Since nobody posted a starting scenario that I wanted to use, you get feudal werewolves.
The local area is landlocked. Although once heavily forested, heavy deforestation for export has begun to turn the lands to plains. The north and east are bordered by a mountain range. The southern border is in a state of flux, as land is gained and lost in minor wars. The western border is relatively peaceful. There is a central lake where two rivers from the mountains intersect before they continue on their way.
All lands are ruled by a duke, who lives in a large city by the lake, with three counts under him. There is one moderately large town in each county, ostensibly ruled by the duke, who largely ignores them so long as his heavy taxes are paid by his chosen governors. The counts each divide their lands into 8-10 baronies.
It is a society ruled by the strong, for the strong. Those too weak to maintain their positions quickly lose them, or their lives, making upward mobility relatively easy. The weak are left in positions of serfdom. Lycanthropy is considered a great strength, and, while far from uncommon, is generally not "gifted" freely.
Rolls at appropriate times will determine further information.
Town of Göttingen (Names for the current area will be picked semi-randomly from Germanic names. Any relation to real-world counterparts is purely accidental.)
Darvi Derpson: He awakens in an inn, eats breakfast, pays for his lodgings, and watches the fireplace as he contemplates his next move. He had arrived late last night, and dreamed of successfully spreading his cult to Göttingen, eventually gaining enough followers to complete his dark goals. Four hand-picked underlings should be assessing for the suitability of, and hopefully spreading, his teachings to the outlying areas.
Dwareval'il'ik: The kobold arrived in town yesterday, her pockets fresh with the gold from recently-sold stock. She has another five gold pieces buried about half a day outside town as a security measure. She breathes the fresh dawn air, pleased with the knowledge that nobody nearby has dealt with her before - They'll be easy enough to part with their money, and nobody wants to kill her. Probably. She decides against leaving without paying, eats a simple breakfast, and leaves the inn, ignoring the dwarf staring at the empty fireplace.
Irosus: Having awoken before dawn, he manages to get some "food" from a river, and approaches the nearby city from the west as the sky begins to lighten. Life in the wilderness is distinctly unpleasant, and this town seems as good a place as any to begin his plans. After several minutes of being harassed by the guards, he is finally deemed boring and admitted inside.
Toaster: The elf approaches the city's eastern gate, wrinkling his nose at the stench of civilization. He would prefer not to be here, but had met a fortune teller last week who insisted that his goal lay nearby. As she knew of his name and quest, and he had no other leads, he decided to investigate the city. The guards ignored him as he entered, instead choosing to focus on verbally assaulting an old man with a pet wyrmling. He sneered invisibly - If all the guards were as undisciplined, he would be able to take the city in days with only a company.
Frelock: Four days after leaving the mountains, Frelock had started to question if it was worth leaving The Hive, and had seriously considered going back several times, if only for a time. He then met one who identified as a human named Gus. Gus was a traveler, like Frelock, who studied exotic cultures. Though he said nothing, Gus was fascinated and wished them to travel together after learning about Frelock. The sliver decided that it would be able to continue its mission with a permanent 'other', even if it was far less then the Hive, and accepted.
A year later, they returned to The Hive - Frelock had learned two spells, but had great difficulty casting them alone. The Hive was pleased with all he had learned. At Frelock's request, they spent a few months creating a special limb, able to channel the magic for flight. It took several tries before the project was successful: The limb would normally be a part of The Hive, but Frelock could use his card to summon it to his location and it would immediately become part of FrelockHive. Gus had been quite discomforted by being attached to The Hive, however shortly and weakly, and left the valley after a few hours, telling Frelock where to find him. He was quite excited by the new creation and its implications.
Six months after that, they stood at the gates of Göttingen, the political structure of which was Gus' next study project. The guards were eventually convinced that Gus was indeed just a traveling monk with a strange yet harmless pet, and they were allowed in. Gus began moving onwards, looking for lodgings and a job - Routine allowed Frelock to follow and assist as he could, or explore as he wished.
Character sheets:1/6(6)
Mana:
2*R
2*B
Skills:
Loremaster (Eldritch)
Masonry
Knifesdwarfship
Perks:
Dwarf - +1 fortitude saves, +1 HP, dimvision, cavedweller, alcohol reliant, mutual dislike of upper class, poor magician.
Light Sensitive
Terribly Unwise
Inventory:
Ceremonial Knife
Masonry Tools
Dwarven garments
Ceremonial robes
20 silver
Cards:
Fists of the Demigod / (1)B/R
Enchantment, lasts until target sleeps.
Black creatures and sorcerers gain +1/+1 and wither.
Red creatures and sorcerers gain +1/+1 and first strike.
Red/black creatures and sorcerers gain +2/+2, wither, and first strike.
1/4(4)
Mana:
5*R
Skills:
Swindling
Haggling
Perks:
Kobold - +1 reflex saves, stealthy, -1 HP, poor magician.
Coward
Inventory:
Throwing knife set - +1 at medium range against melee, -1 in melee. Reach.
Shiv - +1 if target doesn't/cannot defend themselves. Quickdraw.
Merchant's clothing
10 gold
Cards:
Crimson Kobolds / Free
Summon
0/1
Kobolds are stealthy and gain +1 on reflex save.
2/6(6)
Mana:
5*W
Skills:
Loremaster (General)
Literate
Management
Perks:
Insectoid - +1 combat, +1 HP, -1 charisma die.
Greedy
Wanted dead by Mek'nathel Clan
Inventory:
Nothing.
Cards:
Sunlance / W / Requires sunlight.
Sorcery
Deals 3 damage.
1/5(5)
Mana:
5*G
Skills:
Martial Leadership
Noble Etiquitte
Perks:
Wood Elf - Good magician, +1 will saves, poor urban area knowledge, obviously Good if undisguised.
Xenophobe
Elven noble
Disciplined
Inventory:
Elvish Longbow - +2 at range against melee, -2 in melee. +1 at range against non-melee. Reach.
Shortsword - +1 against melee.
Traveler's clothing (Cloak counts as a disguise)
10 gold
Cards:
Elvish Warrior Squad / GG
Summon
2/3
1/5(5)
Mana:
2*U
2*B
Skills:
Diplomacy
Scout
Perks:
Sliver - Two-way local-area-range telepathy, Sliver Hivemind, One hand, poor climbing.
Psychologically traumatized when alone
Inventory:
Nothing.
Cards:
Winged Sliver / (1)U
Summon
1/1
While summoned, all slivers in hivemind may fly magically. Flight spell is strong enough to carry a single passenger and minor load, or a moderate load. -1 combat in flight while burdaned.