Doom Ring of the Anstani | Knights of the Platinum Dragon | Wild Geese Storage | Shadow Wolves | Six Denizens of the Docks
Doom Ring of the Anstani
Magic Item | Legendary Item
Time and history have forgotten who (or what) the Anstani were, but one dread remnant of their existence, the Doom Ring of the Anstani, yet endures to the present day. The Doom Ring of the Anstani is a heavy and plain thing. Wrought of adamantine and adorned with a curiously oversized setting, it holds a black stone of unknown, but likely otherworldly, origin in its skeletal, be-tentacled grasp.
The Doom Ring of the Anstani functions as a talisman of the sphere but has an additional power. Beyond enhancing the wearer’s ability to control a sphere of annihilation, it enables the wearer to exert continuous control over a sphere without making additional checks or rolls as long as they concentrate on doing so. It is for this reason that the ring is much sought after by powerful wizards, warlocks and other sorcerous types, for controlling a sphere of annihilation is notoriously difficult and dangerous.
Knights of the Platinum Dragon
Dragons | Knightly Order | Westerland
Indefatigable in their opposition to evil dragons, their servants and their five-headed mistress, the Knights of the Platinum Dragon are strong in the cause of good and honour. Followers of Bahamut, the Platinum Dragon, they watch for the taint and influence of Tiamat, Queen of Chromatic Dragons and smite it wherever it appears.
The order numbers several goodly dragonspawn—offspring of congress between a human and a shapechanged dragon—among their ranks. While rare, such individuals are a powerful symbol and reminder that good dragons exist in the world. Paladins, fighters and priests fill the order’s ranks. An elite cadre of knights, the Gold Cloaks, are all dragonslayers. The order has its seat at the mighty clifftop fortress of High Tower, but its questing members are ever about the realm.
Led by the elder gold wyrm Valamjhar Waurquirin, who wears the guise of the half-elf warrior wizard Amaran Nathar, the order is an ancient one and has existed almost as long as Westerland has been a unified realm. Valamjhar has long been an implacable foe of evil in all its guises and has been a strong ally to generations of Westerland’s rulers.
See Also: Dragon Mountain, Westerland
Wild Geese Storage
Adventurers | Merchants | Warehouse
The retired adventurer and delver Beorn Wymer is onto a good thing. He has (most of) his health, owns a successful business and is married to the woman of his dreams. For Beorn, life is good.
Beorn owns Wild Geese Storage, a large warehouse-style building subdivided into a score of private store rooms of various sizes. He runs the place with Hild, his wife, and their three brawny teenage sons, Praen, Tobias and Ulf. The family primarily rents their store rooms to visiting adventurers and merchants. The merchants store their goods here while adventurers sometimes trust their booty or excess equipment to the family’s care while they rest and recover from their travails.
Wild Geese Storage has a good reputation. Beorn is known to be honest and diligent, and his sons, doughty and not afraid of hard work, are chips off the old block. Atypically, Hild keeps geese, and she lets them roam the warehouse at night. These loud, aggressive and territorial birds work well as a warning against nefarious activity.
The family dwells in a small half-level above the main warehouse, which features a balcony so they can watch the daily comings and goings below. Their geese live in a walled courtyard at the rear of the property. Locally, people joke of the “wild and savage attack geese” guarding the warehouse, but for all the jesting, Wild Geese Storage has never been successfully burgled.
Shadow Wolves
The Lonely Coast | The Tangled Wood
The progeny of ancient druidic magics, these savage and cunning hunters dwell deep within the gloom of the Tangled Wood. When food is scarce, they burst forth from the forest to feed upon the humans of the Lonely Coast and their livestock.
Shadow wolves are larger than normal wolves; the oldest and deadliest individuals grow as large as warhorses. Such beasts are incredibly swift and strong. A shadow wolf’s mottled black and grey fur helps it lurk in the forest’s deep thickets and tangled undergrowth. Creatures of stealth and sudden ambush, they prefer to stalk their prey rather than run it down.
Shadow wolves are drawn to ancient places of druidic power; packs often claim such lost or abandoned sites as their own. They dwell in groups of up to a dozen individuals and follow the lead of the largest, most aggressive male. Shadow wolves mate for life and are viciously protective of their mate and young.
Shadow wolves are creatures of nature warped by ancient magics and can use charm person or mammal, hold animal and speak with animals each once per day as a 3rd-level druid. (A rare few possess greater druidic powers.) If a pack is hunting men, and the men have horses or other animals with them, the wolves first use their spell-like abilities to slow and confuse their prey. They prefer hit-and-run tactics, darting in and out of combat until they trip a foe. They mercilessly savage prone targets.
See Also: The Tangled Wood
Six Denizens of the Docks
Six Things | NPCs | Urban
Samu Aikio (CN male human thief 1) wanders the docks on the lookout for an easy purse to lift. Perceptive characters spot the thin, nervous man watching them. He trails the party for a while before deciding they are better left alone.
Tuuli Montaja (N female human fighter 3) proudly displays her muscular, tattooed arms; extensive tentacle tattoos decorate both. She swaggers down the street—the picture of a relaxed, confident warrior.
Sikke Rahikka (CN female human thief 2) hunts the streets for a rival who beat her to her next planned job. She is fuming and muttering to herself as she bumps into one of the characters. Although dressed nondescriptly, Sikke exhibits the fluid grace of a dancer, which suggests there is more to her than meets the eye. She is so angry, she demands an apology from the character. While she won’t get into a fight, she may mark the character as one who needs to be taken down a peg or two in the future.
Turo Vesi (N middle-aged male human) staggers home after a frenzied and prolonged drinking session. He is worse for wear and barely able to stand. He’s friendly, though, and latches onto the party. Fascinated by their adventures, he (loudly and repeatedly) asks many questions about their exploits. If the characters are attempting deception or stealth, this could be a problem.
Mauno Kokko (NG male human thief 3) lies face down in the gutter after an epic drinking session. Covered in vomit and excrement, at first glance, he appears dead. He’s also been robbed. If the characters help, he quickly realises his purse is missing and, with no other suspects, accuses the characters of the crime. When sober, which is rare these days, he is a clever and daring burglar.
Tiera Niera (NE male human fighter 2) works with a band of friends to follow and mug drunk revellers. He’s a hulking, somewhat unsubtle fellow, ill-suited to his role as the group’s spotter.
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.
Want the Markdown Files? Every member of our Patreon campaign gets the markdown files for the new-look Sunday Supplements to make it even easier to add them to their campaign.
Remember, Everything is Better with Tentacles!