The Republic's most ancient enemy, the Lost King, has always had a cult that established itself in Twilitespace not long after his imprisonment. The cult is trying to free their lord, and have finally discovered the means to do so. The adventurers are given a commission by the Empress herself to infiltrate the cult and defeat their plan. Unfortunately, they discover all too late that the ceremony is going down when they finally get the information they need, when they are halfway across the sphere. They desperately race home, only to find that the Lost King has escaped and has rebuilt his undead forces. Somehow the party must again trick the Lost King into a position where he can be trapped again. Such is the test of true heroes.
During the building of one sunhawk fifty years ago, the magic that was used on it surged out of control. The wood-flesh treatment went wild, affecting the whole ship. The whole ship became sentient and developed the movement range of a living hawk. Worst, an elf mage was on the helm when the magic surged, turning him into a Baelnorn, while his elvish crew became small treants (HD 7, Sz 13' tall). The ship fled into wildspace and disappeared. Recently, it has reappeared, attacking ships and leaving them destroyed or entangled in infinity vine. The party is hired to hunt down and destroy the craft. It has an the following stats: Hull Points: 45; MC A; AR 5; SR 7; 3 attacks (2 claw for d4 hull points each, 1 beak for d6 hull points of damage). The crew can infect a ship with infinity vine.
The truth of the matter is that the ship has been cursed by a magical artifact. If the characters are inquisitive, they can discover this fact and deal with it. Freeing the ship from the curse gives the party a large bonus in xps. and the eternal gratitude of the elves. Once the ship is freed of the curse, it joins the elvish defense forces.
The characters find themselves visiting one of the frontier ports when settlers arrive, reporting that they were attacked by troglodytes. It is not an uncommon occurrence, but of late the troglodytes have been unusually aggressive and the attacks unusually deadly. The party is hired to deal with the situation, either pacifying or slaying the troglodytes. This could present an interesting role playing situation for troglodyte players.
The Sunflow Republic can, with minimal work, be adapted to fit almost any campaign world. It can be ripped from the Sun's Girdle and dropped into almost any tropical archipelago. In Greyhawk, it can easily be placed in the Pearl Sea or in the middle of the Solnor Ocean, directly west of Hempmonialand. In the Realms, it can be placed anywhere south of the main continent of Faerun and west of Zakahara. On the world of Krynn, it may be found almost anywhere on the equator. With a little modification, it can even be added to Ravenloft or Ravenspace. Simply change the government into a bureaucratic nightmare with everyone blindly following their corrupt and cruel Empress. Because of the wet tropical environment, the Republic is a poor addition to Athas, and may or may not be adaptable to Cerilia.