

200 Parody Books

100 Rare Art Objects

100 Items in a Bandit’s Lair

100 Artifacts of Great Power

100 Signature Tavern Drinks

100 Items in a Cult’s Lair

100 Library Books

100 Items in a Fantasy Thrift Shop

100 Useless Items You Find with a Failed Investigation Check

100 Items in an NPC’s Pockets

100 Pun Wands

100 Campsite Items

100 Cultist Items

100 Things Found In A Grave

100 Aquatic Items

100 Mysterious Trinkets

100 Tavern Food

100 Interesting Paintings

100 Things in an Ogre’s Pockets

Scifi

100 Cyberpunk Corporations

100 Unusual Scifi Bartenders

75 Scifi Encounters

Prankster Goblins defacing a shrine. (bonus for making it a shrine respected by one of the PCs)

Traveling merchant and his bodyguards transporting goods. (a front for smuggling kidnapped people to be sold as slaves, perception check or passive to hear muffled moans)

Crazed men and women about to burn a “witch” (Only burning her to appease a dark God).

A lost child (possessed by a powerful mage spirit that was awakened accidentally by the child) attacks the party and attempts to steal their souls.

Traveling noble and his band of thugs riding to the nearest farmstead to raze it for sport. (if stopped or questioned, they attack the party. The noble sits in his coach and watches for fun)

A group of centaurs chasing and hunting down farmers in a “coming of age ceremony”.

A traveling wizard and his wagon transporting dangerous creatures (black pudding, gelatinous cube). His wagon topples and the creature is now loose.

A group of dangerous criminals are being transported by a group of guards when one of the guards (disguised criminal) starts killing the other guards and let’s the criminals loose.

A large group of traveling pilgrims surround the party as they chant and form a circle around them. Some of them draw weapons and attack the party and fight to the death. The pilgrims are in fact a death cult releasing the party from burden and suffering of life.

The party notices quick changes in the weather. They spot a group of robed figures chanting on top of a hill nearby. If investigated, they find and recognize the symbol of a God of destruction. If left be, a massive hurricane destroys a nearby village.

A group of easily offended berserkers offer the party a spot at their campfire. They immediately take offense to the most innocuous things and start a fight. u/errboi

A bard offers to write a song about the adventurers if they can solve his riddle. u/grogcore

Blood-Tusk Ogre(s) covered in blue face paint that originated from Icewind Dale or another icy cold climate. Uses a dual ranged javelin attack and two great club swings per turn. u/HWGA_Exandria

A parasitic Dryad has hijacked the body of an Earth Elemental. The creature vomits up phosphorescent green blood that causes plants to explosively grow wherever it lands. Has a 30′ ranged tendril strike equal to the Elemental’s melee attack along with knowing the Vine Whip cantrip. Can cast Spike Growth & Plant Growth at the same time during combat since there are technically two of them.

A wolf with two heads is seen heading towards you. Snarling it grows a third head and attacks. Has a single Cone of Flame attack along with a triple bite attack that it can use on up to three targets in melee range.

A groom is running away from his arranged marriage to a terrible person and their equally terrible family. u/grogcore

A thief that has stolen a wagon of treasure from the town the players are headed to. The town guards catch up with the thief and assume the party is part of the theft. u/LocardIII

A group of traveling actors who are actually doppelgängers, but they truly enjoy theater and won’t attack the party as long as they are watching the show. At some point during the performance, the party may notice the costume changes are happening far too quickly, and there are far more characters in the play than there are actors… u/sonofabutch

A group of Orcs surrounds the party (and can optionally imprison them/lead them to a camp). They will kill them for sport unless they can sufficiently entertain them musically. u/dynawesome

A merchant in a wagon sells items to travelers, but all of them are mimics and he knows, he just loves fooling people. Little does he know the wagon itself is a giant mimic (on a successful perception check the players can notice its features, and can then decide whether or not to tell him. If they reveal it, it attacks the merchant).

Krung, the orcish Iron-War-Chef offers to make the players a meal of their life time if they can provide the proper ingredients. If the players are cool to Krung he prepares them the most amazing meal on their return, if they’re rude to him he may try to make them his latest dish. u/Matasmic

A broken caravan is found with dead horses and a crying woman in rags, saying her party got capture by monsters/slimes and she need help. She leads them into the swamp/forest and is luring them in a trap, since she is a hag disguise u/Corruptionfever45

A shepherd and his herd of sheep/goats/cattle that are being chased by a beast (e.g. wolf pack, owlbear). u/eriocactus

You spot a lot of smoke and upon investigation you find a fortress on fire. There are people trapped on the top floor. A party of humanoids have noticed as well. u/cdjcon

A groupe of peasant sitting on top of a chariot full of wheat, redistributing it to the people at a fair price. While the merchant is attached to a wheel. (Historically accurate) u/NoelReach

As you approach a bend in the road, a half elf in brightly colored clothing who is riding hard pulls himself to a stop and hails the party in a familiar manner. Perhaps he tries to hand them a purse or satchel. This interaction is witnessed by the large party of riders that round the bend a few rounds later. The half-elf acts surprised to see them, yells a warning to the party, then resumes fleeing. The party hears shouts of “He has helpers!” from the oncoming riders. u/kkngs

A rider moving at full gallop emerges from the brush at the side of the road in front of you. It’s a young maiden with red curly hair and a bow strapped to her back. She completely ignores you as she and her horse leaps over a fallen log and continues on a smaller side trail, disappearing into the brush. Moments later a very large, and very angry dire bear emerges from the direction she came from.

2 black bears are rummaging a caravan when they adventurers hear an old men yell “My cabbages!” u/devonkidwell

You stumble across a pile of dead bodies in the middle of the road. Bandits have struck. Then, you see their eyes begin to glow and a fledgling necromancer appears from behind the bushes. He calls himself “the collector” u/Milkslinger

Four small dirt piles are found scattered in the road ahead of you, along with a young child digging and carefully burying a potion. When asked what they are doing, the young child replies, “A man will give me coin to bury these potions. Don’t step on them, they’ll go ‘boom’!” u/McBeardedson

A group of heavily armed goblins marching with purpose. It turns out they’re part of a tribe of converted monsters being run in by high level druids/clerics/rangers in the mountains. Killing them means you become an enemy of the rapidly expanding tribe. Befriending them gets you directions to an outpost where you can get quests from the tribe. u/Radan155

A troll rises from underneath the decrepit bridge demanding a toll. Anyone who attempts the pass over the bridge without paying gets attacked. The troll is actually attempting to raise enough funds to fix/rebuilt the bridge. u/supersnes1

The party comes upon a small but lively inn. The host welcomes you to sit by the fire with the other patrons while the musician plays a haunting melody. Close inspection shows that things are off: the smell of charred flesh, burning wood, faint sounds of roaring flame, ect. The inn is an illusion of the past with the other people present being ghosts of those killed in a terrible fire decades back. Attempts to escape or direct confrontation will lead to hostilities. The inn returns to being a charred husk after then encounter.

You stumble across a battle between two other evenly matched factions. Its your choice to intervene to help one side or wipe both out.

Elven ecoterrorists ambush you in an effort to destroy your wagon(s) and supplies. Attempts to disrupt or destroy local wildlife will make you direct targets.

Goblins have created a “fortress” along the side of the road. They demand fealty and tribute for their leader. The “fortress” is an abandoned and overturned cart that they dug some tunnels under and added a new door.

Awakened crops and other plants from a nearby farm have gone berserk. They have ransacked the farm and now capture travellers in order to deliver them to a house sized pumpkin in the garden.

The winds of magics whip into a frenzy. A front of wild magic permeates the area forcing all casters to fight to control their spells. Spell that get “free” become semi-sentient (with their demeanor depending on the spell) and may attack the party.

Two very large ogres lie face to face blocking the path, locked in an intense arm wrestle, oblivious to all else going on around them. u/idek_mannnn

A lone knight sits leaning on the trunk of a heavy tree, nursing a severe wound in their side. They desperately need medical attention or they will soon perish. Should they be saved, they will owe a debt to their saviour.

Two identical men are fighting over a backpack. Each claims the other is a doppleganger trying to steal their identity. (Plot twist, both are dopplegangers and the man they depict is long dead)

Royal guards on horseback request that everyone temporarily steps off the road while a noble entourage passes by. What follows (after some short time) is an incredibly fat goblin riding an incredibly fat pony, accompanied by more guards and a trumpeter playing fanfares.

What is obviously three kobolds atop each other’s shoulders disguised by a large coat and hooded cloak. The top ones asks (in very broken common) where the “human city” is.

A very large tree has fallen across the road. A wagon is on the other side, and the helpless traveling merchant asks you to clear the way in exchange for some goodies. Turns out the tree is a very drunk (and very annoyed) treant. u/Galdrian

A voice echoes out from a under a bridge (in rhyme!) claiming to be the Triple Troll of the Gruff Pass. It’s oddly high pitched and turns out to be a single scrawny goblin with a formerly high quality cloak made for someone three times his height. u/hickorysbane

Rambuncious youth from a nearby vilage are pushing over an outhouse. The indignant cries of the local mage can be heard from inside.

Picked mushrooms lay on a stump out under the moonlight (or drying in the sun). They’ve been collected by a group of pixies who are willing to trade them for the right price before returning to the feywild with the rest. Myself and another DM have each ran this once, and we both convinced a player to trade their name setting up a whole fae based adventure

A ranger helps guide the party through the forest, and reccomends a place for them to stay. Upon reaching there and name-dropping him they learn he’s been dead for 3 years.

A nearly naked man lines beaten and bruised in the ditch on the side of the rode. If they assist him he offers his services that turn out to be particularly valuable. I just love the scene from A Knight’s Tale when Chaucer is introduced

A group of no-gooders are out looking for (a certain race or creature) to capture for (whatever purpose). Say there is a Tiefling/Elf/Gnome in your group. The no-gooders round a bend in the road and excitedly shout “There’s one! Let’s get it!” u/Arcane-Aaron

Someone selling items on the road to adventurers. Though the items are enchanted! If you wear them, (something… happens.)

