Quag Keep | Tuuli Himottu | Blood & Dust | Windrift Isles | Six Books

Quag Keep

Castle | Dragon | Ruin | Swamp

Ramshackle and decayed, part-sunken Quag Keep stands on an isle of sucking, stinking mud at the centre of a fetid lake thick with the stench of death and decay. Its origins lost to history, Quag Keep is home to Agrytmur, a large but indolent black dragon of undoubted cunning and intellect.

Agrytmur claims the Keep’s shattered great hall as her own. Below Quag’s ivy-choked walls, the castle’s part-sunken cellars are home to Agrytmur’s atavistic and cannibalistic lizardfolk followers who hunt the surrounding fens and mires and watch over the approaches to their mistress’s home.

Few adventurers dare the swamp. Poisonous, suffocating miasmic mists drift through its inner reaches, and Agrytmur rarely bestirs herself to go raiding. If it were not for her famed hoard, it is likely that most would leave the dragon in peace. However, every now and then, a band of heroes gets it into their heads to slay Agrytmur. Few that dare the swamp ever gaze upon ruined Quag. Even fewer cross the surrounding lake, for terrible and hungry things dwell in its depths.

Tuuli Himottu

NPC

Tuuli Himottu has grown used to living alone. A shepherd’s widow, she has dwelt alone but for her dogs in her isolated farmstead for almost a decade. Occasionally, she takes on a farmhand or labourer, but they rarely stay long. Tuuli is precise, pedantic and abrasive in manner. She is harsh of disposition and ponderous in thought. She rarely forgives or forgets.

Tuuli is a zealous worshipper of the Mother (greater goddess of the seasons, sun and moon) and maintains a small shrine in a wooded grove behind her house. Fellow worshippers find a cautious welcome at her home. Characters seeking shelter for the night are offered billets in her barn. She seeks no payment for such shelter—she views it as her duty as a decent person—but is grateful for any help visitors give her around the farm—assuming they do whatever they are doing properly.

Blood & Dust

Tavern | Urban

Comprising an old ramshackle warehouse ever in a state of disrepair hard on the docks, Blood & Dust is part-tavern, part-fight club, part-training school. It is not the place for a quiet and uneventful drink. Shadowy corners and a long bar surround a large central fighting ring. Side rooms serve as staff quarters, stores, treatment rooms and the like.

Blood & Dust holds nightly bare-knuckle bouts and its staff are skilled pugilists well able to maintain order among their raucous, drunk and often aggressive patrons. Some also fight in the sawdust-scattered ring while others train prospective fighters. If one needs coin and does not mind a little bit of pain, Blood & Dust could offer a regular, if paltry, stream of income.

Patrons can watch fights from the floor or from various gantries overlooking the fighting ring. A small raised drinking den—the warehouse’s once-office— only for select customers, also overlooks the fighting ring. Here gather respected or wealthy patrons.

Inevitably, rumours of secret death-bouts held late at night for select patrons bedevil Blood & Dust, but no evidence of such has ever been found.

Windrift Isles

Islands

Lying about 30 miles off the coast, this oft-fog-shrouded archipelago comprises four main inhabited islands—Yanmar, Elmaer, Cormar and Tommar—and scores of uninhabited or lightly-inhabited islands. Viewed from above, the archipelago forms a teardrop-shaped cluster whose point thrusts outwards into the endless roiling wastes of the Bitter Sea.

Lying astride several shipping lanes, the Windrift Isles are oft visited by traders and naval vessels alike for rest and refit. The waters around the isles can be treacherous in bad weather, however, and the wrecks of many unfortunate vessels litter the sea floor.

Humans have dwelt on the islands for centuries. Four siblings, descendants of Yanaer Tolal who wrested control of the islands from the tribes of murderous, seafaring orcs that once dwelled there, each rule one of the chain’s largest four islands. They form the Windrift Isles’ ruling council.

Ownership of the archipelago’s lesser isles is a complicated and acrimonious affair. Each council member has a number of votes equal to the number of islands they rule. Thus, while open warfare between the isles is rare, the four lords constantly jockey for position, disputing each other’s claims to various isles—some of which are little more than an upthrust of rocky reef. Small forts, nothing more than a fortified house, built to cement one lord’s claims or another to various islands, dot the archipelago. Many are lightly garrisoned at best. Others have fallen into ruin (or the sea) and have been abandoned. Yet others have been claimed by an upstart local lordling, a band of sea reavers or wandering adventurers.

Thus, while the Windrifts are predominantly at peace, the possibility for strife is ever-present.

Six Books

Six Things

  1. I Walked the Earth: This small dog-eared, singed book is an autobiography of Juhana Ehtaro the so-called “Walking Priest”. The book contains interesting descriptions of many far-off, hidden or mythical places of potential interest to adventurers.

  2. Vilimzair Aralivar—His Amazing Life: This oft-read book tells the incredible story of Vilimzair Aralivar. Vilimzair rose from humble origins to become both a fearsome pirate captain and the greatest bard the world has ever known (according to the book). Strangely, the book is graffitied as if the readers had grown angry at Vilimzair’s incredible escapades.

  3. The Beauty of Numbers: This book deals with mathematics and its application in a wide range of situations. As well as providing practical instruction in numeration, the book includes a rambling appendix dealing with the study of probabilities, numerical patterns and the like that apparently shapes the world and everything in it.

  4. Beyond the Horizon: This small book contains the sea diary of Jegor Kalamies, and details his many journeys. He describes terrible storms, desperate battles against pirates and more. Jegor also included some rough sketch maps of various locales that might be of interest to adventurers planning a sea voyage.

  5. Wondrous Worlds of Infinity: This treatise describes, in beautiful flowing Elven text, the multiverse of planes stretching away from the Prime Material. While no plane is detailed in great depth, this book is an excellent primer. The book closes with a list of places in the world at which the barriers between the planes are particularly weak.

  6. The Crown of Flame and Ash (and Other Wondrous and Legendary Objects): Written in a bizarre mix of Dwarven and Elven, this book lists in exhaustive detail various artifacts and other objects of legend. The text relates each item’s history, assumed powers and known possessors.


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