“ In some regions, various occupations might be exclusively staffed by members of a particular race or ethnic group. As examples, a city's butchers might tradtionally have orcish blood, or all the dwarves in an area could be expected to join the miners' guild (even if they personally have nothing to do with mining). Those who violate these stereotypes may find themselves in conflict with local customs or idiosyncratic laws.”
“ One of the PCs comes across a magical ring that grants some power but has odd aura as if cursed. Yet this curse is different than the standard curse. When the PC puts on the ring he/she suddenly feels married. There is now an illusionary woman, who he/she cares deeply for but who is also always very critical of the PC. The wife is demanding of attention and constantly giving the PC directions. The PC wearing the ring is the only one that can see and hear the bride. The curse can never completely be lifted. Even if the PC takes off the ring and somebody else puts the ring on; the PC will still be visited by the ex-wife at least once a month. During this visit she will demand money and apologies.”
“ The adventure can take place in a slightly shifted reality, where everybody has a totem (an animal guardian). The totem should be chosen randomly and not by the player, it is ok if 'Gorflin the Large,' a gigantic and aggressive barbarian, has a mouse for a totem.
These totems will assist the characters in small way. It is up to the characters to determine how to get the assistance; the animals won't solve mysteries for the characters only supply the clues. The character may even have a dream where his or her totem actually speaks to them and reveals some sort of clue.”