Four animated suits of armor are running amok in a nearby village.

A tempting tunnel opening seems innocent, (maybe there is an illusion of something there, an item, or injured person) until the dirt floor opens up, sending the group sliding down into a cage in an underground cavern. Cheers of goblins erupt. A goblin king sitting on an ugly little thrown laughs, “dance! dance!” (The goblins are trying to entertain their cruel king with trapped travelers)

The characters hear word of a village, a day-or-so that way down the road, that hasn’t traded, or attended the area market, or any such usual activity for the past month. Some fear to go there, “what if they’re all sick?” others are angry, “They no longer want to trade with us?” A whole village just… shut off from the outside world. Why?

The party walks along the road, to a stone bridge. As they approach, they see another party at the other end of the bridge. (Or just, a road out among open fields. Whatever ya like.) The other party doesn’t respond if hailed. If approached, the characters notice the other party is identical to the players’ party, (in looks, weapons, everything.) The ‘other’ party stands still. If the characters come within attack range of the identical ‘other’ party, the others attack. (The DM can use this to show the party what they are capable of, and the players can find ways to defeat ‘themselves.’)

A dragon, or other creature, (just large enough that the party isn’t sure if they could defeat it) asks the party to kill a goblin horde (or other type of creatures, depending on party level) and return to him his magic items that were stolen. (Maybe as a reward they can keep one of the items “having some is better than having none.”

A drow elite warrior calls to the group from the shadows in the trees off the side of the road. “adventurers?” he asks. … He asks the party to either kill or imprison someone for him. This person has killed many others, even boasting about it at times, and surely deserves this. The drow can’t do this himself, stating “personal reasons,” his eyes glistening with the ghosts of his past. He offers them a key in return, once proof is given that the deed is done. The key opens a chest, of course. Where is the chest? The person he wants killed/imprisoned knows. What’s in the chest? Mysterious…

Someone sells goods in a town. From a large wagon, not a store. He travels, as he collects and sells. “I’ve an adventurers heart, I can’t settle in one place.” He sells a +1 weapon to a character or two. Turns out, they are NOT +1 weapons, maybe even breaking the first time they are used/hit very hard. He alters the appearance/value of items he sells, fooling as many as he can before getting out of town.

A small stocky fellow with snow boots and a fur coat looks distraught. Turns out there is an Abominable Yeti near his little settlement up in the mountains. (Or different clothes/creature if near a different terrain) He offers a reward, a small bag of several bits of food, for defeating the monster. (the food appears mundane, but the stocky man swears it’s special. Detect magic etc.. each small piece of food is enough to keep one satiated for a day.)

A horse drawn cart plodding slowly towards town, but no driver. Closer inspection reveals claw marks on the wood and a splatter of blood. The horse is in a daze. The cart is filled with turnips. u/PhilistineAu

Three goblins arguing over who is taller. They will run into the nearby forest as soon as they spot the PCs.

friendly merchant has lost some textbooks that he was planning on donating to an orphanage. He rewards the party for returning them. u/Moostcho

A diseased man staggers towards the party, coughing and spluttering. He unintentionally infects some of the party members and begs to be cured. If cured, he presents the party with a large reward.

A lightning bolt comes out of nowhere to strike the ground directly in front of the party.

The party comes across a fast running stream. Wooden debris and a fallen tree can be seen in the bank. A DC 12 wisdom (insight) check reveals that a recent heavy rainstorm caused the river to swell up and wash away the bridge. A character can swim across it with a successful dc 17 athletics check. If they fail, they must succeed on a dc 16 strength saving throw or be called get on the current. u/anb130

A person playing bagpipes. Nothing more nothing less but surely your players will be mega suspicious and maybe even hostile, see where it goes u/MuttonChopViking

The party notices several statues in the path around a traveling wagon. As they approach closer they notice some of the statues are in poses with expressions of fear. A basilisk, cockatrice or any other appropriate monster to the parties level is feasting on one of the victims in the bushes just off the path. Since it is preoccupied and full, the party can easily pass it unmolested unless they decide to attack it. u/GreenWammingo

A heavily armed adventurer is laying in a pool of their own blood and will bleed to death if they are not aided, they are so far gone they will only mumble that “I can’t… die like this…”. If the party manages to heal them. they will thank the party will tell the party that they were climbing a nearby tree when they fell and were impaled straight through on its branches, the wound was so bad their healing potion couldn’t even stop the bleeding. Them managed to drag themselves to the road and are incredible thankful to the party, and will gift a magical item as a reward and will gladly be looking to return the favour. If they die they have several magical items on their person.

A frantic traveler runs to the party after he pauses and catches his breath he explains his friend was picked up and carried off by several harpies and points the party in the right direction. the party doesn’t have to travel far as the harpies didn’t make it back to their roost before they began to argue leaving their captive stranded on the roof of an abandoned barn as they argue atop some nearby trees. The party can rescue the captive from the roof if they are sneaky if they don’t think they can win a fight against all the harpies.

A siren calls out to the party as she has questions on “Civil folk”. She loves a man in a fishing village just up the road on the parties route. She wants to “be with him forever” and is asking on what a man from civilization can’t be without for when she whisks him away. Its very clear the fisherman does not even know of her existence as she has never approached him before. If the party meets the man when they pass through the village he is already married. If the party confronts the siren she states that “My love is true and eternal, I definitely deserve to be with him more.” and makes it clear she is going to go with her plan to kidnap the man to be with her.

Fey creatures are having a party with drinks and food and welcome any travelers to join in the revelry! After the party joins the fey welcome them to drinking contests and games of skill and promise that every win earns them some gold. However if they loose they have to give the fey something or suffer a curse, (up to the GM on what that is and how sinister the fey are, they might not mention the punishment on a loose until one of the party members looses).

A lone barbarian armed with a greatbow stands atop an abandoned watchtower near a narrow pass that the party will have to go through if they don’t want to waste time. He shouts down at them they must pay his toll or die. Why does he think he can enforce a toll against a party of armed and powerful adventurers? Cause he has two tamed Wyverns.

As the sun is beginning to set a ghost appears on the road, and points off into the forest. If the party follow the ghost it leads them deep into the forest to its long dead body wishing to have its remains put to rest. If the party takes anything from the body the ghost will attack.

The party hears a lot of hounds barking before they round the next turn in the road. On making the turn they see an isolated farm with an elderly couple sitting on a bench on the side of the road surrounded by several large dogs. On a word from the woman the dogs go silent and sit patiently. She is selling her hounds for 200gp each. They are very well trained beasts with stats far above those of other dogs with an amazing perception unaffected by sleep or being unconscious. If the dog is rendered unconscious from a magical sleeping spell it cant wake up from it will still bark and growl when it senses danger.

As the party sets up camp a ghost riding a phantom horse and armed with a whip approaches the camp its voice on the wind says “GO!… we can not stop… it is not safe.” If the party is knowledgeable enough they will recognise that the ghost is an ancient military officer. As long as the party continues on the road even if they are going slow the ghost will follow behind appeased, if someone stops it will whip them to get them moving. The ghost will march them all night till morning where it will say “We made it… we are safe… they are far enough behind.” and vanish. The ghost was part of a military troop that was ambushed and killed in the night by orcs following them which is why the ghost drives travellers through the night instead of letting them rest, even if there is no danger anymore.

The party spots a baby moose (elephant, bear, hippo whatever suits the environment) on the road only for a split second later Angry Moma comes blitzing into them from the flank.

8 battered and bleeding kobolds, 6 are carrying a long pole with a dead boar tied to it. 2 are carrying an unconscious kobold who is gravely wounded. u/SteelCutter

The party stumbles onto a group of weak humanoid creatures (goblins, kobolds) that have ransacked a covered wagon. Empty bottles are strewn about the road, and the creatures are double in size (essentially they chugged a bunch of potions that cast Enlarge on them — adjust the power of the creatures as needed). u/fudsaf

A fish falls from the sky. (In reality a predatory bird caught it and dropped it while overhead.) u/Greezlestack

In a similar fashion, there is a side quest in The Witcher 3 in which you find a stone quarry where the miners believe they have been victims of a curse. The foreman pays you to investigate the cause of the commotion- a cow fell out of the sky and landed on a miner. u/MrMountainFace

On a well-travelled road between two important town or cities, there is a large crater, seemingly caused by an explosion, and still smouldering. If the party are first to the scene, are they blamed for it? Otherwise, a crowd has already started to gather, and merchants are complaining this will delay them. What formed the crater, and will it strike again? u/Samlefomas

Large signs have been set up along a stretch of road that warn of impending danger, telling people to turn back. There have been no reports of danger, and if the party choose to turn back, they may find it was the work of teenage pranksters in the last town they passed.

Two nearly-identical people are dueling in the road (choose how they fight). As the party approach, one delivers the coup de grace on their opponent, killing them. They tell the party that the opponent was their twin, who betrayed them. If the party try to arrest or kill them, they fight to the death, having been already injured, and die with a cry about the injustice of the world on their lips.

The signs of a recent dragon attack mark a nearby village, with charred buildings, and citizens in a pitiful state. If the party stops to help, they are simply asked for money so the village can rebuild, and villagers will try to gently insist that they don’t need any help, just cash. The ‘villagers’ are actually charlatans, and this is their latest, most elaborate ruse designed to fleece do-gooders.

One or several bulletes, depending on party level, attack, emerging from the ground. After the battle, or during, the party notice that these bulletes are constructs, not real. The source of these is a villainous artificer living in seclusion, who has begun to construct mechanical monstrosities to terrorise the surrounding land. Who knows what else they have in their workshop?

A bunch of halfling children (no older than 10) are playing tag. They bump one of the PCs. Where’d your coin pouch go? One of them yells back to the PCs. “Hide and go seek and you’re it!” Then blows a raspberry u/sayer24

idlechit————————————————————–

You and x recall the first time you met.

