Ring of Many Places | Cave of Susurrant Whispers | The Drowned Forest | Orcs of the Serrated Tusks | Six Atypical Goblins
Ring of Many Places
Magic Item | Ring
Powerful conjuration magic suffuses this mind-bogglingly valuable ruby-studded platinum ring. No fewer than twenty exquisitely cut tiny rubies are set into the ring’s glimmering platinum band. A careful and close examination reveals a tiny glyph etched into each gem. A wizard or similar learned sage can determine that each glyph names a different plane of existence. Each glyph-graven ruby contains a tiny extra-dimensional space holding a tiny metal planar fork attuned to a different plane of existence. The ring also enables the wearer to cast plane shift once per day.
Cave of Susurrant Whispers
Caves & Caverns | The Lonely Coast | Troglodytes
For uncountable millennia, the Orestone’s rocky bulk—slick with spray and ever-forlorn—has jutted from the ocean’s wave-flecked waters within sight of the Lonely Coast. But despite its isolation, the Orestone has never been uninhabited. Caves and caverns riddle the wave-battered rock. Some of these caves—infested with troglodytes dwelling amid the ruin of their ancient glory—plunge far below the ocean floor.
Other caves are more accessible and have served as hiding places or treasure vaults for pirates, wreckers and smugglers. One such sea cave is the Cave of Susurrant Whispers. A few decades ago, the so-called Pirate Seer Ilmatar Mielenpito, found the Cave of Susurrant Whispers while searching for somewhere to hide her latest haul. After establishing a small outpost in the cave, she sailed away in search of her next victim. The small garrison she left behind did not last long—troglodytes creeping up from the depths of Orestone soon found and slew them, although they did not find the pirates’ treasure.
A sunken tidal passage links the caves to the deeper network of caverns and passages. Therein dwell the Troglodytes of the Ebon Lake and their alien master, the aboleth Irfel-Thoth. The troglodytes have learnt that sometimes surface dwellers visit the Cave of Susurrant Whispers and keep a watch upon the place. Fresh meat is hard to come by in the lightless caves beneath the Orestone, and Irfel-Thoth mentally enslaves any living surface dwellers unfortunate enough to fall into its be-tentacled clutches. Servitude, madness, and (eventual) blessed death are such folk’s fate.
The Drowned Forest
Coast | Forest | Swamp
The Drowned Forest is a dreary, singular place. Flooded long ago after a storm of unprecedented savagery raged inland from the Bitter Sea, the Drowned Forest fills the greater part of a swampy sunken valley that comprises part of Westerland’s southern border. Before the flood, the forest and marshland were but sparsely populated. Even now, a century or more after the flooding, disparate bands of humans—frontiers types, outcasts and outlaws—dwell in dismal hamlets on the few spots of dry land dotted through the forest.
Such folk must be hardy and ever-alert for danger. The Drowned Forest is tidal, and the ever-changing water level hides many dangers. Goblins dwell in the depths of the old salt marsh, and bull sharks hunt in the muddy depths of the turgid rivers yet wending their way through the mire. Disease is an ever-present danger. But for all these threats, the Drowned Forest is a sanctuary for those who want or need to avoid official attention. For such folk, the benefits of dwelling in the Drowned Forest far outweigh the risks.
Orcs of the Serrated Tusks
Orcs | Tribe
Bloodthirsty and violent even by orc standards, the orcs of the Serrated Tusks are feared by other nearby orc tribes and human settlements alike. Perennial raiders and marauders, they attack whoever they perceive as most vulnerable or weak, and they show no mercy.
Tribal members cut jagged patterns into their protruding tusks, giving them a saw-like appearance. The more jagged and fearsome the design, the greater the status of the warrior sporting it. Among the tribe, to lose one’s tusks is a great shame and almost always results in banishment or death.
Unspeakably foul, the orcs like their captives alive and wriggling. The lucky ones die quickly—victims of orc brutality or hunger; the unlucky linger—perhaps as slaves or entertainment. A few captives—those strong enough to survive the orcs’ brutal society or who possess skills the orcs need—are forcefully inducted into the tribe. In this way, the tribe makes good its battlefield losses and even steadily grows in size and power. New recruits are always first into battle and, until they have proved their loyalty, the last to pick over the spoils. Casualty rates are high among newcomers, but this matters not to the orcs.
Six Atypical Goblins
Six Things | Goblins
Grax: Grax has been dead for a week or two now after he fell prey to a wandering intellect devourer. Thus far, the intellect devourer has not managed to be alone with the tribe’s shaman or chief and is growing increasingly frustrated with its “home”. It seeks a new, better host.
Bron: Strong and muscular (for a goblin), Bron delights in his physique and goes about topless to intimidate his fellows. He loves to decorate his body and daubs odd patterns on his chest with whatever he can find.
Hist: Small and scrawny and with an impressive tangled knot of black hair, Hist has nervous, quick eyes and a timid demeanour. He is a merciless sadist and has a heart as hard and as black as an ebon diamond.
Itro: Great passion for fire burns in Itro’s breast. He loves it. He loves setting it. He loves watching it. He loves rubbing himself with ashes—thus, to the casual observer, he resembles a ghost or dead goblin; only his blazing red eyes give him away.
Edo the Mag-Epic: Believes he is destined for greatness for he has a Book of Magic Spells. Shockingly, Edo is clever for a goblin and has mastered a few of the more basic spells and cantrips lurking in the book. He wears a blood-stained, battered wizard’s hat and screams his arcane chanting. His fellows are afraid of him. If he survives, Edo—with intellect and spellcraft—could become a significant threat to the nearby villages.
Yax: Yax finds his lair-mates loud, stupid and smelly. Yax dreams of a better life—of a life away from his tribe, of a life where he can be free to explore and meet new and interesting friends. In short, Yax is not a typical goblin. He cheerfully sacrifices his tribe on the altar of a better life for himself.
Thank you for reading the Sunday Supplement; I hope some of this week’s Campaign Components make it into your game or sparks your creativity.
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