“ If you want to add a 'supernatural' touch to your campaign, define the rules of magic and the universe. Make your players comfortable with those rules. Then your new supernatural creatures must then break those rules.”
“ In a small, genetically isolated region it is not uncommon for the locals to have three arms. The third arm is generally a second right arm that is a good bit weaker than a normal arm and is generally held against the chest. This hird arm is most often used to carry small things, though some of the more skilled craftsmen have learned little tricks with their third arm.”