You and x got into an argument, what was it about?

There’s an old saying among your people…

You and x discuss philosophy. What is the meaning of life?

You picked up a small souvenir in the last town and want to show it off to x. What is it?

There is a competition in (town), you and x make a bet.

If you could have a pet, what would you get?

This area is famous for its (food/drink). What is it?

Do your best x imitation

There is a song stuck in your head. You ask X to help you identify it.

You and x discuss philosophy: Could the Gods create something they could not destroy?

You and x discuss favorite alcoholic drinks

What landmark do you most want to see?

You notice there’s something different about x. Guess what change they did

Would you kiss a goblin?

Someone farted. Determine who did the deed

There’s an auction in a nearby town! Rumor has it they have an item you’re interested in. What is it?

You’ve heard rumors about (town). What was it?

You and x discuss philosophy. Is someone born evil? Can an evil person ever be made good?

What would you do if you were king?

If you owned a Tavern, what would you call it?

This weather reminds you of the time…

You and x discuss philosophy. What is the greatest evil?

You and x recount a prior adventure differently and get into an argument. Each gives their version of events.

You and x reminisce about previous adventures and swap war stories

You and x decided to play a roadtrip game to pass the time. It has now devolved into a heated debate.

Someone ate your lunch. What are you going to do about it?

There’s an old story you’ve heard about the nearby woods. What is it?

You and x discuss your favorite animal…and which would win in a fight.

Describe the last time you got drunk. X describes what really happens.

You decide to teach x how to swear in your language (or a rude gesture in your culture)

You’ve heard of a strange festival in this area. What is it?

You and x discuss philosophy. What would you use a Wish on?

Who in your group would you want to fight the least?

You had a nightmare and confided in x, what was it?

You and x discuss philosophy. Where do you go when you die?

You and x discuss the value of honor in Adventuring.

What was the worst tavern you ever stayed in?

Isn’t this the region (important figure) comes from? Tell us who they are.

You and x reminisce about a former companion. Who were they?

You have an old friend who retired from the Adventuring Life and set up a shop in the region. What was it called again?

You are writing a letter, x is bugging you to reveal the details.

What do you name the Wagon?

You and x play “Would You Rather?”

Being in such a confined space you begin to notice that x has an odor. Descretely try to inform them without alerting the others

You and x are in a pranking war. What is the next prank you’re plotting for them?

You tell the group a true ghost story.

X saved your life once, what were the events surrounding it?

You and x compare romantic tastes and discuss what’s best in a potential partner

What do most people you encounter immediately assume about you?

You and x discuss philosophy. What does a fulfilled life mean to you?

What’s the next town famous for?

X had an awkward incident at your last stop and you saw it. What was it?

What creature would you most want to ride?

What do you hope is in the next town?

There is a sign along the road that reads “GOD IS REAL”. You and x discuss which God you think it’s referring to

You and x discuss: if you weren’t an Adventurer, what would you like to do instead?

If a Bard were to sing a song, what would you hope they would say?

You and x plan your next night on the town.

You and x discuss philosophy. What is the greatest good?

You and x get into a petty disagreement. The only resolution is a thumbwar.

Everyone plays two truths and a lie.

Your desperate to stretch your legs, what’s the first thing you want to do when this wagon stops?

You’ve heard rumors about the mayor of (town). What was it?

You and x speculate about what might be out in the wilderness beyond the road.

Your seat is uncomfortable, see if you can convince x to switch.

There’s a sign for your favorite band along the road. They’re on tour! Share your excitement!

Everyone plays a round of Curse/Marry/Shag: pick 3 random Humanoid Monsters

You decide to mess with x with a fake story.

There was a play you recently saw. Recount it. X may disagree.

There was a creep at the last tavern who wouldn’t leave you alone. Share the experience

You and x reminisce about previous lovers and swap love stories

You and x play Cows and Graveyards to pass the time. A heated debate over whether a Minotaur counts erupts

X slighted you over dinner. What did they do?

You’ve been to (town) before, what was it like?

You and x discuss philosophy: Is it better to be a slave living safely, or to be free living under constant risk?

What’s your least favorite food/drink?

The barmaid in the last town caught your eye, x teases you about it.

You consider your a lover of nature…except for those damn (animal)

You shared a secret with x, what was it?

You and x make a bet. Whats’ the wager over and for how much?

You and x discuss philosophy: What happens after Death?

You and x play The Alphabet Game to pass the time. A heated debate over whether non-Common letters can be counted erupts

You and x discuss philosophy. Does luck exist? Manipulate luck?

There’s a recent fashion trend among adventurers. What is it? You and x discuss.

Remind x that they owe you one. What do they owe you and what for?

This road reminds you of the time…

X tells you a story, you call bullshit.

You had a dream and really want to share with x.

You and x discuss philosophy. What is the best way to die?

There’s a sign for the next tavern that claims to have the ‘Best in the Realm’ for your favorite food. Convince the rest of the party to investigate

There’s a local legend around these parts. What is it?

Your character cannot pronounce a certain word, x decides to help

You and x discuss the worst parts of Adventuring Life

You and x discuss your biggest fears.

You and x strategize: You give a hypothetical scenario and x thinks of a way out.

X convinced you to try something new, what was it and what did you think of it?

Who in your group do you respect the most?

You and x discuss philosophy: What is the difference between People, Monsters and Animals? Is it strictly their nature or can you turn a Monster into a Person?

There’s a temple in this region that is rumored to have an odd ritual. What is it?

PLOT STUFF———————-

A letter mentioning a location

A left handed item (or any distinguishing item) belonging to the culprit

A set of foot prints indicative of a certain location’s features (mud, etc)

A betrayal ambush from an ally

A noble lineage document detailing a trait different than the current ruler (GoT)

A note left on the inside cover of a book, signed with initials u/Wonderboyetal

Scent of various species involved on the location. u/dMTable

The wound contains certain chemicals.

The weapon does not match the wound.

There are still lingering traces from the use of spells.

There is a dead witness.

There is a related conflict of interests.

Someone else has a theory.

Suspicious happenings were spotted before the event took place.

A one of the protagonists has a vision.

A guy dressed like someone important to the plot rounds the corner but you don’t get a good look at him (The Three Musketeers) u/ThursdaysTheology

You literally bump into the person(s) who will be your ally hurrying through the street (The Three Musketeers)

The queen is being trapped in intrigue and needs someone outside the palace to deliver a letter (The Three Musketeers)

A riderless horse, still with saddle and livery u/gnurdette

The lower half of a broken blade, carrying half an inscription

A well-known horn blast sounding from the north

A discarded empty wineskin. Its style or the last drops of wine inside speak of a specific place of origin.

A bloodied bandage. Something about the cloth is distinctive.

A thrown horseshoe. Something about it is distinctive: its style, metal, size, nails, or quality.

Fisherman found a clue (a possession, a body, a weapon) in a nearby pond. It was weighted down with rocks to make it sink.

A book or scroll was burned, but unburned scraps remain in the ashes.

A list of names with a few crossed off. Could be pcs nps or the king or old king u/poultryposterior

A sealed letter with a strange insignia/wax seal that upon opening needs a password to read. Too many improper guess causes the letter to combust.

A story book that is unfinished that holds a detailed account of the adventures tale thus far however they have never heard of the authors name.(one of the pcs items is a disguised enchanted all seeing eye that they have been spied on with) or simply followed.

A very detailed note of events yet to happen signed from the Pcs future self.

A severed head in a bag with a ransom note

A bloody finger with an engraved ring on it.

Half a knights shield with a holy prayer inscribed on the back

A recipe for an extraordinary potion

A schematic for a weapon, armor, seige machine boat or vehicle.

You hear a hushed conversation between two homeless women who will tell you more info about the plot for a price. u/sanorace

Injured, defeated in battle, crestfallen young hero drowns his sorrows at the bar, complaining to bartender about future big-bad. He swears off adventuring and leaves behind his dagger/short sword that bears a family insignia to pay his tab. (If you already have a sword/dagger, this is a good chance to use it as a prop.) u/hcaneandrew

Someone tries to pay their bar tab with a foreign coin, has thick foreign accent, but bartender has chip on their shoulder for people of that origin… the foreigner asks you to trade his coin for the bill. You notice the coin is very strange, smooth, galvanized (I like to use punch-outs from electrical boxes for these).

Wanted poster stuck with nail on a tree at the center of town – “Public Enemy #1 – Reward”(You can print this on your printer on parchment paper and use a little charcoal and mud to rough it up and make it look authentic).

A book has several pages missing, corners bent, and a coded note tucked within. (Hit up Half-Priced Books in your town and find a suitably old-looking book to make your own cipher).

A blank book, when picked up by a cleric or paladin, has writing suddenly appear – could be cursed text or a secret prayer book. (You can get blank leather-bound books at Michaels/Hobby Lobby for a prop!)

A necklace with the power of recording and transfering the thoughts of its last owner u/galvatk21

You find a brooch with the symbol of local noble house. u/bigfootbob

You find a exotic feather from a fancy outfit.

A group of street performers are acting out a recent incident, they act out key details the party are unaware of.

A bard sings a old song of a local legend that contains crucial information.

Dreams of the future u/DarthSyphilis

A stranger who joins at the campsite

A dying man on a battlefield, injured by the BBEG

A witness with the ability to tell you the clue. u/catdragon64

A witness that can’t communicate easily (a blind kid, a raven, a family of church mice, etc.)

A distinctive birthmark.

A new murder victim.

A drunkard who thought he/she/they saw something.

