ITT we think of tidbits and unimportant things and places for the player to discover that add to the flavor of the world

ITT we think of tidbits and unimportant things and places for the player to discover that add to the flavor of the world
>a mercenary band known as the "Singing Soldiers" that is always singing in unison, whether on the march, taking a rest, or in battle, only stopping when they sleep or eat (during which time the assigned sentries sing instead)

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Seems kike a huge load on the vocal cords. Wouldn't join.

So just land pirates singing shanties.
How bout a merchant cartel that deals in the procurement, sales and repairs of boots. Would be a pretty big racket during war times, so they do their best to perpetuate conflict whenever possible.

>Kengu Corner
A tiny district of the city where resides a small community of Kengu families, whilst they are rude and overcharging to elves, humans and dwarves; significantly less off-peak races might find cheap deals and a comfy spot to lay their head mych easier to find here.

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someone edit in a "the pool is closed" sign in the back

Kenku* even

>The bank of the black cat
>Almost complete ordinary bank that is found to be overrun by cats, mostly pure black ones
>Security is minimal to ninexistent as in the past robbers and thieves have been struck with fatal curses of bad luck upon exitting.
>As a result, its the most secure and trustworthy bank in all the kingdom

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Boots would be a pretty big racket all the time, even peacetime soldiers and civilians need boots. If they were gonna focus on making a profit off of war weapons and armor seems like the way to go.

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>Some noble houses refer to others by the same, wrong name every time. It sounds proper and is possibly someone else, not that family's name or title. Honest mistake that crops up in overheard conversations between certain aristocrats about others with an interchangeable pattern depending on plot hook/factions. You later notice that the name is on the mark applied to underside of a chamberpot, or equivalent, and is one way of suggesting that the family mentioned got its name from that item because they come from the class of people who used to clean it out.

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I take this from real life, i got a sikh barber who drives around a portable shop, best person to chat with about getting the low down on less womanly gossip, but is also a wholesome dude.

I implore you to implement him into your campaigns, mans got a glorious sikh beard but speaks like a cockney

Tell us about some of your conversations user, give us a taste of what he's like.

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fuck that those markets are flooded.

A geezer, tells me the low downs of the high street, usually council plans and unreported crimes and stuff he's heard from other punters. But also we sonetimes talk about his lufe and family and how he thinks he's old enough to take a spiritual journey. Gets a lot of stick for being both a barber and sikh, seeing as they can't cut their own hair. Kind of reminds me of the barbers for the dawi in warhammer. Hair is super big in their religion and culture also.

Fucking phone posting, i apologise for mistypes

>Gets a lot of stick for being both a barber and sikh, seeing as they can't cut their own hair
Holy crap, this is just too perfect of a combination.

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Tell me about it! Fucking good at it though

>The Black Hall
>A crevasse in a wall down in the slums by the ruins of the old city, festooned with hanging skulls and frequented by sinister seeming figures in dark robes or dark armor. The city guards are afraid to go there, and strange colored lights can sometimes be seen inside.
>In actuality, the Black Hall is a guild of firework makers with a macabre sense of humor and wear black robes to hide flashpowder stains, burn marks, and any kind of chemicals. I the party finds them, they'll offer to make them some cool fireworks. The guards think that they practice witchcraft, since they're too spooked by the rumors and occasional explosion sounds.

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>The Halfman Warren
A Kowloon Walled City-esque slum populated by halflings, gnomes or other small creatures. Population off the charts and kept in check only by extreme poverty and limited availability of food - which small races require less of, thus supporting greater numbers.

The Halfman Warren exists near a large city inhabited by larger races. The Warren is used as a cheap source of labor and a dumpster by the city. Most of the Warren receives little or no natural light and is too cramped for human-sized people to move. There is zero privacy, a constant stench and barrage of diseases, and the poor souls staying there dream of little but one day leaving the place.

The Seventh House are a group of heavily armed dreamer cultists, seeking the knowledge of the world through lucid dreaming.

Unfortunately, they're a very young group and none of them are actually lucid dreamers. Mostly made up of young nobles as an excuse to have an ungodly amount of sex and drugs.

The Dead Wizards Garden
Said to be the final resting place of a wizard who studied the druidic nature arcane arts. His one and only great attempt to mimic their power resulted in his body exploding into a red mist in a large star shaped pattern right at the middle of where the five roads meet. A stunningly beautiful garden sprung up within minutes of his spectacular death, consisting of a multitude of ornamental grasses, flowers and exotic trees of every size shape and color leaf. The local Baron declaired it a national recreational park named after the wizard, Byboludy Munzie Recreational Park, and to this day most people either refer to it as Munzie Park or the Dead Wizards Garden.

A 10 foot stone rests in the very center of the park and it is a well known event that once a year, during summer solstice, the center stone vanishes to reveal an underground crystal-work geothermal cave with resplendant flowing natural fountains pouring into bubbling hot pools all around the cavernous dreamlike crystaline pillars. It remains open for the entire day and at night illuminates from the moonlight and heals anyone, of any ailment, if they are resting within the cave or the pools.

Gloamwood comes from the darkened forests of the south. The trees themselves reach out and take the light from the air around, leaving each tree shrounded in a miasma of twilight even at noon. The dead wood retains this property.

I see what you mean. What business would be easier to muscle in on, the guys armed with swords or the guy who's deadliest weapon is a ball peen hammer? If you can effectively put all other boot vendors out of business, and then gradually start lowering the quality of your leather, facilitating more turnover per pair, you could make a pretty tidy bag.
Capitalism makes me horny.

