Lively Locals 11: The Ironbone Tower

Far outside the rest of human civilization, near elven territory, is the frontier town of Haetrope. In most respects Haetrope is unremarkable. It has a town council, and a town guard. The citizens of Haetrope enjoy their ales in the tavern, get their pack animals shod at the blacksmith’s shop, and purchase their tools from the general store. The only thing that Haetrope has which most towns do not is the tower. The really old, really tall tower.

The base of the tower is circular, and about 200ft in diameter. The bottommost levels are completely open, the walls having long since crumbled away, leaving only a ring of off-color stone to indicate that the space was once the base of a mighty structure. Iron structures remains in place, ascending high into the sky, and through the clouds. The tower can be seen from miles around, and many travelers in the area rely on it as a guiding marker.

A handful of the towers levels do remain intact, with the lowest being about 200ft above the ground. The few who have successfully ventured up to those areas say that the stones are incredibly unstable. A wrong step can send a piece of the floor crashing to the ground far below, along with the adventurer who foolishly put their weight on that floor. It has been said, though, that any who dare to climb the tower and survive to explore its many levels could return with fabulous and untold treasures. This brings a steady flow of adventurers to Haetrope who wish to attempt the climb. So much so that watching someone make the attempt—and placing bets on when they will fall—has become a local pastime. The few who do make it to the top often return empty handed, if they ever return at all.

A far safer and more reliable expedition is to explore the numerous sublevels of the tower, which extend deep beneath the earth. Perhaps descending even further below the ground than the tower rises above it. These sublevels are not without danger of their own—fearsome monsters and deadly traps still claim the lives of most adventurers who dare venture into the depths. But at least it does not require a treacherous climb to the heights of a long since crumbled tower.

The razed bottom level of the tower allows easy access to the first sublevel via an open staircase, making the tower a popular destination for those whose lust for gold is sufficient to drive them into danger.

Nobody knows when the tower was built, or for what purpose. Not even the greatest historical sages can name a time when the town of Haetrope did not lay in the shadow of the tower. And while it is true that much of history has been lost, it is also certain that both the tower, and the town of Haetrope beneath it, have existed together for millenia.

Beyond when and why, it cannot even be determined how the tower was built, or why it still stands. Numerous kings over the ages have sent their royal architects to learn from the tower, so they too could have a castle which rose above the clouds. But even the most talented architects humankind has produced have been unable to replicate the materials or the construction techniques used by whatever ancient people built the tower. And more than one twisted wreck of a tower can be found throughout the human lands to prove it.

Lively Locals 10: Rurik's Tree

Rosco Rurik was good at killing the undead. The ranger had devoted all of his training, and all of his time to becoming more efficient at slaying the hated creatures. He’d memorized every type ever encountered or created. He’d memorized the known weaknesses and powers of each, and carried with him an extensive array of tools to accomplish his undead slaying task. If anything could send a shiver of mortal fear through a vampire’s spine, it was the name ‘Rosco Rurik.”

Rurik’s hunting made him famous through the land. Tales were told of him round campfires, and over pints of ale. And nearly every story mentioned Rosco’s powerful magic axe. In the presence of the undead, the axe’s blade became shrouded in white mist, and it was uniquely suited to slaying them. After a single cut, the blade would adapt itself to take advantage of the individual creature’s weaknesses, meaning Rosco’s second blow was often the last he needed to make.

There are many tales which could be told of Rosco and his mighty axe, but what concerns us today is their last adventure. As usual, Rosco was in pursuit of some undead ne’er-do-well who had caused a lot of suffering. A lich by the name of Amkon, who lived on an island surrounded by treacherous waters. Rosco had thought himself sufficiently prepared to kill the vile creature, but the Lich had lured him into a trap, and Rosco barely escaped from the lich’s lair alive.

He ran with all haste, the Lich’s ghouls close on his heels. The brave ranger managed to make it to shore, but found that his boat had been destroyed by the lich’s servants, to prevent any possible escape. He was trapped on an island with a foe he could not defeat by himself. Rosco knew he was going to die. Knowing he could not allow his axe to fall into the lich’s hands.

He had managed to gain a good twenty minutes on the creatures chasing him, but that did not leave him much time. With his hands he shoveled sand away as fast as he could, then shoveled it back in place again once he had dropped his axe into a hole deep enough that he thought it would not be discovered. By the time the lich and his minions arrived. Rosco was sitting peacefully in the surf, looking out over the water. The lich grabbed him by the throat and held him off the ground. He demanded to know where the axe was. Rosco smiled

“The ocean tides will carry it far from here. You’ll never find it. “

Those were Rosco Rurik’s last words, before the lich tossed him into a pack of ghouls, which tore the ranger into unrecognizable chunks of what had once been a man.