A distinctive smell (a rare and expensive perfume, perhaps)

A bard’s story-telling/song

A man and his horse are found dead on the outskirts of town; a knife pins a note to the man’s chest.

lhclrkjhcrkcjhrkchrclr

Duke _______ Has pulled out all of his business contracts from the port

The head of House ________ was assassinated

They are on the brink of war with a country

Duchess ______ has been having a dalliance with another woman

A Baron’s son has gone missing

________ has a secret double life, but no one knows what he does (Derrath)

________ is looking for a new heir after their unfortunate accident (Derrath)

________ is still dealing with their little monster problem. When will they get it under control? (Derrath)

The ball’s most eligible bachelor/bachelorette is looking for his next partner tonight, but no one knows what they’re into. (Derrath)

The baroness and the baron are cheating on each other and everyone knows but them. (Derrath)

________ made some bad deals and has trouble with some thugs. (BeetleWarlock)

Lord ________ has apparently recently renovated, expanding his cellar by a lot. (BeetleWarlock)

Green lights have been flashing through the baron’s son’s window. The baron is of course denying this. (BeetleWarlock)

The heir of Lord and Lady ________ isn’t their true born child but was adopted. (phelinephile)

A faction of nobles are plotting to convince the King/Queen to change succession rules because the current heir apparent wants to open up the kingdom’s borders to more foreign commerce and cultural exchange. They are planning to frame the heir apparent for a murder. (phelinephile)

Lord ________ has a hobby of testing his allies with poetry contests, but it’s actually code. (funkduder)

Lord ______ holds late night parties in his basement theater where an illusionist creates shockingly explicit pornography for the audience. (NotAPoetButACriminal)

Baron ——- has a bit of a gambling problem. (ofcbrooks)

Baroness ———- has had several of her heirloom jewelry suddenly gone missing. (ofcbrooks)

The King’s men are still looking for his bastard son and the reward has gotten quite large. (LotusTurtles)

No word has been heard from the city of ______, perhaps the King finally had enough. (LotusTurtles)

Lord ______’s secret is out and the church is said to be charging heresy. (LotusTurtles)

The country’s gold supply is just debt to every other nation (LotusTurtles)

It seems the larger cities are preparing for the worst regarding _____’s rebellion (LotusTurtles)

After the King’s personal guard betrayed him, he’s been paranoid and weary of even leaving the castle. (LotusTurtles)

The merchants guild seemed to have hired a large amount of cutthroats and mercenaries, they must be looking to protect something quite valuable. (LotusTurtles)

The last last lord who betrayed the church went missing, let’s hope Lord _______ is wiser. (LotusTurtles)

The lord’s son is quite taken with one of the kitchen maidens— he won’t even entertain the idea of other suitors. (dnddingus)

One of the lady’s tastes in the bedroom— well let’s just say that they are rather unorthodox and peculiar. (dnddingus)

I heard that he has has lost his entire family fortune at the race track. (dnddingus)

The family was on the brink of destitution, but suddenly came into a windfall out of nowhere. Sounds suspicious if you ask me. (dnddingus)

I heard she is redecorating her home for the third time this year! (dnddingus)

Did you hear? Her head housekeeper was caught replacing the family jewels with glass replicas one by one. It’s so hard to find good help these days. (dnddingus)

The new stallion today they spent ungodly amounts of money to purchase hasn’t been performing very well in practice races. (dnddingus)

I heard that the daughters of the lord and lady sneak out to the forest at night to dance in the woods with the locals coven. So unsavory. (dnddingus)

I heard that his prize hunting dog has gone missing and he is inconsolable. The dog’s better off living in the woods than with him as a master if you ask me… (dnddingus)

The Duke’s second son has begot a bastard on the local soap-maker’s daughter. (hunter_of_necros)

The vintage being served is actually a counterfeit wine being served in good bottle. I guess Lord ____ is not as wealthy as one would believe. (hunter_of_necros)

Earl ____ has been seen in the company of the local priest, going to confession more often since his wife passed. (hunter_of_necros)

The bard that is playing tonight has been having an affair with the Lady ___, its probably the only reason why she got the job. (hunter_of_necros)

If you pay the right servant, they can get you into a back room card game that all the richest nobles play in. (hunter_of_necros)

Marquis _____ was seen leaving the privy not moment after Lady ____ (hunter_of_necros)

A large platoon of King’s Guard have been spotted outside the ball, who are they waiting for? (hunter_of_necros)

The head of the _____ household was found in bed with a member of their own family. (hunter_of_necros)

The oldest son of Lord ___ was crippled during a hunting accident. Some say it was not an accident. (hunter_of_necros)

Lady ____ is the sole reason why silk is simply unobtainable in the city these days. Look at her dress, its must be a ton of silk alone. (hunter_of_necros)

The Bishop was found in a compromising position with a lady of the night during one of his alms missions. (hunter_of_necros)

There is a schism within the Church of ____, one of their high ranking clergy nailed a large stack of proclamations to the church door. (hunter_of_necros)

Duke ____’s hair is completely false, he gets it enchanted by the temple each week. (hunter_of_necros)

King ____ will be attending the next noble ball, he is looking for a new wife after the tragic loss of Queen ____ last year. (hunter_of_necros)

Queen ____ has been imprisoned for infidelity against the king, the validity of his heirs is now being questioned. (hunter_of_necros)

Duchess ____ has allegedly been seen performing rituals deep in the woods at the full moon. (hunter_of_necros)

Lord ____ recently donated the vast majority of his wealth to the poor, an rather odd change of heart for the old miser. (hunter_of_necros)

The servants of ______ swear that the master of the house is the same as he used to be, the lady of the house disagrees. (hunter_of_necros)

The centerpiece of the feast was especially hunted for its magical properties, rumours say it is directly linked to the gods. (hunter_of_necros)

The Lord ____ just intentionally tripped his rival ____ on the ballroom floor to embarrass him, they should just dual instead of these pathetic displays. (hunter_of_necros)

The witch ____ is here, watching each of her children infiltrate the nobility. Be on your guard. (hunter_of_necros)

The hors d’oeuvres have been spiked with truth potion. (hunter_of_necros)

The entertainment are actually convicts who will be killed at the end of the night if they don’t perform well. (hunter_of_necros)

Lord and Lady ____ have been inviting young couples back to their manor house after each ball (hunter_of_necros)

The hosts of the ball have cheaped out on food; the “high quality” meat being served was purchased for cheap in bulk. (MightyMrFish)

There are ‘genuine’ adventures at the ball! An actual, ‘for reals’, adventuring group! (MightyMrFish)

A minor noble recently divorced his wife and married her sister. (TheMightyFishBus)

The party did a cool thing they did, a cool thing they did and a wildly awesome thing they didn’t do. (TheMightyFishBus)

The party did a stupid thing they did, a stupid thing they did and an absurdly stupid thing they didn’t do. (TheMightyFishBus)

A local noble has allegedly been giving money to a woman who lives just outside of town…and to make a stranger situation, the woman in question is almost never seen outside her home. (ColossalKnight)

I hear House ______ has recently discovered a new adamantine vein in their mine, That is the fourth lucky break they have had in a short period of time

Baron ____ has had to decline attending ANOTHER ball, I fear he may have taken ill

The former viscount ______ is set to be executed next week. Bloody fool is still claiming he’s innocent

Guests are saying one of the nobles is actually a succubus/incubus in disguise. 20% Chance for it to be true (Skips_PassportForger)

They’re denying it, but I heard the mayor’s son had to be dragged to the local medic the other night after they found him passed out in an opium den (grannysmithpears)

A nasty communicable disease is spreading through the poorest areas of the city, though the baron is denying its existence. (MyEvilTwin47)

The baron is himself displaying symptoms of the communicable disease. (MyEvilTwin47)

The Merchants Guild are unhappy with how the baron is ruling the city and trying to bribe officials and hire mercenaries for a coup. (MyEvilTwin47)

An infamous assassin whom nobody knows what they look like are at the ball, with a contract to kill______ (MyEvilTwin47)

The daughter of Duke ___ is set to wed the son of Baron ___! The couple seems happy enough with the arrangement but the Duke is not happy at all. A pairing between houses of such disparate rank is unheard of. Some say there must be a sort of leverage involved. (IVIagnumIVIike)

Did you hear? One of Lord ____’s housecleaners claims to just be some simple lady, but after saving the family from feared bandits? Skill like that doesn’t appear out of nowhere. (inkyfeathers)

Baron ____ has been seen visiting the local orphanage more and more often. Many are beginning to think he has some bastard kids in there. (inkyfeathers)

After that assasination attempt on the prince, King ____ has put the city of ____ on lockdown to find the perpetrator. I’ve heard that prince also wants to find the assassin, but I don’t believe he wants them dead. (inkyfeathers)

You remember Lord ____’s middle son, yes? The thin, sickly looking one? Well, word has been going around that he just won the biggest archery competition of the summer! I won’t believe he won by skill until I see it for myself. (inkyfeathers)

The House of ______ has been buying an inordinate amount of weapons, preserved food and holy water. No one knows why. (inkyfeathers)

There has been talk that Lord ____ and Lady ___’s child might not be their real child, but a changeling. Doesn’t help that mercenaries and scholars have been seen exiting their homes. (inkyfeathers)

The respectable noble family of ____ has not allowed one of their daughters out of the house in months. Some say they can hear screaming in one of the spires of their home. (inkyfeathers)

The _____ family has been looking for their missing child for months. Most speculate they ran away with a secret lover. (inkyfeathers)

That son of _____ is such a smart boy! He truly is a lover of knowledge. But I could have sworn I saw him close by the rumored area where a mysterious cult may be. (inkyfeathers)

Lady ___ has been looking quite excited these past few months. Perhaps she’s pregnant? (inkyfeathers)

My father in _____ has just informed me that important buildings and sectors of the city have been set on fire. With tensions rising, I fear this is a call for war. (inkyfeathers)

The Lord’s son was suddenly kicked from prestigious magic school. The family refuses to talk about it. (inkyfeathers)

__________ has a country house by the river. They disappear there from time to time, but no one knows why. (JonSaucy)

__________ is rumored to have taken a special interest in a child who lives in old town. A courier was sent there last week bearing a package. (JonSaucy)

__________ arrived late one evening to court. Anyone’s whose anyone had never heard of them before. But the Queens vizier seem to know them. How did they become such a staple of our circles? (JonSaucy)

Isn’t it strange that Baron _________ disappeared so suddenly; only to be replaced by an estranged and remote daughter from some tryst long ago? (JonSaucy)

You know how servants whisper; just last week I overheard our governess gossiping about the Queen. How does a barren woman have so many children??? (JonSaucy)

The new scullery boy has been found sneaking into the lord’s study late at night. He’s no doubt a thief, but the lord always sees the best in people, and either doesn’t believe it, or is willing to turn a blind eye. Potential Twist: The lord is having an affair with the scullery boy, and is more than happy to let folks think it’s merely a case of petty thievery. (nlitherl)

Baron/ Baroness _______ is suddenly desperate to raise or borrow gold. No one knows why. (kkngs)

Servants walked in on the eldest daughter of Lord ____ while she was alone in a side room talking with the son of a rich merchant. Her family is furious and her betrothal to Baron _____’s son might be at risk. (kkngs)

I hear Baron ________ has recently discovered his son is a draconic sorcerer. That means someone in his lineage has lain with a dragon! How scandalous.

