Hammerville Island
The mistly island where things go bump in the night.
At a Glance
Hammerville Island - this fog covered isle west of Godspoint was the ancestral seat of the fallen House of Hammerville. After the last real lord of the Isle, Usher Hammerville was carried away screaming by a giant raven, the fabled Hammerville Hall has been taken over by the creatures of the night emerging from the moors. A pack of black dogs that glow green in the dark roam the moors - anyone bitten by them is likely to catch a weird disease that is only curable by higher level nature magics.
The peasants and fishermen living on the island pay tribute and high tax to the duo of magicians called Sid Grief and Yor who rule the area with an iron fist from their fabled mansion on the hill. These creeps have albino owlbears.
Kronos, a small town with a dock for fishing and trade with mainland is all that is left of the good old days, the city is ran by a council of guildmasters. But as Sid Grief and Yor are the magic-users guild, they tell everyone else how to vote and stay in their good graces. And alive.
Hammerville Hounds
The pack of giant, black wild dogs roam the Hammerville moors. Afflicted by some weird magical curse even the marsh dragon does not understand (and she has tried, for her own benefit and purposes), the hounds move in the misty night emitting an eerie green glow. Many poor victims of the pack whomanage to escape or fight them off contract a strange affliction that causes them to waste away in pain, while their skin is covered in blisters and boils. Anyone bitten by the hounds has a chance to be afflicted make a save vs. Death after a combat. Gnomes and hobbits save at +5. Death comes in 3d6 days, unless victim is cured with druidic magic (because the cause is radioactive, clerical prayers are of no help)
Somewhere in the marshes is a canister of nuclear waste (probably entered the world thru the same dimensional rift that brought in the nazis in Castle Sturmbock) - very dangerous, probably will have a proper chance of finding raw material for a particularly nasty magical blade, if someone is foolhardy enough to dig into the waste (and live)