The lich spent a year sending zombies to walk the ocean floor, searching for the axe. He hoped he could use it in his magical experimentation to produce undead creatures resistant to their traditional weaknesses. He never thought to search the beach itself. Eventually the lich grew bored, and moved on to some other project in its interminably long life. For many years the axe lay beneath the sand, undisturbed. Then an unexpected thing happened. A green sprout appeared in the sand, where the axe had been burried. And the sprout grew over years into a tree, towering above the beach and shading the surf. It is a mystery why precisely this happened, or how the tree survives rooted in sand. But one thing is clear: Rosco’s axe was the tree’s seed, and most agree that his blood was the water.

Rurik’s Tree is unlike any which has ever been seen before or since. The wood is brown, with soft bark and straight, sturdy branches. The leaves of the tree are large—roughly a foot across. They curve outwards from the branch, appearing very much like the blade of an axe. They cut very much like one as well. While the leaves are alive, they function as a battleaxe with a +5d6 enchantment bonus against undead. Unfortunately, within a day of being removed from the tree, the leaves wilt and becomes useless. No one has yet determined how these leaves could be used in a more permanent application.

Lively Locals 9: Peaceful Crossing

Some years ago I was in the southern lands. My expeditions had not been fruitful of late, and I was in sore need of some coin. To tide myself over, I took a job as a bounty hunter. The town I was staying in at the time had been harassed by a group of brigands for several months. They pooled they resources, and offered me a hundred gold coins if I would bring them the heads of all seven bandits. Normally I wouldn’t have taken such a poorly paying job, but my purse was so light by that point that it may as well have been filled with feathers.

I waited until the band attacked once more, then pursued them from a safe distance, with as much subtlety as I could manage. Given their superior numbers, I did not want to face them in an even fight. I hoped to attack them in the night, when they could be caught unawares. Their path led through rocky hills, and into a wasteland of dry, sun-blasted earth. The ground was so flat that it would have been impossible to remain hidden, so I allowed them to pull ahead of me over the horizon, and continued to pursue them by following the tracks their horses left on the ground.

In the late afternoon, I happened to catch a hint of movement at the edge of my vision. I turned to see a pack of large, hungry-looking coyotes stalking me. I had no idea where they’d come from, but it was clear they intended to have my horse and I for a meal. Weary from the long ride and the harsh sun as we were, I knew I didn’t have much of a chance fighting the damned things, so I spurred my horse along and we took off as fast as we could. Which turned out not to be very fast, given our exhaustion. Up ahead of us, though, there was what looked to be a dry riverbed with an old wooden bridge across it. It would be as good a place as any to make a stand, so I made for it with all haste I could coax from my steed.

We made it across the bridge, where I leaped down and drew a dagger and shield. It wasn’t much defense, but at least it would prevent them from completely surrounding me, I thought. I turned and waited for them to pounce on me, but they never did. I could see it in their eyes the moment their forepaws landed on the decrepit wooden planks. Immediately I no longer interested them. They took a few more bounding steps forward, but their focus was lost. They all wandered about for a moment, before moving off together, leaving my horse and I untouched.

I was curious, so I examined the bridge more closely. It was clearly very old, but I was surprised by how sturdy it felt. I tried putting my feet through the boards, and shaking the railings, but nothing budged. Upon closer inspection, much of what I had assumed to be gnarled, worn wood was actually expertly carved with leaves, trees, birds, and other small woodland creatures depicted on the railings and posts. Clearly it had been built when its surroundings were much different. Either that, or whoever built it had a very unusual sense of aesthetic.

I jumped down to the riverbed below, and began digging my hands into the ground to see if I could tell just how long it had been since there was any water under the bridge. The surface was so dry that I had to loosen it with my dagger before I could begin searching at all. I dug perhaps a foot into the ground without encountering anything but dry, dead earth. I was about to give up and move on when I noticed some markings on the bottom of the bridge. They were made with paint, but still clear to see. It was a large circle with half a dozen runes inside of it. I copied it to some parchment I had as best I could, then climbed atop my horse and started to ride back the way I’d come.

Back in town I found a scholar who told me the symbol was an old elven one, meaning “Go in peace,” or “Walking the Path of Nonviolence,” or something else to that effect. It wasn’t until I spoke with her  that I realized I had completely forgotten about my pursuit of the bandits after I crossed that bridge.

Lively Locals 8: Hero's Rest

If you visit the town of Everbrook, there is a sight you ought to see. Follow the stream which runs through town upriver, and you’ll come to a crumbling watchtower near the town’s edge. Behind it is an overgrown path leading up into the hills. The trees here grow large, and broad, blocking out all but the occasional trickle of sunlight. You may need a lantern to follow the path, even at noon on a bright summer’s day.