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>tfw you're on the street, selling "enhanced and enchanted boots" to soldiers and citizens
>tfw the boots are actually enchanted with a time acceleration spell, making them age and wear out faster
>tfw you technically aren't lying, so even if you're caught they can't legally do anything

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Then branch out into other useful and necessary soldier gear accessories like backpacks and gloves. Throw in a few slaves from
and you have a decent business.

>sell these "enchanted" shoes to peasant women
>the enchantment lets you smell their feet from any distance
This is my magical realm, you're all just living in it

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The thing about calling upon your lawyers to protect you is that it tends to take longer than a fatal mob stabbing.

Love that

>Wrimito enchanted library
>a massive underground complex that was discovered one day, the builders are unknown
>it contains a copy of every single book, letter, and writing slab that currently exists
>testing has revealed that destroying the real literature outside of the library destroys the copy inside, and writing and finishing new literature magically creates a copy within the library
>kings and thieves have tried to use this in the past, but nothing is categorized and 99% of the literature is either in another language, something useless like business records, love letters, and porn
>attempting to steal any literature from the library results in magical sheets of blank parchment flying into the mouth and throat of the thief and choking them

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>Their greatest treasure is the singing sword (root word: "sing").
>Over time, legends of this sword were exaggerated and it became mispronounced as the singing sword (root word: "singe")
>In reality this only makes the sword stronger, as revealing its true nature not only distracts but also confuses its enemies

There actually is a Singing Sword in Dungeon Crawl. It sings whenever an enemy is in sight. If your character is in a lot of danger, then it will begin to scream, causing damage to the surrounding enemies. If you cast a silence spell on the sword, its name changes to the "Sulking Sword"

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A spate of deaths related to overdrinking are traced back to a tavern in the barracks district that takes advantage of depressed veterans who just want to get drunk by hiring a bard to play music to sharpen the listeners' minds, making them drink more to compensate.

Barrow Street
Actually a pair of streets running a long a canal with both sides lined with numerous warehouses and piers. The buildings loom up and over the streets and canal casting it all in near constant shade.
This canal branches off of the main river that flows through the city and serves as the major on/offload point for the river boats that transport goods up and down the river for the city.

This is also a common place for bodies to surface floating in the canal, usually the handiwork of one of the local ne'er do wells.

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Eristown. An unremarkable small town in almost all respects, except for the fact that an ancient druidic experiment lead to them creating domesticated deer and other wild animals. As a result, this is the only place where meat like venison and squirrel get sold regularly instead of cows and chickens. Attempts to bring the domesticated animals outside the town have failed, as they revert to their wildlike state at an approximately 6 mile radius away from the town.

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Several races are convinced humans turn to dust when they die, because of a mistranslation of their creation myth. A human who appears dead but isn't dissipating into powder is "obviously" just unconscious or comatose.

>Elf bandits ambush a human caravan, killing several of the guards
>because the humans won't turn to dust, the Elves repeatedly stab them well after they've been turned into piles of gore and chunks of meat
>survivors of the incident spread their tale far and wide after escaping
>most humans are now utterly convinced that Elves are violent retards

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Pretty similar to how I'd introduce the concept: a goblin repeatedly stabbing a human corpse, muttering "why won't he just die?" under its breath.

Sounds like a good reason to introduce magical terminators. They aren't actually used in the battle; too valuable and expensive. They're just used to stab the bodies over and over again until they 'die'.

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Whirligig Sylph
Some towns have a single empty lot with a frame painted on the dirt or paving.
A dip into the city archives reveals the lot was bought by a foreigner tavernkeep, and is used as a landing site for his flying tavernship, the Whirligig Sylph, whenever he needs to restock local brews.
Usually, the tavern remains in place for a week or so before the owner flies away to another town on another restocking trip.

I do love a good mobile HQ story.

It's been a recurring element in a lot of my campaigns. The tavern's inhabited by an actual sylph with a taste for adventures, who sometimes forces the tavern to land somewhere on the wayside to save an adventuring group from something or other.
In one game, said sylph fell hard for the party rogue, with implied marriage after the campaign ended - naturally, some campaigns after that added a little gambling den to the back room and two to three half-sylph barmaids to the tavern.

I'd quite fancy something primitive like that Boar's hat from Seven deadly sins.

Just massive lumbering creatures with my office strapped to the back.

Incidentally, Boar's Hat was one source of inspiration for Whirligig Sylph.
I do have another setting in which some eastern kobolds build their villages on top of trained, off-brand Adamantoises, and get them moving fast with copious amounts of strong coffee.

What I'd quite like is hut atop the back of something like an Arachnarok Spider for a campaign.

That would be pretty neat - a little mobile guard tower!

So is it other sikhs that give him "stick" or just shitty people that shit on him for being a sikh AND working class?

What happens if you're inside when the stone comes back?

So I have this returning character called Hadim. He's a human wizard, travels between dimensions and worlds. I think all GMs should have someone like this, a character that makes the players go "oh it's that guy!". He even allowed one of my players to bring back a character form an old campaign in another world by letting him hitching a ride.

Originally it began as a shoemaker's guild, but they aggressively expanded over time eventually turning into the local mafia.

Other sikhs

Known in the underworld as The Boots?

A wizard's shop located in a major metropolis that only sells a peculiar kind of magic scroll. He uses his magic to keep informed about major events all over the continent. He then writes the info down on his "master scroll" - which causes it to show up on the scrolls he sells, remaining for the next 48 hours. His product is expensive but highly valued by nobles and merchants.

Good name