1> a town/city/kingdom name
Chandrale is a small country, led by a rather corrupt plutocracy. Its region is tied to a serpent spirit, and so snakes are holy, taboo animals there. Its capital, Ralarka, was once a city build by a now-extinct ophidian race whose delicate artwork and mysterious writings fetch very high prices on the black market.
The chandres are currently engaged in a bloody war with an expensionistic elven empire.
Chandrin culture gives heavy emphasis to artistic tastes, lore, knowledge, magic, and wealth. However, their elite give little attention to concepts like "justice" or "equity". The status of women is pretty poor, as the elite tend to treat them like art objects. The common people are forced to live outside the laws, as the official taxes and paperwork for most things (like making contracts, wedding, borrowing money, etc.) are too heavy and complicated; and thus, merely bypassed.
2> a diety name (with portfolio or domains)
Heral, the god of cities, civilization, trade, and order, is the ruler of Aphanyal, the divine city of the lawful gods. This calm and quiet god is known for having always been confident in his autority and power, and so is his church. When he manifests, his avatar always starts and ends all his speechs with this sentence: "I am HERAL, and my WORD is LAW". Failure to obey result, at worst, in being geased. Attacking the avatar is a chaotic act, that instantly change one's alignement to chaotic; and in addition, each of Heral's word is considered as a dictum from now on -- but otherwise, he don't retaliate.
Heral's church has never started any war or agression, and are usually a non-violent bunch. The hammer that is their symbol is a builder's tool, not a killer's weapon. However, not benefitting from the same protection and nigh-invulnerability as their patron, they are known to retaliate.
Heral and his church are interested in things being built, protected, and working orderly. Although always soft and polite, they are not necessarily kind.
Domains are law, protection, trade, and cities.
3> an npc name (with race/class)
Ottomsoh the Venerable (neutral blue goblin psion-seer and loremaster) is the founder and leader of the spy network named the Eye-Tyrant (after these creature's capacity to always look in all directions). Ottomsoh and his agents spies on everything, collect all informations they can, and archive them carefully. They sell their lore to whoever can afford his steep prices.
Ottomsoh is said to have the protection of the goddess Estaril, who rule over those who lives in the shadows.
4> a geographical feature name (forests, rivers, mountains,etc)
Charvade, the dark forest, is a mad place. Litterally. Haunted by a mad wolf spirit, this dense wood located in a flat area or the Roybra is sentient, awakened, and it hates any kind of civilization. There, animals and plants are all possessed by this angry, hateful spirit, and they will hunt any and all humanoids to eradicate them. All sort of animated carnivorous plants, and twisted predators -- especially wolves and other canines -- constantly prowl the place, looking for intruders to slay. Flora and fauna alike frequently mutate, transformed by the mad spirit into something more ferocious and deadly.
There strive little tribes of kobolds, whose culture is entirely focused on survival in this dark green hell. Surrounded by mountains and sea, and unable to pass through the barriers erected by other races to prevent the Charvade monsters from leaving their territory, the little reptilian folk are a living (but not for long, individually speaking) proof of the strength of the survival instinct.
5> the name of a new location or landmark (something cool to pass by or visit)
One should not forget to visit Abystine at least one in his lifetime. This impressive city is built on the Rift that cleft through the Crown mountain range and the western part of the continent to link the Inner Sea with the Algailes Ocean. The city is built halfly on the wide flow of freshwater, an intricate work of bridges and islands genuine or artificial. Delicate manors and huge towered mansions are build on these bridges and islands. Wonders of magically-assisted engineering, all bridges are high enough to let ships sail beneath them in the middle part of the rift channel. As you move toward the shores, the quality of construction decrease, and several buildings are made in shipwrecks and other slums. On the actual land are farms and fields.
But if you've seen this, you've only seen half of Abystine. The other half, known as Shadowtown, is subterranean, muddy, and frequently submerged. Burrowed below the shores, and even below the channel, connected to sunken wrecks, this maze of tunnels and rooms is one of the most dangerous place to be, if only for the collapses and floods. There, powerful individuals who don't want their trade to be noticed organize shady deals of all kind, and many places are shielded from water by wall of forces or similar to allow for smugglery to exist despite the hazards. Shadowtown initially sprang out of existence because of all the galleries burrowed by the murinds -- ratmen of all stripes. Strange creatures haunts it.
6> the name of a legend (hero, battle, cataclysm, fairy tale, other)
The Blades of Fates are unique artefacts that seldom appear. They are able to kill the fate of whole races or cultures when you use them to kill symbolical people. It's what is said, at least, to explain why the halflings have no land of their own and are never able to raise to proeminance anywhere. The goblins are said to have a similar fate, and the trolls, and...
7> the name of a magic item
Rhûltiang is a strange greatsword, whose design is obviously magical -- a sword with the same elegant-yet-disfunctional shape would be unwieldly and frail without magic. This artifacts is intelligent and wants nothing less than the extinction of elfkind. Elves it slays are raised as wights 1d4 rounds later.
Rhûltiang may very well be a blade of fate.
8> the name of a new poison/herb/metal/wood/etc
The somnifugal seed of Vabarjak are like coffee beans that would be alchemically treated to be even worse. Eating one removes the fatigued or exhausted status, prevents from falling asleep for 1 hour. For this whole duration, the character can't be fatigued or exhausted, can't naturally fall asleep, gets a +10 bonus on saves against magical or alchemical sleep effects, and a +1 bonus on Spot and Listen check; while at the same time a -1 penalty on any Intelligence-based check.
If you eat several in a row, the penalty is cumulative, but not the bonuses.
Once the effect ends, a character is fatigued if he ate one, exhausted if he ate two, and collapses in sleep for 2 hours per eaten seed if he ate more than two.
It is also mildly addictive.
9> something else. surprise us.
The gods live on the moon. Clerics spend their nights staring at the blue, green and white orb, identifying the continents and locating the cities where the gods rule over the souls of the dead. Night is the time when gods act, while day is for mortals to work.