The climb is steep and winding, but the path never strays far from the stream, so you’ll have plenty of water to slake your thirst. A mile or so up, you will happen upon a clearing. It’s the only spot for miles, aside from Everbrook itself, where the sun shines through the dense tree cover. The southern edge of the clearing drops off suddenly, and if you stand on the edge you can see a rolling ocean of thick leaves extending as far as human eyes can see.

The clearing is small, no more than 15ft from any point on the clearing’s edge to any other. The stream pools in a tiny pond here, before continuing further up the hillside. There are no insects or animals there, only a profound stillness that makes you keenly aware of every sound you’ve brought with you–your footsteps in the grass, your breathing, your heartbeat.

Beside the water is a tomb; 6ft long, 3ft wide, and 3ft high. It is made of local stone, and somehow seems more at home than I would have thought a man made object could be in such a profoundly natural place. Its surfaces are covered in ornate carvings, depicting great battles, and slain demons. The side of the tomb which faces towards the water, and out over the trees, bears the only word, written in common.

“Hero”

If you were to ask anyone in town where it came from, none of them could give you an answer. They say that the town’s founders only discovered it several years after settling in the area, and no one has ever found out where it came from, or how long it has been there. Most of the townsfolk have visited the Hero’s Rest at least a few times. It is a solitary experience for them, one of solemnity and contemplation. Specific beliefs and traditions regarding the site vary from person to person, but every last citizen of Everbrook agrees that Hero’s Rest deserves reverence.

No one has ever opened the tomb, nor would the people of Everbrook ever willingly allow someone to do so–though they do not guard the site and could not stop a determined thief. Nor are they eager to learn of who was lain to rest there. Whoever that person was, the town of Everbrook embraces them.

Whoever that person was, they were a hero.

(Un)Lively Locals 7: Lilbr, Village of the Dead

Thirty years ago, the town of Lilbr was utterly commonplace. It wasn’t deep in the wilderness, nor was it convenient to any large cities. Its people were not renowned for any great craft or service. They lived unremarkably, and no one paid them any mind.

Then a virulent diseased spread rapidly throughout the land, touching every community. Its victims died horrible, retching deaths. Many attempts were made to cure it, but they seemed powerless to stop or even delay the spread of the terrible malady. Like an avatar of death, it killed the ones it chose for itself, and ignored the rest completely. Even those who tried to keep themselves completely separated from society had no luck escaping the scourge of what came to be known The Death Cough, after its distinctive first symptom.

The disease raged for only three months, but in that time it nearly halfed the size of most communities. Some towns were reduced to a tenth of their previous population. Everyone was scared, and mourning, and many towns were abandoned because their devastated citizenry could no longer support themselves. It took a few months before people started to realize that in all the shuffling, no one had heard anything, from anyone in Lilbr.

Scouts were sent to investigate. They discovered what everyone had feared. Not a single person in Lilbr had been left alive. Upon inspection, no new graves were found. There was no indication that anyone had taken the time to bury any of the numerous bodies curled up in their homes and in the streets. It was apparent that the Death Cough had afflicted all the people of Lilbr at the same time, and had not spared anyone as it had elsewhere. Even the livestock were seen curled up and motionless, apparently dead from the disease which had only been observed affecting humans before.

With the threat of the disease still fresh in everyone’s minds, no one even dared bury the bodies. That would require being near them for far too long. Instead, it was agreed that no one should approach within 20 miles of Lilbr until 10 years hence. The number was arbitrary and unscientific, but to the farmers and other peasant folk who made up the surrounding villages and towns, it seemed like a safe bet.

Signs were posted warning travelers away, and indicating safe detours. For a decade, no one set eyes on Lilbr. And when the 10 year quarantine finally drew to a close, the emboldened villagers sent a small band to purge the village. They were to bury the bodies—no doubt skeletal by now—and burn the buildings and fields. The band returned three days later, each of them as pale as death. They said there were no bodies to bury, because the dead of Lilbr walked the streets as though they were alive.

Fearing the worst, a party of adventurers was hired to investigate further. They found that, indeed, the people of Lilbr had been raised as zombies. But even the adventurers, widely traveled though they were, had never seen anything quite like what the town had become.