The house of Marquis ________ is on the brink of war with House _________

Baron _______’s merchant fleet was sunk by an off-season storm! He’s ruined

They say the youngest daughter of Lord _______ has run off with a bard. (kkngs)

The palace

A royally sponsored library

A dance/performance hall

Bards Guild

A shop selling illegal magic items

Alchemist’s shop

A jeweler’s shop

A history museum dedicated to the history of the royal family

Headquarter of a nation-wide business

Nation’s largest ball of twine

A walking tour of alleged haunted attractions in the city (ghost tour)

A gift shop selling merchandise of the royal family (keychains to dinner plates, to wall banners with the king’s face!)

A store selling exotic pets, meats, and spell components – all sourced from the same group of creatures

A warriors training hall

Two competing spell component stores who spread rumors about each other to rediculous extremes

A wig store

A laundering/housekeeping service ran 100% by unseen servants

A children’s toy shop selling enchanted stuffed animals & toys

A “help wanted” board with work requests and ways to make a few GP

Ruins that have become a tourist attraction

A wax museum, made of wax golems

A ghost removal service

A wine tasting room

An aquarium!

A currency exchange booth

A weekly farmer’s market

An archery range

A botanical and sculpture garden (possibly with a magic element)

A hag coven

A shop of some kind that pops up in various places around town and disappears a few days later

A pet shop, selling both companions and the supplies needed to care for them!

A renowned theater or opera hall

A magical bathhouse fed by spring with healing properties

A literal black market, hidden in the seedy area of town. All stalls are painted black and they sell various illegal items

The bard college

A cursed item prank store

A spooky wizard’s tower that city officials dare not mess with

A perfume shop

A large tree in the center of the city that pours a fountain of sap with magic properties

A central park

A thrift shop for magic items

Military headquarters

A massive bridge crossing a large river that splits the city

A well-favored locksmith

A shoemaker with a foot fetish

The Butcher, The Baker, and The Candlestick Maker

An old woman who somehow is always making soup for the entire city

An inn that’s nation famous for its free breakfast buffet

An armorer who will put spikes on everything

A reformatory of children from thieves and other crime guilds

All-In Broth: a giant cauldron of free soup that’s been cooking for years, full of who knows what!

A fortune teller

A casino

A cemetery for the royal family

A fair or carnival

A Adventurer’s/Hero’s Guild

Embassies of other realms

A zoo, complete with a petting zoo!

A giant boulder in the center of town with a +3 long sword lodged in it that no one has been able to remove to date

Temples of the largely worshipped6 deities

Home of a child prophet, who’s gift has been granted by an Old God

Fell – High Dwarves Fell – A fell from Old Norse fell, fjall, “mountain” is a high and barren landscape feature, such as a mountain or moor-covered hill.

Moor – Craggy Moor – nounBRITISH a tract of open uncultivated upland; a heath.

Heath – Widow’s Heath – BRITISH an area of open uncultivated land with characteristic vegetation of heather, gorse, and coarse grasses.

Fallow – Gamekeepers Fallow – (of farmland) plowed and harrowed but left unsown.

Bluff – Hangman’s Bluff – a steep cliff, bank, or promontory.

Grove – Walnut Grove – A grove is a small group of trees with minimal or no undergrowth, or a small orchard planted for the cultivation of fruits or nuts.

Hollow – Sleepy Hollow – a low, wooded area, such as a copse. Hollow (landform), a small vee-shaped, riverine type of valley.

Copse – Gooseberry Copse – a thicket of bushes or a small stand of trees.

Thicket – Thornberry Thicket – a dense growth of bushes or trees

Fork – Piney Fork – a split or confluence where a river or trail divides or converges

Wound – Aksihelios’ Wound – A crack on the ground that extends for miles, perhaps might not even have a bottom. Usually named for the person that discovers it, or the first poor fellow that falls in it.

⁠Bloodwound – Ironjaw’s Bloodwound – A wound with a river of lava on the bottom. Commonly named for dragons of legend that were fought or defeated in the nearby areas.

⁠Stitch – Stiches of Ludovika the III – A bridge or set of bridges that cross a wound. Normally named after the architect that builds the bridge.

⁠Corpse – Khorestvia’s Corpse – Any terrain where a war ended or a decisive battle happened. Named after the country, kingdom or province that was defeated.

⁠Anvil – Xhaxtrann’s Anvil – Mesas located exclusively in scorching deserts with no endemic life or vegetation around. Believed to be gates to hell, named after demons.

⁠Jagds – Jagds Heliopolis – Any city or landmass that has been elevated into the skies regardless of the means.

⁠Dorsa- Dorsa Heliopolis – The crater, lake or empty space left after a city has been elevated into the skies.

⁠Tear – Rhumaean Tears – Any settlement built on cavernous ceilings, be it hollowed stalactites or hanging buildings tethered to the roof. Named after the water that constantly drips.

⁠Mourn – Murkwater Mourn – Any shanty town built from trash or derelict vehicles and whatever remains of a battlefield.

⁠Shadow – Lutton’s Shadow – Ruins of a capital city that has been destroyed, be it by war, plague or any other nefarious mean. Named after the last ruler of the city.

⁠Dream – Almhoud’s Dream – A lush and safe area in an otherwise inhabitable wasteland. Named after the person that discovered it.

Bury Fort. E.g. Clevebury

Wold. Forest. E.g. Stow-in-the-Wold

Cleeve/ Cleve. A narrow river valley. E.g. Clevebury

Coombe. A valley or dell bordered by cliffs.

Chester/ Cester / Caistre. A castle or fort. E.g. Gloucester

Brig. A place with bridge. E.g. Brigstow

Stow. A meeting place. E.g. Brigstow or Stow-in-the-Wold

Mont Mountain or Peak. Piedmont.

Fold Pen for Animals, or a Fenced-in Pasture. Alfold.

Wic or Wich: Fortified or Dwelling Place, Dunwich

Barrow or Low: A burial place. Dunlow

Hord or Hoard: Where Treasure Was Buried

Wye: An Idol or Shrine.

Trow or Tree: A Tree.

Ditch A Boundary Ditch.

Stan or Stone – A Boundary Stone.

Born or Bourne: A Spring.

Font: Spring or Fountain.

Broch or Brook: A Stream.

Twisla or Whistle – The Confluence of Two or More Streams

Fors or Foss: Waterfall.

Ford A River Ford or Crossing

Pul, Pol, or Pool: A pool. Blackpool

Much, Muc, Muk, or Muck: A Muddy Place, or where Swine Live.

Slap, Slip, Slǣp: A Slippery or Muddy Place. Slapton

Bury: A Grove, or Where a Grove Used to be, that then Got Turned into a Fort. Shrevesbury

Strop: Outlying Hamlet. Adlestrop

Coomb, Cumb, Cumm: Valley, Cup, or Small Measure. Cumberland

Caster, Chester, Cester, Ceter: Camp or Fortification (Latin) Lancaster.

Caer (or Kaer / Cair / Kêr) prefix as in “Caer Morhen” translates literally to “Castle Morhen”

Tor (or Torr) as a prefix or suffix literally translates to “Tower” but often refers to a larger fortification, as in “Wyvern Tor”

Moot A meeting place

Bastille / Baile / Donjon / Motte / Brig other words for fort or castle

Holm – Hill

Veld – Field

Dûr – Hard / firm

Gard / Guard / Ward – Protect

Berg / Bergh / Barg – Hill / Mountain / Refuge / Shelter

Vald – Seat of power / principality

Wield / Weald – Wild

Hold / Holt – holding or region of control

Wold / Wode / Ved – forest or woods

Ard – Ardgort “High Field” – the Gaelic word for “high”. (IRL, Ardglass)

Dun – Dun Cormaic “Fortress of the Raven’s Son” – the Gaelic word for “fortress/stronghold”. (IRL, Doonbeg)

Droichead – Fionndroich “White Bridge” – the Gaelic word for “bridge”. (IRL, Drogheda)

Gleann – Gleancuin “Silent Valley” – the Gaelic word for “valley”. (IRL, Glencree)

Inis – Inis Doire “Island of Oak Grove” – the Gaelic word for “island”. (IRL, Inniskeen)

Loch – Loghnua “New Lake” – the Gaelic word for “lake”. (IRL, Loughgall)

Mullach – Mulaghsean “Old Summit” – the Gaelic word for “summit”. (IRL, Mullaghbawn)

Sliabh – Slievesail “Willow Mountain” – the Gaelic word for “mountain”. (IRL, Slieve Donard)

Tir – Tyrcolum “Colum’s County” – the Gaelic word for “territory”. (IRL, Tirconnell)

Bowl / Cauldron. A crater or volcano’s caldera

Claws / Fingers / Talons. Jagged stone formations sticking out of the ground.

Pit. A sinkhole

Serpent. A winding path. E.g. Serpent pass, Serpent river

Shield / Wall. A mountain range separating 2 regions

Table. A flat topped mesa.

