“ The PCs find a strange helmet, when donned it will take control of that PC and speak and act trough him/her. It explains that it is benevolent and needs their help in a quest and that it will stop possessing the PC when the task is done. Great if a player is gone for a number of sessions.”
“ Culture/Religion: based on fear and respect. Gods are very dangerous creatures, sometimes friendly, often not. Temples are the way to make contact with them... if not easier, then at least more concentrated in one place. Were it not for the temples, gods could be running amok among the people. Therefore, mortals have to keep the gods close to temples, entertained and worshipped. It doesn't make the bad ones any friendlier, though (and is no guarantee some won't go on trips now and then). Still, there have to be priests that are hardy men, able to survive the rigours of their position, get a sufficient number of worshippers to make the gods feel important enough, and mediate the contact between mortals and immortals.”
“ A cave with weapons sunken into the walls, blades sticking out of the floor and ceiling, and so on. Possibly, any weapon used in it could be torn out of the hand and sink into the stone.”