While on the surface the town appeared to be overrun by completely average zombies, the adventurers discovered them to be anything but. For one thing, they did not attack the living on sight. In fact, they completely ignored the adventurers until the group destroyed one of the shambling corpses. When they did that, every zombie in town immediately attacked, and the adventurers thought for sure they would be devoured by the sudden onslaught. But the moment they stepped outside the city limits, all pursuit ceased. The zombies stopped running, picked up the remains of the one who had fallen, and went about their business. Stranger still, the following day, the adventurers saw the same zombie they had destroyed walking about as though nothing had happened! That shouldn’t be possible. A destroyed zombie cannot be reanimated a second time, it is common knowledge.

Still more strange, the adventures noted that the zombies did not mill about aimlessly as mindless creatures are apt to do. They seem to be living the same lives they had before the plague came.The farmers farmed, the millers milled, the children played, and friends stood around chatting with one another. It would be an idyllic scene, if the participants were not dead. The running children moved in a stilted, rigor-mortised shamble, and every conversation was nothing but guttural noises produced by lungs and throats which no longer functioned as they were designed to.

Unsettled by this news, the surrounding villages began to empty. No one was comfortable living near such a horrifying place. It wasn’t long before the village of the dead was surrounded by a dozen ghost towns. Occasionally, a group of paladins have taken it upon themselves to destroy Lilbr, and rid the world of its foul mockery of life. Many died trying, unprepared for the vicious coordination of the zombie counterattack. And before a more organized force could raze the town, necromancers began to arrive from all over the world.

Lilbr was unique. An absolutely unparalleled opportunity to study naturally occuring necromatic phenomena. Every powerful necromancer in the world wanted to be a part of it. Many went so far as to build their towers within sight of the town, forming a very loose coalition. They quickly noticed something the adventuers had failed to recognize: each zombie’s actions are exactly the same nearly every day. Down to the number of steps taken and the tones of the guttural conversations. Very occasionally, once, or perhaps twice a year, the zombies deviate from their routine. For a day, everything is different. They have a festival, or a trial, or a war. So far none of these odd days have repeated themselves, and no one is quite sure what they represent.

Entire towers have been filled with tomes pertaining to the bizarre puzzle of Liblr. To this day, no one actually knows what is going on.

Lively Locals 6: The Godstone

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A bag of holding is a coveted prize for an adventurer. In one small sack, a person can carry an entire armory of weapons, more potions than a wizard could brew in a year, and enough riches to buy a kingdom. Never does the bag grow in size, or become any heavier than a skin filled with water. Few know how these marvelous devices work, but the truth is that each bag accesses a small pocket of the Astral Plane. The infinite nothingness which flows between the dimensions, holding them together into a single multiverse. Each bag of holding is a small portal into a pocket of that void.

As precious as these items are, they’re also a great liability. It’s a simple task for a thief to rob you of your entire fortune, if you’re foolish enough to put it all in one place. Thieves are not even the greatest of an adventurer’s worries. A far greater danger is that posed by a stray blade, or arrow. A whizzing bit of steel which, while it may fail to harm the adventurer, damages their bag. When a bag of holding is broken, it does not simply split as a bag of canvas would. A bag of holding implodes, sending its contents whirling into the astral plane in all directions, and the unfortunate adventurer will be lucky if they’re not sucked in along with their lost treasures.

Over the centuries, countless bags have burst into the astral plane. Since the acquisition of such a bag in the first place is a dangerous–or at least expensive–proposition, the items contained in them are often quite valuable. Powerful magic items and artifacts float aimlessly throughout the vast nothingness.

But the astral plane is not entirely empty. Planar travelers use the astral plane as their road between worlds. The alien Githyanki even call the astral plane their home. There are many astral phenomena as well. Young wizards preparing to travel the planes for the first time are warned of the dangers of sonic rain, and transformative clouds. Worst of all is the bridge lightning. Arcs of energy which are drawn towards physical matter. They appear as if from nowhere, and move so quickly that by the time the eye has seen them, they are already gone.

If a person can survive the shock of being struck by bridge lightning, they’ll suddenly find themselves somewhere completely different. The lightning draws anything it touches to an area of intersection, where the astral plane overlaps another plane. Whatever the lightning strikes is unceremoniously dumped into a seemingly random spot somewhere in the multiverse. It is said that the astral plane’s natural state is emptiness, and the gods created the bridge lightning to enforce that.

Lost treasures are far more numerous than travelers in the astral plane, though. The lightning is often drawn to a mighty sword or magic potion lost by an adventurer who trusted their magic bag a little too much. Sometimes the items fall into the fires of hell or the endless fields of Elysium. Occasionally, they even end up in the depths of a dungeon, only to later be found by another adventurer. And other times, the items are zapped to a rock.

It’s not a particularly interesting rock. It’s just a stone in the middle of a field, which happens to intersect with the astral plane. Every so often, some item appears on the rock without warning. One day, a magical sword might appear, and six months past that, a dozen gold coins. A week after, a collection of goblin teeth, then a year later a powerful suit of plate armor.