Coulee – Splitpass Coulee – Noun (Canadian French): Term that loosely translates to “to flow” and is the name for a deep ravine or gully.

Kettle – Giant’s Kettle – Noun (British): Term that describes a (relatively) circular deeper lake with steep sidewalls that formed as a result of stagnating ice that was buried in sediment and slowly melted away, following the recession of a glacier.

Crevasse – Endless Crevasse – Noun (French): Term that means a deep open crack (typically into a glacier)

Dell – Tasimer’s Dell – Noun (Middle English): Term describing a secluded, often grassy, hollow or valley.

Spring – Iron Spring – Noun (Middle English): A place where the water table meets the surface, or an aquifer meets the surface and water pours out overland.

Field – Springfield – an open patch of grassland without trees

Land – Oakland – an area or region

Port – Portland – a dock or boatyard

Mond – Moundsville – an elevated area or short mountain

Ridge – Ridgefield – the edge, usually of a cliff

Lane – Shady Lane – a path or walking trail

Dale – Shadowdale – a valley, especially a broad one

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Fell – High Dwarves Fell – A fell from Old Norse fell, fjall, “mountain” is a high and barren landscape feature, such as a mountain or moor-covered hill.

Moor – Craggy Moor – nounBRITISH a tract of open uncultivated upland; a heath.

Heath – Widow’s Heath – BRITISH an area of open uncultivated land with characteristic vegetation of heather, gorse, and coarse grasses.

Fallow – Gamekeepers Fallow – (of farmland) plowed and harrowed but left unsown.

Bluff – Hangman’s Bluff – a steep cliff, bank, or promontory.

Grove – Walnut Grove – A grove is a small group of trees with minimal or no undergrowth, or a small orchard planted for the cultivation of fruits or nuts.

Hollow – Sleepy Hollow – a low, wooded area, such as a copse. Hollow (landform), a small vee-shaped, riverine type of valley.

Copse – Gooseberry Copse – a thicket of bushes or a small stand of trees.

Thicket – Thornberry Thicket – a dense growth of bushes or trees

Fork – Piney Fork – a split or confluence where a river or trail divides or converges

Wound – Aksihelios’ Wound – A crack on the ground that extends for miles, perhaps might not even have a bottom. Usually named for the person that discovers it, or the first poor fellow that falls in it.

⁠Bloodwound – Ironjaw’s Bloodwound – A wound with a river of lava on the bottom. Commonly named for dragons of legend that were fought or defeated in the nearby areas.

⁠Stitch – Stiches of Ludovika the III – A bridge or set of bridges that cross a wound. Normally named after the architect that builds the bridge.

⁠Corpse – Khorestvia’s Corpse – Any terrain where a war ended or a decisive battle happened. Named after the country, kingdom or province that was defeated.

⁠Anvil – Xhaxtrann’s Anvil – Mesas located exclusively in scorching deserts with no endemic life or vegetation around. Believed to be gates to hell, named after demons.

⁠Jagds – Jagds Heliopolis – Any city or landmass that has been elevated into the skies regardless of the means.

⁠Dorsa- Dorsa Heliopolis – The crater, lake or empty space left after a city has been elevated into the skies.

⁠Tear – Rhumaean Tears – Any settlement built on cavernous ceilings, be it hollowed stalactites or hanging buildings tethered to the roof. Named after the water that constantly drips.

⁠Mourn – Murkwater Mourn – Any shanty town built from trash or derelict vehicles and whatever remains of a battlefield.

⁠Shadow – Lutton’s Shadow – Ruins of a capital city that has been destroyed, be it by war, plague or any other nefarious mean. Named after the last ruler of the city.

⁠Dream – Almhoud’s Dream – A lush and safe area in an otherwise inhabitable wasteland. Named after the person that discovered it.

Bury Fort. E.g. Clevebury

Wold. Forest. E.g. Stow-in-the-Wold

Cleeve/ Cleve. A narrow river valley. E.g. Clevebury

Coombe. A valley or dell bordered by cliffs.

Chester/ Cester / Caistre. A castle or fort. E.g. Gloucester

Brig. A place with bridge. E.g. Brigstow

Stow. A meeting place. E.g. Brigstow or Stow-in-the-Wold

Mont Mountain or Peak. Piedmont.

Fold Pen for Animals, or a Fenced-in Pasture. Alfold.

Wic or Wich: Fortified or Dwelling Place, Dunwich

Barrow or Low: A burial place. Dunlow

Hord or Hoard: Where Treasure Was Buried

Wye: An Idol or Shrine.

Trow or Tree: A Tree.

Ditch A Boundary Ditch.

Stan or Stone – A Boundary Stone.

Born or Bourne: A Spring.

Font: Spring or Fountain.

Broch or Brook: A Stream.

Twisla or Whistle – The Confluence of Two or More Streams

Fors or Foss: Waterfall.

Ford A River Ford or Crossing

Pul, Pol, or Pool: A pool. Blackpool

Much, Muc, Muk, or Muck: A Muddy Place, or where Swine Live.

Slap, Slip, Slǣp: A Slippery or Muddy Place. Slapton

Bury: A Grove, or Where a Grove Used to be, that then Got Turned into a Fort. Shrevesbury

Strop: Outlying Hamlet. Adlestrop

Coomb, Cumb, Cumm: Valley, Cup, or Small Measure. Cumberland

Caster, Chester, Cester, Ceter: Camp or Fortification (Latin) Lancaster.

Caer (or Kaer / Cair / Kêr) prefix as in “Caer Morhen” translates literally to “Castle Morhen”

Tor (or Torr) as a prefix or suffix literally translates to “Tower” but often refers to a larger fortification, as in “Wyvern Tor”

Moot A meeting place

Bastille / Baile / Donjon / Motte / Brig other words for fort or castle

Holm – Hill

Veld – Field

Dûr – Hard / firm

Gard / Guard / Ward – Protect

Berg / Bergh / Barg – Hill / Mountain / Refuge / Shelter

Vald – Seat of power / principality

Wield / Weald – Wild

Hold / Holt – holding or region of control

Wold / Wode / Ved – forest or woods

Ard – Ardgort “High Field” – the Gaelic word for “high”. (IRL, Ardglass)

Dun – Dun Cormaic “Fortress of the Raven’s Son” – the Gaelic word for “fortress/stronghold”. (IRL, Doonbeg)

Droichead – Fionndroich “White Bridge” – the Gaelic word for “bridge”. (IRL, Drogheda)

Gleann – Gleancuin “Silent Valley” – the Gaelic word for “valley”. (IRL, Glencree)

Inis – Inis Doire “Island of Oak Grove” – the Gaelic word for “island”. (IRL, Inniskeen)

Loch – Loghnua “New Lake” – the Gaelic word for “lake”. (IRL, Loughgall)

Mullach – Mulaghsean “Old Summit” – the Gaelic word for “summit”. (IRL, Mullaghbawn)

Sliabh – Slievesail “Willow Mountain” – the Gaelic word for “mountain”. (IRL, Slieve Donard)

Tir – Tyrcolum “Colum’s County” – the Gaelic word for “territory”. (IRL, Tirconnell)

Bowl / Cauldron. A crater or volcano’s caldera

Claws / Fingers / Talons. Jagged stone formations sticking out of the ground.

Pit. A sinkhole

Serpent. A winding path. E.g. Serpent pass, Serpent river

Shield / Wall. A mountain range separating 2 regions

Table. A flat topped mesa.

Coulee – Splitpass Coulee – Noun (Canadian French): Term that loosely translates to “to flow” and is the name for a deep ravine or gully.

Kettle – Giant’s Kettle – Noun (British): Term that describes a (relatively) circular deeper lake with steep sidewalls that formed as a result of stagnating ice that was buried in sediment and slowly melted away, following the recession of a glacier.

Crevasse – Endless Crevasse – Noun (French): Term that means a deep open crack (typically into a glacier)

Dell – Tasimer’s Dell – Noun (Middle English): Term describing a secluded, often grassy, hollow or valley.

Spring – Iron Spring – Noun (Middle English): A place where the water table meets the surface, or an aquifer meets the surface and water pours out overland.

