Anikett
Anikett is a well-worn world. There has been an endless treadmill of heroes and destroyers carving their marks into its mantle (often in a non-metaphorical sense). Neither tend to live long past their story's end, if they even escape alive.
As such, there's something of a cottage industry catering to young adventurers, looking to strike out on their fortunes. The more cynical observer would expect such an industry to be rife with deceit and games of confidence, and as is usually the case, the cynics would be right. For the right coin, you can be matched with a group, given provisions, outfitted, and sent on your way to discovering the Brass Chalice of Gorf, which bears no striking resemblance to the brass cups sold down the market for two-silver-three, protected by what are certainly not actors paid to give you a fright, and might make a little on the side if you're not quick enough on the parry.
But with such an ancient and used society, there are many cracks in which to find lost things. Relics, fortunes, and legends must surely have fallen through such cracks, waiting for the right person or group to sniff them out.
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