A century or so ago, a clan of nomadic orcs were wandering through the wilderness, and came upon a small pile of gold and other treasure. They fell upon it eagerly, and took it as an omen that they should make camp around the stone. They intended to stay only a few weeks, but while they were there, they noticed that magical marvels continued to appear. The shamans declared the rock to be a manifestation of the orcish god, and the tribe cast off their nomadic ways to remain with the godstone.

To this day, the Tribe of the Godstone guard their land viciously. They are impossibly wealthy and well equipped, and eagerly offer outsiders as sacrifice to please their deity.

Lively Locals 5: Three Religious Sites

While at Paizocon, I attended a seminar on homebrew game worlds. It was one of the more thought provoking seminars I attended, and in particular one of the panelists really got me thinking about religion. I’ve never had a problem with religion in my game worlds, and you could even call me a pretty huge fan of Vecna, a god from D&D. But I’ve never spent much time thinking about the wider impact of religion on my worlds, which I now recognize as a pretty huge failing on my part. So, as a bit of fun, I decided to make this Friday’s post about something with religious significance. Nothing which deserved a really large backstory came to mind, so I settled on breaking this post up into three parts.

The Stake of Ereon

Long ago, in a small village, the Church of Arethae overstepped its bounds. Arethae was a god of contemplation and philosophy, but over time her followers in this village involved themselves more and more in the petty politics of governance. As the village grew, the clerics of Arethae became powerful and corrupt, encouraging their followers to ostracize any who did not submit themselves to the teachings of Arethae. Teachings which were often interpreted by the clerics to match their own selfish whims.

Arethae was saddened to hear her name spoken as a tool of oppression. Spurned to action, she communed with a lowly priest named Ereon, who lived in a city far from the village. She bestowed upon him her seal, and commanded that he travel to the village. There, Ereon was to meet with the church leadership, and prove his divine authority by presenting the seal. None who touched the it, she said, could have any doubt who had sent him. Ereon did not believe himself worthy of the task, but he submitted himself to his goddesses command, and left the comfort of his monastery home that very day.

It took four months for Ereon to travel the many leagues between his home and the corrupt village, but as he walked the seal infused him with his goddesses wisdom and strength. Through the challenges he faced on the road, it brought forth his inner courage and taught him how to lead those who had gone astray back to the truth of Arethae. When he arrived, he presented himself to the church leaders with the might of his goddesses’ conviction in his heart. The town’s clergy examined the seal, and knew it to be genuine. They were saddened to learn of their goddesses’ disapproval. When Ereon commanded that they submit to his guidance, however, they made a decision:

They did not need their goddesses’ approval.

They declared Ereon to be a heretic, and announced his execution to the townspeople with much pomp and circumstance. A stake was erected in the village square, and the clergy made a great show of binding Ereon to it. Ereon made no objection as they lit the fire beneath his feet. As he began to burn, he serenely chanting prayers to Arethae, until the smoke made it too difficult to speak.

The moment Ereon’s final breath left his body, every priest and priestess within the village began to choke and cough, as though they too were trying to breathe through smoke. The entire populace watched as their leaders–dozens of men and women–slowly suffocated for no apparent reason. The village was abandoned shortly after, and the buildings have long since been destroyed by the elements. But the stake remains, a charred black log standing alone in a field of grass. Even now, any character of evil alignment who steps within 100 yards of the stake is suddenly overcome by a fit of coughing, which will not end until they retreat.

Bloodstain of Vecna

Millenia ago the great warlord lich Vecna was betrayed by his lieutenant, Kas. The two fought a long battle, and at its conclusion Vecna’s tower mysteriously collapsed, presumably destroying both Vecna and Kas. No one knows what the outcome of that battle was, for the only remains ever found were Kas’s mighty sword, and Vecna’s hand and eye. Regardless of the battle’s outcome, it was soon revealed that Vecna had risen as a demigod. Much later, it was revealed that Kas had been raised as a vampire, and was a prisoner within Vecna’s Citadel Cavitius. But that is another tale.

When Vecna’s tower collapsed, so did its foundations, which extended deep into the earth. A veritable mountain of stone came crashing down through level after level. Through the eons which have passed since that fateful day, the site of Vecna’s tower has become obscured. But deep beneath the surface, in the bowels of the underdark, is a stone. Once, this stone served as part of the floor of Vecna’s audience chamber, and now it serves that same function in one of the numerous labyrinthine passages of the underdark.

