Five Sentences Fluff Compendium

Undrave

Adventurer
This is an idea I've been percolating since that thread about the pirate island by Mathew P. and the mention of the cards in the new Explorer's kit.

The principle of this thread is fairly simple: Share a piece of a setting, but you can only describe it in five sentences max. It can be a place, an NPC, an event, whatever. Either from a game you've DM'd, one you are planning, or just inspired by some odd fiction you read recently.

Here's some exemples:

Gavialis Karz once defied his tribe's leader and, for his arrogance, was exiled from the swamp the Blue Scales Lizardfolks called home. Working as a mercenary with the Soft-skins, Gavialis came to the realization that, to endure, his people had to avoid being classified as 'Monsters' at all cost. To Gavialis, the best way to do so was through the power of money. He knew his native swamp was home to many ressources the Soft-skins would appreciate, and had learned that it was normally an obstacle to trade routes in the region for those without the skills of his tribe. He vowed to one day return to his tribe, become its leader and build a trade empire the likes of which his people had never dreamed of.
30 years ago, the dead began to rise from the cemeteries of the bustling city of Hope Bay, and an endless army of undead appeared at its gates. The city was laid to waste, its people slaughtered but suddenly, as mysteriously as it had appeared, the army of undead simple stopped in its track and became inanimate corpse once again. The survivors moved to a smaller bay, almost a day's ride to the north, and founded the town of Griefport, leaving behind a ruined city as a monument to those who fell to the mysterious army. While scavengers will explore the former city from time to time, no one dares stay within it walls once night falls. Rumor has it that those who do never see the light of day again...
The birth of twins was always viewed as a joyous occasion and a good omen by the worshippers of the Twin Gods. The two babies were taken in by the Church and raised in opulence, schooled in the ways of priesthood so that they may fulfill their destiny as servitors of the Twin Gods. On the day of their 15th anniversary, a large festival is held where pilgrims come from all over the country to within the blessed event known as the Ascension. On a large platform in front of the assembled crowd, one of the Twin would be handed the robes of the High Priesthood to serve as an envoy of the Gods amongst the people. The other, to serve the Gods in a different manner, would be handed a vial of poison.
Here ya go! I hope you guys will join in, it was a fun exercise.
 

MonkeezOnFire

Adventurer
Here's an organization from my homebrew that ended a few months ago:

The Hunters of Valla are a militant organization dedicated solely to the eradication of demons from the material plane. The group was created after the demonic emergence had mostly subsided and it's founder, an earth genasi woman known only as Valla, was not yet ready to retire from adventuring life like her former companions. The organization structures members into rough groups resembling a formal military, but at the top exceptional members are awarded the rank of fully fledged hunter, where the member is expected to be able to operate fully independently without support. Valla still leads the organization but prefers to only work with fully fledged hunters, only intervening in the affairs of the rest of the organization when strong leadership is needed. The Hunters have a dark secret, at the top level all members have are in a pact with Asmodeus granting them additional supernatural power in their hunt against demons.
 

Undrave

Adventurer
Here's an organization from my homebrew that ended a few months ago:

The Hunters of Valla are a militant organization dedicated solely to the eradication of demons from the material plane. The group was created after the demonic emergence had mostly subsided and it's founder, an earth genasi woman known only as Valla, was not yet ready to retire from adventuring life like her former companions. The organization structures members into rough groups resembling a formal military, but at the top exceptional members are awarded the rank of fully fledged hunter, where the member is expected to be able to operate fully independently without support. Valla still leads the organization but prefers to only work with fully fledged hunters, only intervening in the affairs of the rest of the organization when strong leadership is needed. The Hunters have a dark secret, at the top level all members have are in a pact with Asmodeus granting them additional supernatural power in their hunt against demons.
Oooh... Scandalous! Also plays well into the Demon VS Devil war!
 

Oofta

Title? I don't need no stinkin' title.
The city of Prolus was once known for it's shining walls as a shining beacon of hope, seemingly blessed by the gods themselves. But few remember those days of glory as the city has has literally grown dark, with the skies above permanently heavy with unnatural clouds. Still used as a port and center of trade it is known as a place of strict laws where businessmen need not worry about the criminal element. Any who break the law are found the next day, lifeless and drained of blood. The vampires that run Prolus like things neat and tidy.
 
Danil barely looked up from his drink as the small man in black robes pushed through the front door of the Drunken Unicorn, an unremarkable little man with swept back black hair and a neat beard. Danil nearly choked on his pint of bitters when the man's companion stooped down to step through the door behind him. The man's companion was an enormous shaggy giant of man, well over seven feet tall, but broad through the shoulders, and made broader yet by the bearskin cloak he wore over his armor. The Unicorn was in full swing on a mine payday, and packed to the brim with drunken, burly, miners, but the small man strode unconcerned to Danil's table in the center of the room, where he threw down a leather purse that clinked heavily when it hit the scarred wood of the table. As his enormous companion loomed up behind him, the small man looked around and said in a sharp voice that cut through the hubbub of the busy bar "The first man who can tell me where to find the girl with the green eyes will take this purse ... while the rest of you...". He didn't finish his sentence, and and the only sound in the suddenly silent bar was the rasp of the giant drawing his huge sword.
 

Undrave

Adventurer
Keep 'em coming guys!

