Out in the middle of the great Glass Sea there is an island that is home to the old Flint Hills Research Laboratory. This lab survived the events that brought on the fall of civilization and has continued to experiment and research ways to make the world that remained better. Perhaps you have already seen their handiwork over in the psychic village. But not everything is going well on the island. They may need a bit of help.
The City by the Sea has seen an influx of new residents fleeing the destruction of war in the north. There are those who fear these newcomers, afraid they have come to take over the city and drive out the locals. Nothing could be further from the truth. Most of the refugees just want to take back their home, but for now the closest the refugees can get to home is a small bakery that makes the food they remember from before the war between the orcs and the druids drove them south.
This week we travel to the far north and one of the wonders of the world. The houses of thunder are a mysterious pair of towers rising up out of the cold northern sea at the end of the Icewind cape. Three years ago a permanent camp was set up by a group of wizards to study the towers, this summer when supplies arrived the camp was empty. Now a new expedition is being put together to try and find what happened at the camp during the winter.
No matter how bad thing get there will always be those things people need, and more importantly the things they want, when they cannot get those things anywhere else they always find themselves coming to Tradertown. It is a rolling city of thieves and merchants, pleasure and wonder, pain and debt. If you need something bad enough chance are someone in Tradertown has it, and chances are the Tradesmen will get his cut.
Over the years the city by the sea has grown from a fishing village to a thriving port and a center of power along the western cost. It has also become a center for learning with the establishment of the Royal University one hundred and fifty years ago. Today the university is in the midst of trying times, the School of Theology is on the verge of a war led by the followers of “the Five”, a war that could take the city with it. The History School on the other hand is thriving and consistently recovering the knowledge of the past.
In the days before the world came apart a small group of psychics field a research facility with a special crop of plants. These plants had given them their powers and those powers had shown them what the scientist had in mind for them. Then the world ended but these psychic refuges found a little place to call their own, today the village still grows there special crops and tries to hide away from the rest of the world. But we found them and so can you in this weeks issue of PA toys.
This week toys for the sandbox goes shopping at the Goblin Market and what could possibly go wrong. There is more on sale then miniature animals and rat skin pouches that are always full of copper, you can also pick up family squabbles, cursed badgers (okay so technically the curse is being a badger), goblins who overvalue their fashion sense and much more. So much more that we expanded the item section from 2 to 10 items and even give a rough idea of their value, plus we added an extra chart for when your players are browsing the shops.
The Vault was built to keep humanity safe but it may just have become a prison. The overseer watches every move and makes sure that everyone does what is best for the future of humanity. There are those that think the future may be now from ambitious free traders to repair technicians that have seen the outside world an survived.
Our exploration of the city by the sea continues in this issue where we look at an old building with a new business in it, one that is not only creating a new sort of shop in the city but changing how business gets done in the city. The first stone building in the city now houses the cities first coffee shop, and it is moving the center of power away from court and into quite meetings over cups of this strange new drink from the south. Add a hidden chapel, a vengeful ghost and a monetarily out of favor courtier and this brew gets hot and bitter faster than you might expect.
A recently discovered system, Anamere, holds a primitive race on a beautiful, tropical water world – that also happens to be well endowed with minerals and biological treasures. Will a simple anthropological survey mission to find out more about the water-loving Anamians remain simple, or will it turn into something quite different? They might even not be as primitive as they appear.
This Sci-Fi Sandbox contains everything you need including system information and a system map, five character write-ups, nine mission complications and ground and space encounter systems. As a bonus it also contains species information on the otter-like (but not always cute) Anamians.