During his battle with Kas, Vecna was wounded and a few droplets of blood were flung from his undead veins. They splattered on this stone, and there they remain. A dark brown stain, appearing to be perhaps a few days old at most. Not that anyone can see it in the pitch blackness of the underdark. None have ever discovered this stone, and even Vecna himself does not know of its existence. However, if anyone were ever to set foot upon it, they would immediately be granted knowledge of the locations of both Vecna’s hand, and eye.

St. Baria’s Rest

A blind prophet once came to the court of Kerrogon seeking food and shelter. Gustaf Teranar, the Primarch of Kerrogon, was not a kind man. His people suffered greatly under his tyrannical rule,and he found their suffering offensive. When the disheveled old prophet entered, Gustaf nearly had him killed on the spot for daring to present himself before the Primarch. But his advisers intervened, for they recognized the man, and knew of his gift. Intrigued, Kerrogon offered him food and shelter, in exchange for an insight into the future.

The man gladly accepted the food and shelter offered him, and on the morrow he met with the court once more to reveal Gustaf’s future: that even now, a child lived within his kingdom which would someday rise up, and slay him. The Primarch was enraged, and had the old prophet cast out of the court. He would have killed him, but he feared the consequences of slaying one who had been gifted by the gods.

Gustaf rallied his soldiers in the early morning, and ordered that every child in the kingdom–all those below the adult age–were to be killed. Ruthlessly, the soldiers went from home to home. Bodies were left in the streets, and the gutters ran with blood. The grieving wails of parents filled the air, becoming indistinguishable from one another. A righteous woman named Baria gathered together as many children as she could, and tried to flee the city. She managed to gather forty of them before she led them into the wilderness. As she entered a narrow pass, however, she heard the sound of hoof beats behind her, and the clatter of Kerrogonian Armor. Thinking quickly, she noticed a cave and bade the children to hide within. Only too late did she realize that the cave was shallow, with barely enough room for all of the children to fit, let alone hide.

Baria looked frantically for another option, but it was too late. She could see the soldiers outside as they examined the tracks the children had left. She was sure she was doomed, and it was all she and the children could do to keep quiet and still. The soldiers dismounted and walked around for a long while, puzzling over the tracks, appearing not to see the woman and the children she was trying to protect. The two even followed the tracks right to the mouth of the cave, and stared directly at the group for long minutes, before returning to their horses and riding off.

Baria was mystified, and thanked the gods for whatever miracle they had performed to save her and her wards. They continued to flee, and successfully escaped the slaughter. They settled in a faraway city, and indeed, one of the children eventually returned to slay the tyrant king who had killed so many others. And to this day, none with evil intent are able to see the entrance of St. Baria’s Cave, even with powerful spells and divinations, it appears to be naught but solid stone.

Lively Locals 4: The Wood of Lost Paths

Far to the north west is a deep forest. A girl with leaf-green hair, perhaps 10 years old, roams there. She cares little for the world of humans. Her days are filled by picking flowers, climbing tress, and running through the woods as fast as she can. She’s been there as long as anyone can remember, and longer, all without growing a day older. This unique fay is said to be the forest’s heart made manifest. But, truth be told, no one knows which came first: the forest, or the girl.

Civilization has long since grown around this forest. A number of villages, and even a large city, are within a day’s travel of it. But no serious attempt has ever been made to harvest its wood, or settle in its shade. For the trees of this forest can move as surely as a man can walk. Which isn’t to say that anyone has ever seen them move. The trees somehow know when there are eyes upon them—even the magical eyes of a diviner. But a traveler entering the forest is best advised that the path behind her will never be the same one she traveled.

The girl has some part in this, that much is certain. The paths of the wood shape themselves to her whimsy. Those few who have returned from the Wood of Lost Paths tell stories of meeting her. She introduces herself as Asria, and leads the lucky traveler down a path they had not seen; wide and straight, leading directly to the forest’s edge. The moment they set eyes upon the grassy planes that surround the forest, the girl disappears again into the trees. Most are wise enough to avoid the forest entirely. For every tale of a traveler who was led out, there are twenty of men and women who never returned. But a legend sometimes draws foolish adventurers to the Wood of Lost Paths: the tale of the Kingsblade.

It is said that a great king once lost a battle near the forest’s edge. Upon seeing the suffering of his soldiers, caused by his own rivalry with another lord, the king drew his sword and cast it into the forest, declaring that he would force his people to do battle no more. Three celestials saw this powerful act, and were moved by it. They were sisters, representing the virtues of wisdom, love, and courage. They carried the blade to the center of the forest, and saturated it with their powers. They transformed it into a weapon which could stand against any evil. It is said that the blade is still there, its hilt held aloft in a single hand shared between three statues of these celestial creatures. They wait only for one worthy enough to wield it.