Field – Springfield – an open patch of grassland without trees

Land – Oakland – an area or region

Port – Portland – a dock or boatyard

Mond – Moundsville – an elevated area or short mountain

Ridge – Ridgefield – the edge, usually of a cliff

Lane – Shady Lane – a path or walking trail

Dale – Shadowdale – a valley, especially a broad one


The Pillar of First Blood – A 15ft dark stone pillar that has engraved writing on each side ‘The spot where the first blood was split between a batch of common devils”.
The Drawing Moss – A smooth stone with a bunch of growing moss on it. Touching the stone with a bare hand results in the moss slowing moving to wherever was touched. On the stone are several handprints and doodles perfectly covered over with the moss.
Curci’s Crypt – A small white stone structure deep in the woods with carvings of trees on each side. Entering brings you into the hidden crypt of Curci.
The Crumbling Shack – Far away from any civilization lays what once was a small shack. The windows are broken, some walls have crumbled away, and parts of the roof are open and fallen in.
Trio of Faces – On the side of a rocky cliff are a well carved trio of protruding faces all looking the same direction
Cone Shaped Prison – In the middle of a grassy field stands an 8ft slim cone made of iron bars, in the middle of the structure lies a sun-bleached skeleton bound in iron shackles.
The Tree of Sacrifice – A abnormally large and oddly pale brown tree where the branches are twisted, and the leaves are a sickly saturated green color. At the base of the tree lies a blood stained alter that the roots of the tree have grown around it and now hold it in place. The base of the tree as well as the ground around the alter are permanently stained a deep red. If the tree is cut, a thick blood sap seeps out of wound. If a creature is sacrificed on the alter, the blood pools near where the roots touch the alter and are absorbed while what appear to be veins appear on the tree that go up into the branches.
The Bone Pit – In an open field there is a 10ft wide and 50ft deep pit with no life growing around it. The walls of this chasm are lined with dark cobblestone and going down there are three uneven sized holes that are covered by iron bars. At the bottom there are a large pile of bones.
The Odd Stone Slab – A big square stone slab rests hidden near the side of the road. Carved into the slab is a symbol and a riddle that upon answering correctly leads to a small dungeon.
The Copper Fox – A 4ft oxidized copper statute of a fox with a small locked box in its mouth and two ruby eyes.
The Pointing Eagle – On top of a large rock formation is a big iron statue of an eagle pointing its body to the east.
The Feasting Table – Out away from any kind of civilization sits a large gray solid stone table with ancient carvings on the sides. Upon its surface are newly lit candles and a banquet of food that seems to be warm, fresh, and untouched by its surroundings. If one where to eat or take anything from the table, the next day it would be completely restocked and replenished.
The Jeweled Bush – A seemingly average looking berry bush that happens to grow small jewels instead of berries. If one where to try and consume one of the jewels picked off of the bush within 24hrs, that person gains a temporary magical effect or bonus, otherwise it’s a normal jewel.
The Ice Blood Spot – Located on the cliff face of a large mound of ice there is one spot that is dark red instead of the pure blue that surrounds it.
Dragon’s Graveyard – in a valley, there are 8-10 adult dragon skeletons, half-buried.
Petunia, the Land Whale – A large whale skeleton surrounded by petunias. The whale is miles away from the sea and the petunias aren’t native to this location.
Wondrous Obelisk – an obelisk, comprised of rose quartz and decorated with sylvan runes, appears to be of fey origin. it is surrounded in a 120-foot field of wild magic.
The Old Folk Hero – A half erected statue of an old folk hero. Either under construction or half crumbled.
The Hope Tree – It’s an oak tree with the word hope carved into it in large letters. No one knows who did it or why, but it’s turned into a useful landmark for the local village.
The Moon’s Egg – It’s a massive dome-like stone formation that shines pearlescent in the moonlight. It lays in a bare outcropping of rock and is warm to the touch.
Hollering Pit – A 50ft deep sinkhole. Well-hidden at the bottom is the lair of an accomplished burglar who calls himself the Jeweler. He’s too old to do much in the way of harm, but the countless traps he installed are not.
The Painted Cliff Face – A cliff that has been entirely covered in paint from hundreds of people.
Threeshades Tower- A weathered, ivy-mantled square tower atop a small hill. Has three levels, and each is built from a different kind of stone. The longsword stuck in one of the bricks on the top level is +1 and can project the bearer’s voice up to 50’ away.
Pigeons’ Chest – an ornate, but empty, chest of silver and pearl sitting by the road. It will not move by any means yet discovered, material nor magical.
The Ol’ Inn – The ancient ruins of a strangely ‘modern-looking’ tavern located in the deepest patches of forest. No path leads to it, no other buildings or ruins are found besides it, but dozens of deformed footsteps can be found heading out of the site. At night, the faint, muffled sound of a single viol can be heard coming out of the muddy floor.
The Forgotten Emperor’s Statue – An incredibly detailed, broken bust of a young wood elf, bearing a red crown. Its nose and left ear are missing and where its left eye should be, the socket is destroyed, and a monstrously decomposed snake eye can be found. The base has a bronze plaque which reads (in broken Celestial): ‘The only one truly meant to rule’, followed by a name which seems scratched out.
The Candle Trees – deep in the woods, a small group of trees whose leaves are bright red. They contrast starkly with the normal trees around them. The Candle trees appear otherwise normal, but the dried leaves can be brewed into a tea that warms the bones even on the coldest nights.
Tale of a Desert’s Origin – A granite obelisk in the desert with glyphs on it. It seems to tell the tale of a very powerful magic user stealing all the life from this area, killing all the plants and turning it into a desert.
The Waning Waterfall – a small waterfall that appears to reverse direction on every night with a bright full moon, running up instead of down.
The Sandmount – There’s a strange dune of sand in the middle of this grassy field, covered in scorpions.
The Awoken Stones – three stone pillars at the top of a hill, each engraved with a different rune of no known language. The pillars appear to change positions, but how this is done is unknown.
Ghost village – There’s a half-buried village in the sand, with sandstone walls being the only remnants… except for one house, which has a simple roof and door carved into the stone.
Impossible Shipwreck – Dashed upon the rocks are the remains of a large merchant ship. Weathered and ancient, the skeletons of the crew still scattered around though most everything of value has long since been looted. The most peculiar thing about this is that the rocks, and ship, are in a cavern 100ft underground, miles from the nearest navigable waters.
Sapphire Beach – a small stretch of coastline hidden between two nigh-inaccessible cliff faces. The sand is particularly fine and a brilliant blue. Rumor has it that the sand was formed when giants destroyed the jewel horde of a local dragon. There are also rumors of a dragon being sighted in the oceans nearby. Digging deep into the sands turn up giant bones.
The Lovers’ Spring – a secluded hot spring, with the initials of many young lovers carved into nearby rocks. Discarded and forgotten undergarments can be found on tree branches in the area.
The Arms of the Last Bard – A broken but thick 15ft wide half-circle embedded to the ground made of quartz and intricately laced with gold strips. An assortment of precious gems are embedded in its surface. Any attempt to collect and/or destroy this construct will cause severe psychic damage and a loud high-pitched tone to play loudly. The half-circle aligns perfectly with sunset/sunrise and every time it does, the most beautiful flute melody plays that is sourceless.
The Iron Tree – A big, old tree which seems to be made of iron, but as far as anyone can tell, is alive and growing, if slowly.
Hades’ Hand – A 15ft tall stone hand stretches from the ground, reaching for the sky.
The Stone Toad – A gigantic stone carving of a toad’s head, crumbling, half-buried, and covered in moss.
The Wrecked Ship – The sun-bleached wreckage of a ship that ran aground long ago. Inside the hull is a massive cage with thick steel bars that appear to have been smashed outward from the inside.
The Three-Sided Tower – A half-collapsed stone tower with curious triangular architecture. The bones of a lonely watchman sitting in a chair lie atop it. The watchman wears a helmet shaped like a triangular pyramid. Several towers of this type can be found around the same area.
Giant’s Playground – this field is entirely stone, and many massive footprints can be seen stomped into it. There are boulders laying around, some cracked.
The Fallen Hero – The legs of a giant metal statue standing beside the top of a waterfall overlooking the valley below. At the bottom of the lake below the falls, the head and torso can be found. It appears to be the likeness of a famous ancient hero that a PC might recognize.
The Charity Cave – A cave with a chest that says, ‘if you take something, leave something.’ It’s unlocked and has several trinkets inside.
The Eye of the Moon – on top of this hill is a pool surrounded with stone. The water is always cool, and at night the full moon can always be seen in its reflection, regardless of clouds or moon cycle.
Bigfoot – A large tree in the forest that bends and splits in such a way that the bottom looks like a foot, with toes.
Goddess of Death Statue – A worn smooth but still recognizable ancient statue of a goddess of death. At her feet sets a black stone bowl filled with fresh rose petals. If you were to kneel down at the bowl and look up at her, you would see her eyes stare unwaveringly into yours.
The Red Altar – in the middle of a copse in a strange swamp lies a smooth altar made of red stone, with strange carvings of trees and water all around its base. Upon touching the altar, you will hear a voice in your mind ‘sacrifice”, and you will feel a strange primal urge to sacrifice a creature on top of it.
Timnar’s Beard – A copse of trees growing in a single spot on an otherwise barren mountain. Unbeknownst to the world, it is the burial place of a great wizard of earthen magics. It is watched over by a trio of stone golems and a handful of slumbering treants to guard the immense knowledge held within the tomb.
The Sundered Mount – a mountain that appears to have been cleaved in two and creating two crumbling peaks with a narrow cut of a valley between them. It does not appear naturally created.
The Mage Wastes – A region where fertile grassland suddenly stops and abruptly becomes a barren wasteland of decaying grass and reddish soil. It seems as if it was the sight of some magical battle. The ground is pocked with craters and scorch marks, yet it seems as if this battle was an ancient long finished, but the battlefield has remained a wasteland frozen in time.
The Dragons Maw – A series of jutting tooth like spires of black igneous rock which rise out from the sea. These “teeth” have proven to be an extreme hazard to sailors and shipping which pass too near to them. Tearing hulls and ripping sails.
The Gods Sacrament Statue -A old weathered statue of a god with beautiful gems inlaid and surrounded with wicker basket offerings of gold, flowers, food, and trinkets. Stealing from the statue result in a curse (permanent level of exhaustion) from the deity until either greater restoration is cast on the thief or they repent and make an offering of twice the amount stolen. Award inspiration for respectful offerings or prayers given to the statue.
The Dragonblood – A massive artwork carved into a boulder placed some ways away from the banks of a nearby river. The artwork seems to depict a struggle between giants and dragons, with the giants as the victors. The faintly red runes which line it are giantish, and anyone who can decipher them will read that it marks a momentous battle between giants and dragons, over which should decide the course of the river.
The Daughter of the Sun – An enormous stone of a singular soft yellow color. It is hot to the touch but by day it is warm and comfortable simply standing near it. By night however the stone begins to glow brightly, illuminating its surroundings in radiant golden light. Large chips of the same stone can be found in the foliage growing around it. With similar glowing properties.
