Ring of the Wisp | The End | The Needle | The Shivering Mountain | Six Wilderness Locales

Ring of the Wisp

Magic Item

This magic ring wrought of black gold and set with an artfully cut amethyst of the most impressive lustre, harnesses the power of lightning.

The ring holds five charges, and it regains 1d4 charges every midnight. The ring’s wearer can expend one charge to cast shocking grasp or three charges to cast lightning bolt (both at the 5th level of ability). On command, the ring can emit whitish-blue light equivalent to a candle for 30 minutes. (A subsequent command extinguishes this light.) If all the ring’s charges are expended, it must be bathed in electricity (magical or mundane) before it can regain charges.

Finally, while a character wears the ring, they gain the swiftness and agility of a will-o’-wisp and their Dexterity improves by two points.

The End

Tavern | Thieves

This roistering tavern is packed most nights. Standing at the end of a row of houses hard against the town walls, the End hides many secrets. A thieves’ tavern, the local guild owns the place and much nefarious doings go on inside under cover of the carousing locals—some of whom are in the know and some of whom are not. Regulars often speak of “going all the way to the End”. Members of the thieves’ guild reply, “But sometimes the End is only the beginning”, to identify themselves.

The handsome and exciting landlord, Nestor Callian, is an exuberant, gregarious type from a distant land. Single and in no haste to settle down, he speaks not of his past, and wild rumours circulate about his history. Famed for his love of hard spirits and a good party, Nestor is a popular fellow—particularly with female customers, and he rarely wants for such company.

The End also hides a subterranean secret. A secret tunnel in the cellar runs under the town walls to emerge in the grounds of a small inn, also owned by the guild, just without the walls. Those in the know who are in trouble with the authorities can use the tunnel to escape the town. The thieves’ guild also uses it to smuggle portable contraband into the town. The tunnel follows a natural fissure in the bedrock and is narrow and claustrophobic; thus, large items—or even particularly large folk—cannot fit through it. The guild ever seeks a “trustworthy” miner to improve the tunnel, but thus far their search has failed to bear fruit.

The Needle

Monument | Forest

Standing amid the trackless depths of a hill-sprawled, fern-filled forest, this sky-flung monolith appears in the oldest stories of the area’s first settlers. Set at the highest point of the forest, the monolith is curiously free of all lichens, moss and other creeping vegetation. Clad in brass, 80 feet high and tapering to a glimmering point of crystal, the Needle is of curious design. Covered in old symbols that appear to be nothing but gibberish or the random scrawlings of a deranged madman, its purpose remains a mystery.

Those who sleep in the Needle’s environs often report nightmares and terrible dreams featuring a feeling of looming, undefinable dread. Those of sound mind sleeping in the Needle’s immediate proximity suffer terrible night-terrors; some are driven mad—their reason snapped by the potency of the nightmares assailing them.

The Shivering Mountain

Mountain | Wilderness

Periodically wracked by great convulsions that cause earth tremors and avalanches, the Shivering Mountain looms large in local folklore. The mountain’s approaches are broken and treacherous, and its flanks are riven with cracks and fissures.

Also called the Shuddering or Trembling Mountain, many fanciful legends claim to explain the mountain’s strange “behaviour”. Some stories claim that the mountain’s convulsions are caused by the dreaming night-terrors of an immense elder being trapped within. Others say a mad wizard’s insane experimentations are to blame. Still others believe the mountain is a stupendously gigantic elemental and that its slumber, once deep, is coming to an end. All versions of these legends end with the mountain awakening in some way and disaster and utter ruin befalling all who dwell in its vicinity.

Adventurers daring the Shivering Mountain are feted and feared in equal amounts. Some locals hope the adventurers will end whatever threat lurks below the mountain, while others believe the adventurers will likely wake whatever sleeping terror lurks within, with predictable consequences for them and everyone in the surrounds.

Six Wilderness Locales

Six Things | Wilderness

  1. Dead Mill stands by a river flowing through an old battlefield. Sometimes, bones washed out of ancient burials foul the mill’s mechanism. Sometimes these remains awaken from their long slumber, and undead beset the mill.

  2. Crumblestone Castle is cursed. Abandoned after its occupants sickened and died, it is a shunned place. Now even the place’s walls and towers have a leprous aspect as stone flakes away from the structure. Rank, noxious weeds fill the ruin.

  3. Cutt Quarry has been almost abandoned for decades. The mad introvert Kildork Cutt (NE male dwarf) dwells therein. The madman carves elaborate, disturbing sculptures into the cliffs, for an unknown purpose. Sometimes, people disappear near the quarry.

  4. El’s Mere was once a shallow, marshy lake. El’s Mere Way skirts the site. Local tradition has it that a young man, El, drowned while swimming in the lake. His ghost appears on the anniversary of his death to moan of his fate to any he encounters.

  5. Hideaway Mine stands beyond a huddle of ivy-clad stone buildings. This abandoned old tin mine is haunted, locals say. Bandits sometimes use it as a lair, but seldom stay long. The mine’s flood-prone deeper galleries intersect with a subterranean lake.

  6. Penna’s Grave stands in a hollow by the trail. Fresh, cut flowers often appear on the low burial mound, no matter the weather. Folklore tells of a silent, grey-hooded figure seen kneeling at the grave. Recently, an apple tree has sprouted from the mound.


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