Recently, a band of a few dozens Drow discovered the forest. They’d offended the spider queen, and fled to the surface world to escape her wrath. After a lifetime of living in the depths of the underdark, however, they found the light of the surface world unbearable. They sought refuge in the Wood of Lost Paths, finding the shade to be an acceptable substitute for the darkness of their home. It was only after they entered the forest that they realized it was not a simple task to leave it again.

The impossible to navigate landscape nearly drove the Drow to madness. Several of them were separated from the group and lost, presumed to be dead. It was only good fortune that saved them when they encountered the girl, Asria. She offered to show them the way out, and when the drow discovered that she could navigate the forest, they immediately began scheming. Rather than follow Asria’s path, they captured and bound her. Despite her great powers and apparent immortality, Asria was as weak and naive as a child.

One of the drow wizards fashioned a headband for her, one she could never remove herself. To it, he bound four stones. Each stone allowed the wielder to instinctively navigate the forest’s shifting landscape as though they were Asria herself. By exerting their will, the drow could even force Asria to create paths and clearings for them.

Since then, the drow have been raiding the nearby settlements for food, supplies, and treasure. A number of attempts have been made to pursue them, but none dare follow them past the treeline.

Lively Locals 3: Drummer's Field

Everybody has a story about what happened on Drummer’s Field. No two are quite the same, and all of them are suspect. No written historical account of the battle fought there is known to exist. What few sages have studied the field’s legacy know scarcely more than the drunks who swap their yarns in nearby taverns.

There are, however, a very few facts upon which everyone agrees. Not less than two centuries ago, a battle was fought on Drummer’s Field. In that battle, a ruling line was ended forever. And, whether through victory or through flight, a great evil survived. Lastly, no one contests that something of the battle was left behind—though precisely what remains a mystery.

Drummer’s Field takes its name from a lone figure who walks its length each night. No one has ever seen where he comes from, or where he goes, but each night he emerges from the forest on the southern side of the field. He marches solemnly, beating his drum in time with his step. It takes him roughly a half of an hour to cross to the Northern side of the field, where he disappears again into the trees.

Many sages have studied the Drummer in depth. He is not a ghost, for he has corporeal form. Neither has never been confirmed that he truly appears and disappears. If he does, it is always immediately upon being out of sight. If his path is blocked by a physical object, he will calmly move around it without changing pace. The few times a person has dared to block his path directly, a bright yellow light has emanated from beneath the Drummer’s cowl. This light engulfs the blocker’s form, and when it dissipates, they are gone None who have been engulfed by this light have ever been heard from again.

A few attempts to forcibly restrain or attack the drummer have been attempted. If these attacks can be ignored, the Drummer simply continues his march. More serious attempts to restrain or harm the Drummer cause the Drummer to die, silently. Either clutching at his throat as though choking, or clutching at any wounds which have been inflicted on him. When the body is examined, it is discovered that there is no one within the Drummer’s clothing. Only a few nights later, the Drummer returns to the field, as though nothing happened. This has only been attempted a few times, since each time the Drummer has died, one of those responsible for his ‘death’ has disappeared without explanation shortly thereafter.

It has also been noted that upon careful listening, one can hear the sounds of a great battle with each beating of the figure’s drum. These sounds are only faint echos, so it is difficult to learn anything about the battle from them. An elven sage named Efrem once spent 50 years dutifully cataloging each sound she could make out from the beating of the drums. Even with her impressive elven hearing, the volumes she produced are primarily filled mostly with the clash of swords, and a few shouted commands. She did insist, however, that the sound was a little different each night.

The locals have come to accept the Drummer as a relatively innocuous creature, and even a source of community pride. They warn their children to stay away from him, citing of his deadly gaze. But every child knows you can’t be a man (or woman) until you’ve spent a night marching beside the Drummer.

GM INFORMATION:

Four hundred years ago, the king of a small kingdom stood against the demonic hordes of a Balor. The king and his army were slaughtered, and the demon carried out a ruthless campaign of genocide against the King’s people, erasing anyone who might remember the upstart who had dared to oppose him. With his dying breath, the King swore to the demon that the battle would never end until his people had been avenged.

The drummer appeared shortly thereafter, marching the field as a creature outside of time. Any who met his gaze were welcomed by him. The light he emitted sent them hurtling back through time, into the thick of the battle. Some managed to survive the battle, others were not so lucky. And none of them were able to change the battle’s outcome, and thus end the Drummer’s march.