Would you kindly -A sentient door in the side of a mountain that has short term memory loss. He has no idea of his name or how to open himself but enjoys talking with travelers none the less. Speaking the magic word “please” will cause the door to open revealing a shortcut through the mountain. No form of magic or otherwise can lead through or get around this door without speaking the magic word due to an ancient magical barrier.
The Bread Boy – a small statue in a park depicting a street urchin. In one hand he has what is left of a small loaf of bread. With the other hand he is spreading crumbs for the birds, so they do not go hungry too. A place where the street kids gather.
Sculpture Garden – a small clearing in a forest, near a cave mouth, contains dozens of statues of humanoid creatures, many armed & armored, all with looks of surprise & horror on their stone faces.
Saben’s Cauldron – a large, circular pool off of a main river which is geothermally heated.
The Teeth – a series of vaguely conic stone spires lined up along a gentle arc. Each is over 15ft tall and 5ft across at the base, and tapers to a narrow tip. Nobody knows the origin of this formation. Some say the teeth are all that remains from some colossal dragon skeleton, others think the stones were placed there by a dragon cult, or as a sign from Bahamut.
Mage-Crater – a 120ft diameter crater. Now filled with water and inhabited by pond creatures.
The Old Man – a natural rock formation that just happens to look like the face of an old man with a long beard. Ruins of temples from several ancient civilizations can be found in the valley below, apparently attracted there to worship the face, or perhaps just to be under his watchful gaze. Most humanoid races in the region are sure the old man looks like their race and have their own legend about him.
The Deino Flats -roughly 40 acres of salt flats. A long dried up saltwater marsh from ancient times.
Grand Defender – a large, symmetrical hill where the site of a great battle once was. Stone rubble and ruins barely peaks out from the top. Flowers are left there every so often.
The Adventurers Billiard Hall – A stone statue of a Local adventurer rests on a green glass dome in the center of a public lake. The dome is lit gently from beneath. Somewhere nearby lies a dilapidated entrance which runs through a small puzzle focused dungeon.
Turned-Inn – An inn that has been carefully constructed to appear as if it was turned upside-down.
The Signposts – A collection of several dozen poles each with a dozen or more signs mounted to them pointing towards various distant lands, nearby businesses, and bizarre joke locations. It started with travelers who erected a signpost pointing to their distant homelands which other travelers added to. Eventually it got out of hand.
Worm’s Desert – A small sandy desert only a couple hundred acres in size of so. A great desert-making worm arrived from another world and sought to covert the world into an ecosystem like its home but caught a local disease it was unresistant to and died before it made much progress. The residual poison from the worm’s body deters plants from overtaking the sand.
Lightning Lab – A bizarre building with a strange mushroom-shaped metal lattice on top. It was the lab of a researcher studying non-magical electricity who died from electrocution.
The Sandlot – A square of property with no building where children come to play. A greedy landlord raised the rent on a long-term elderly tenant when they purchased the property, driving the tenant into poverty and eventually death. The tenant cursed the land with dying breath that no-one would never profit from the property. Every future tenant was driven out by terrifying haunts, and eventually the building was burned down.
Dwarven Monument – An enormous high relief of six dwarven warriors cut from a cliff pointing the way along, commemorating their epic journey.
Atlas Boulders A series of differently sized large stone spheres far too large for a man to lift. The strongest giants would lift them to prove their strength. They sometimes move, so perhaps the giants still use them.
Ancient Battlefield – ramparts, high hills, and trenches filled with water that stretch for mile marking the location an ancient battlefield. It has grown over.
The Epicenter – A large swath of woods where all the trees in a massive circle have been bent at a 90-degree angle towards the center but continue to grow that way. There is nothing (currently) anomalous at the center, but a powerful coven of druids hold it as one of their holiest places and guards it closely.
Ol Demons Place – a once portal to the abyss, sealed by hero’s long ago, now just a crumbling arch with an unsettling aura.
The Broken Hill – a hill that you need to walk uphill to get to and walk uphill to get away from.
The Rooster of Mourning – An enormous statue of a rooster, made from a strange metal, finely detailed and colored. It is hollow, and when the first ray of sunrise strikes it, a great, sad-sounding crow arises from it. Legend says that it commemorates a great battle in the distant past.
The Angry Spot – a small stone platform on the top of a hill, standing on the platform makes a person irrationally angry. Barbarians may involuntarily rage as a result.
The Alter of a Thousand Arms. – At a crossroads sits an unusual statue, made of stone it stands over 10 feet tall and has arms sticking out in every direction with their palm turned upwards. In nearly every hand there is a candle, some still lit but most are fully melted. Placing a candle in one of the hands and lighting it will give the player the blessing of ‘A helping hand.’ When a player next fails a roll, they may roll an additional d6 and add it to their total.
The Weeping Sister – A fifteen-foot statue of a girl unmarred by time. Next to her are the shattered remains of another statue, close enough that the body may have once held her outstretched hand. The feet of this larger statue are all that remain affixed to the earth – the rest is scattered throughout the clearing. Water, clean and pure, travels down her face in steady rivulets but leaves no erosion there.
The Sensible Stone Head -a large stone head protruding from the surface of a glacier. It is the head of an earth elemental and if you get his attention, he is friendly. If asked what he is doing their he replies ”swimming in the river”, given he exists at a geological place the slow flow of the glacier is like a river to him.
Glass Tree – A fairly tall an elaborate tree made entirely out of glass raises from the earth, at its base there is a plaque written in dwarven, it’s to commemorate a dwarf leader who fell in battle.
The Titan’s Blade – A 50 ft rust covered sword driven into the earth. The whole area has a magical aura and no wildlife lingers within a quarter mile of the sword.
The Well of Good Tidings – A well by the side of the road that is a base in a local hafling tradition that if one where to lose a tooth, that it is to be tossed in the well with a tip of the hat. When doing so, good fortune is sure to come. Characters that throw in teeth later find small amounts of wet coins in various locations on their person. Characters that throw rubbish, or are otherwise disrespectful of the well, find their respective objects on their person once more soaking wet and covered in bite marks.
Skilltown – A small but clearly once-bustling town lays abandoned inside of a titan’s skull. The skull is half buried in the sand; its eye sockets and mouth aim up at an angle. Walking through its mouth is the only way to enter the town. The skull looks to be that of an enormous version of whatever scariest creature lives in that area. It provides ample shade during most of the day.
Best Rest Graveyard – A cleric once prayed over a graveyard that all within would ‘rest well.’ Now anyone who falls asleep in that graveyard has the best night of sleep they’ve ever had.
Bird Hill – a grassy hill of noticeable height rises from the otherwise flat plains. On the hill are several lines of cobblestone that do not grow grass and have no discernible pattern from the surface. If flying, however, you see the cobblestone lines form the shape of a bird, along with some arcane symbols. If you happen to look up during the spring or fall, you’ll see migratory birds alter their course to fly over this hill.
Stairway to Nowhere – All that remains of an ancient fortress, the remarkably well constructed staircase rises for 3 stories out of the ground at the end of an ancient road, and then just abruptly stops.
The Crossroads – This is the place where four kingdoms meet. The main road for each lead to a massive stone pillar. Many years ago, all four kingdoms were at war, and a pillar was placed there as a symbol that none from neighboring kingdoms would be allowed to cross. It is now an annual meeting place for the four to discuss their continued amnesty.
Cloudland Canyon – It’s a canyon nestled in a northern mountain range that’s so high even the base of the canyon is a higher elevation than most of the other mountains in this world. Wondrously magical things occur here.
Stone Tree Garden – It was a garden from a former ancient culture, which vanished out of unknown reasons. One of the only things found was this tree garden. Are the trees made of stone or turned to, no one knows.
‘The Circle’ -There once was a meteorite which crashed into the land. The first to arrive found weird writing in a (Insert required size) diameter circle. No one could read what was written. In the center of the circle, where the meteor should have been, there was nothing, not even a small crater.
The Well – A seemingly normal well on the top of a hill. Anything that is placed into it is immediately tossed out of it.
The Pariah’s Mountain -One mountain among an otherwise unimpressive range, its only defining feature is its completely upside down. The base measures about 60ft across, but the peak 3,000ft up is easily a mile across. Stairs may have been carved into the side, but the climb down to the summit (or is it up to the base? The locals aren’t quite sure) is precarious at times. The locals are also similarly vague when asked about what’s on top…
Worried stones – A group of 3 standing stones with anxiety. When encountered in their clearing, they will disappear once all eyes are off them. Careful inspection will reveal them to hiding nearby – peeking from behind a nearby tree, bottom of a lake, hidden by bushes, behind where the party is now looking, etc. If discovered, they disappear again if not observed. The stones are not malicious, and do not harm the party. They would just rather you all left them to it, thank you.
The Quiet Creek – An otherwise ordinary creek that runs through a forest. It is abnormally quiet near the stream, in such that there is almost no echo around it, and it is surprisingly hard to hear from a distance. All along its course stand small boulders, almost fully grown over with moss.
The Shifting Hills – A large field of hills, dotted with rocks, grasses, and flowers. Careful study has found the hills are constantly moving, as though old creatures crawl along under a carpet of earth. Magics which call upon the earth always seem to produce unexpected results when among them.
The Devil’s Wager – A large disc shaped stone at the base of a long dormant volcano. Visitors toss a copper at it for good luck. There are a couple hundred copper around it. It is considered extraordinarily bad luck to take the coppers.
The Swordleaf Trees – there is a patch of trees here with a non-stop turbulent wind rustling the leaves and branches violently. The leaves’ edges appear to be razor sharp.
Beacon Mountain – A mountain that, on some nights, has a bright ball of light form over it which slowly dissipates over several hours. Local religion strictly forbids climbing the mountain.
Mist Valley – a short pathway of stone carved into a mountain, roughly five feet wide with names of couples and graffiti on the stone walls. The pathway always has a thick fog settled over it, making it seem eerie.
Ancient Battleground – Deep in a forest, trees are marred with years old axe and sword marks. Hundreds of skeletons dressed in rusted armor and weapons lie in this area. Taking a trinket, or even loitering may be unwise.
True Clarity Bridge – A bridge between two high places that, for many people, while staring off the side, provides answers for their most troubling issue or deep question, whether they were looking for the answer or not.
Lover’s Glade – Two sequoia trees whose bases are over a hundred feet apart have grown together and connect about 160 to 180 feet off the ground. The branches and leaves of these giant trees create a pleasantly shaded area below which is often used by the local populace as sites of wedding ceremonies.
Round Rock – A mysterious perfectly round rock that stands nearly 20ft tall. It is too heavy to roll and never seems to chip. It is the center of many local legends, varying wildly on their truthfulness.

NAVIGATION

The World of Legon