If Freedom Mountain had a name before the escaped slaves made it their homes, none of them knew nor particularly cared. The half-breeds had escaped the tyranny of the Peak and, following an old journal that had been found by Durlin in a dusty corner of the castle’s library, they had located a sprawling network of underground chambers found within the mountain and had remained hidden for a whole month. When the need for food arose, stealing from innocent farmers had been dismissed immediately in favor of hunting, but that solution had proven to be their undoing as the only hunting ground was in the closely guarded royal valley. Now, Haneul was racing to explore the depth of the ruins, desperate to find something, ANYTHING that could be useful against flying foes. Durlin had claimed these ruins were once the home of an ancient Wind god, and perhaps, with a little luck, that god could be roused from its sleep.
 

Oofta

Title? I don't need no stinkin' title.
The name the inhabitants gave to the valley has lost in the mists of time, little is known about their kingdom other than that it was prosperous and home to some of the most powerful mages ever known; it disappeared long ago, sunken beneath miles of water in a deluge unlike any seen before or since. For the valley was lower than the Mere ocean, but had been long protected by a land bridge that separated valley from ocean. That seemingly impenetrable barrier was washed away with no notice, perhaps by magic, perhaps by time, perhaps by the gods themselves. It is said that on certain quiet nights cities still rise from the deep and you can hear the wailing of the long dead, during that night the brave or foolish can visit the cities of old once more to reclaim treasure and perhaps gain glory. But woe be unto anyone who stays too long lest they join the masses in their dark and watery grave in The Wailing Sea.
 

iserith

Magic Wordsmith
The premise/opener for my replayable one-shot scenario "Anywhere But the Sleazy Goat" is exactly 5 sentences:

The rancid food, the watered-down ale, the surly staff and quirky, cagey patrons - the Sleazy Goat is no place for a bold adventurer. But it's the only inn in Jerkwater, a hamlet on the edge of the Darkwood, a vast overgrown forest teeming with terrible monstrosities plotting against civilization itself. At the heart of the forest molders the Ruins of the Old School, once a center of learning, now a haunt for denizens so foul they must shield themselves from the hateful sun.
Deadly perils await just beyond the tavern's threshold, promising gold and power to those who confront the darkness and live to speak of it. Go forth, bold adventurer, anywhere but the Sleazy Goat...
 

iserith

Magic Wordsmith
Seems like the PERFECT place to encounter a wild plot hook to me :p
Ha, not at all! I designed the place to disincentivize hanging out there as a means to train players to get the hell out of the tavern and on to adventure. If you spend more time than a long rest here, you might even end up with a curse!
 

Undrave

Adventurer
Ha, not at all! I designed the place to disincentivize hanging out there as a means to train players to get the hell out of the tavern and on to adventure. If you spend more time than a long rest here, you might even end up with a curse!
When all else fails: just set it on fire.
 

Undrave

Adventurer
The Trades Hall was a circular two-story wooden building, standing directly across the plaza from the ostentatious stone town hall. Once you go through one of the archways found on opposite end of the building you find yourself in a circular courtyard where all the various guilds of the city had their official counters where one could do all manners of business with them. The Hall itself was maintaned by Guild Security, an organisation funded equally by all the guilds that the city had put into place to replace the various privately funded security forces the guilds used to employ. The city had grown tired of the richer guilds using these forces as thinly veiled bands of thugs to muscle out the competition, which had resulted in far too many public brawls in the past. If there was any aggressive actions undertaken by a guild against another, they would surely be far more clandestine and be the sort of action the city found far easier to turn a blind eye to, provided no bystanders ever got hurt in the process.
 

Undrave

Adventurer
Another one.

The Order of Erathis, followers of the Goddess of Civilisation, with their devotion to rules and order, had been a perfect choice to oversee vast complicated section of the kingdom’s bureaucracy, attacking the task with efficiency and zeal. What the previous Kings had failed to realize was that the Paladins' loyalty laid with the Law itself, not with the Crown. When it had been established, without reasonable doubt, that the current King had broken the Peace Treaty -a treaty that had been signed in the Temple of Erathis no less - with the nearby Elven nation under false pretenses, the Order of Erathis went into action with the same zeal and efficiency that they put into collecting taxes. They arrested the King, installed his daughter on the throne, presented their case to a judge, executed the old King and had a new version of the peace treaty drafted and ready to sign within a single day. The next day they had went back to their mild-mannered jobs of collecting taxes, delivering salary to government workers and sorting through building permit applications.
I played a Paladin of Erathis in 4e and he was a load of fun.
 

prabe

Mostly a Lurker
I gave this to the PCs at the start of my most recent campaign:

Greetings!

There is adventure in your future, that much is certain. Whether you trust me on that or not, it's true. All your paths lead to that.

Which adventure is less clear, less sure. You have some choice about that.

There is a path I can recommend, if you decide to trust me. If you can get yourself to Tashimeet at The Knot for the Festival of Stars, 749, you will have a chance to do much good. I'm not promising you Fate or Destiny or anything so high-flung, just pointing you to one adventure among many open to you.

The choice is yours. Good luck, whatever path you take.
And they ran into this in the last session:

In the hills where the Tulnod River makes its way from the Green Quilt Mountains, there's a valley watched over by the Face of Annam. On some winter nights, fog rolls through the valley. Outside the fog, all is quiet; inside the fog, one can hear echoes of the ancient war between the giants and the dragons.
 

Undrave

Adventurer
The Cleave Pass had gotten its name from its legendary origin. They say the ancestor of the current King had carved the pass into the mountain range with a single swing of his legendary axe! The legendary Morradinson was said to be the half-mortal son of Morradin himself, born into the life of a blacksmith who had risen up against a tyrannical dwarven king. The Morradinson family still rule the kingdom built around the pass where they control the flow of traffic through the mountains. Any civilian can expect to go through without much more than a small toll, but anyone caught causing trouble in the pass will be dealt with swiftly, and brutally, by the stoic dwarven guards.
 

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