At first, the Drummer had no form of his own. Beneath the clothing which bore the king’s colors, there truly was nothing. That changed the first time the Drummer was killed, about 15 years after he began his nightly march. Since then, whoever kills the Drummer has been possessed by its spirit. At night they rise as though they are awake, though they have no awareness of themselves or their surroundings. They instinctively know where the Drummer’s garb can be found. They immediately put it on, and travel to the field where they begin their march.

As they cross the field, the Drummer’s magic begins to take hold of them. And if they make it to the far end of the field, then they become bound forever to the Drummer’s task. Since then, each night when The Drummer disappears, he has been transported back through time to the battlefield. There the Drummer must watch, time and again, as the demons triumph over the goodly forces of humanity.

If anyone sent back through time is ever able to successfully turn the battle’s tide, and defeat the demons, the Drummer’s curse would end. Though the spell would not likely send the heroes back to their own time, instead trapping them in the past where they must either learn to live, or hope to find their own way back home.

Lively Locals 2: River of Blades

Once, there was a tribe who lived by the river. They were not skilled in technology or magic, but the river provided everything they needed. Its water was clean, and its depths filled with fish. The tribe flourished under the leadership of Matron Ulanae. Ulanae was wise, and was the first among her tribe to begin to discover the powers of magic. She used her gifts to improve the lives of her people, and she was beloved. But the elders were jealous of Ulanae. Before she had begun to display her magical talents, they had ruled the tribe as the speakers for the River Spirit.

The elders told Ulane that the River Spirit wished to commune with her. To do so she must travel seven days up river to the place where the river falls from the high cliff. She was to climb the high cliff, and bathe above the waterfall to form a sacred bond with the river. Ulanae and her people still had great reverence for the River Spirit, so she obeyed the elder’s commands and began her journey. In secret, the elders followed her. They remained hidden until Ulanae reached the top of the waterfall, and began bathing in the waters there. They then emerged from hiding, and overpowered the matron. They threw her over the cliff, and her body was destroyed on the many sharp rocks below.

The elders returned to the village. They intended to tell the people that Ulanae had offended the River Spirit with her brashness, and that the River Spirit had consumed her as punishment. But when they arrived they found the people in great distress. The River Spirit was angry, they said, and would not let them enter the River. The Elders tried to calm the people by praying loudly to the River Spirit. When they had finished, they waded into the water–and their bodies were torn asunder by the river’s bite.

Without strong leadership, and lacking the resources the river had provided them, the tribe eventually moved off to settle elsewhere.

By all appearances, there is nothing out of the ordinary about the River of Blades. The somewhat muddy water flows at a fast pace, but not so fast that it would be difficult to stand in. It is between 50 and 90ft wide, and over 500 miles in length from the waterfall where it begins, to the estuary where it meets the sea. There are no towns near the river, nor are there any bridges built across it. The only oddity about the river is that it contains no plant or animal life whatsoever. No algae grows on the rocks, no fish swim in the water, local animals do not drink from it, and even trained horses will only enter it with extreme reluctance.

When anything makes contact with the water, it is attacked as though by dozens of swords all at once. Leaves and branches which fall into the water from nearby trees are quickly chopped into dust, and the effect is no less dramatic on adventurers. If the water is touched only very lightly, such as with the flat of one’s palm, or the toe of one’s boot, no damage is dealt. Instead, the character will feel as though they are being sliced, and if they look at whatever part of them touched the water they will see numerous tiny lacerations cross-crossing in all directions. If a hand or foot is submerged in the water, the character takes 1d4 slashing damage per round. If the character stands waist deep in the water they take 3d6 slashing damage per round. If the character swims, or is submerged in the water, they take 5d8 slashing damage per round. Anyone foolish enough to drink this water will suffer massive internal injuries, and instantly be reduced to -1 hit points.

No effect visible to the naked eye accompanies this attack. A character who is using Detect Magic or a similar spell will be able to see faint outlines of blades in the water, but only when an attack is taking place. There is also a very faint sound of slashing swords (again, only when an attack is taking place) but this is normally drowned out by the river’s flow. Anything which is placed in the water is subject to this attack. Most wooden craft are quickly shredded. Stone seems to hold together alright, though visible scratches constantly appear in its surface, and it would likely erode to nothing after a few hours of contact with the water. Curiously, if a bladed weapon is submerged in the water it is not damaged. Rather, when it is removed from the water, the wielder will discover that it has been expertly sharpened.

Water removed from the river will retain this slashing property so long as it is within 1 mile of the river. Note that this means it will destroy many of the containers water might normally be placed in. If this water is used as a weapon, by throwing it or splashing it at an opponent, the damage dealt is at the GM’s discretion. Roughly 1 cup of water would deal 1d6 damage, but more water might deal greater amounts of damage as indicated by the list above.