The Southern Coast, despite its rugged terrain, enjoys a mild climate shaped by soft sea breezes and rolling coastal fog. Passage to the northern kingdoms is best conducted by sea; circumventing the Sorrow Mountains and the West Marshes. This land once served as a sacred druidic sanctuary until the Northern Kings, seeking an isolated location for their most notorious criminals, ordered the construction of a prison; or as one King coldly declared, "a place to throw our trash." To contain their prisoners through mystical means, they recruited the celebrated magi Naz Yagul and Uma Fane. The crown also funded missionaries, ostensibly to support the prison's operations while attempting to convert the resident druids.

With these foundations of civilization in place, the Southern Coast draws settlers eager to carve out new lives in this frontier.

WHAT IS THIS?

The Southern Coast is a system-neutral, regional setting designed for sandbox exploration and adventure. Details are intentionally left vague to seamlessly integrate with YOUR campaign. The setting provides enough flavor to spark imagination while remaining flexible enough to use as-is. GMs are encouraged to modify or ignore content to best suit their table.

SITUATIONS

  1. Loggers in the Starwoods have been attacked by a creature they claim is a wendigo. They've sent a desperate plea to the Monastery for aid. Boss Bartok’s crew [#1405] is barricaded in camp after losing two men and a third wounded.
  2. The ghosts in Greever's Lighthouse [#0209] summon The Crown's Fury with their beacon. The ship rises and falls with the tide, captain and crew bound to its deck while Ida remains trapped ashore. They signal desperately across the water. The treasure is real, but protected by ghost pirates. A bargain might free them both if struck before the tide turns.
  3. A local herbalist seeks brave adventurers to retrieve herbs that grow deep within the West Marshes, promising silver and potent potions as reward. He discreetly supplies the followers of both "The River" and the Lost Druid; knowledge that would please neither party.
  4. Dakota Lancaster (Ranger, King's Hound, The Chain), an infamous game hunter and friend to the Northern Kings, will pay handsomely for help capturing a live wendigo... though a freshly-bitten logger would work just as well; easier transport north.
  5. A Duke's son found a treasure map leading to the Isle of Wights and has not been heard from for a week. His last letter mentioned white berries that heal any wound. The Duke offers silver for his return, dead or alive.
  6. One of The River's followers [#0502] has broken a Fae contract. She wears a magical mask that shows observers what they least wish to see. Lord Ebonchain's (Fae Lord, Debt Collector, Calculating Gaze) caravan hunts her, but even Fae eyes slide away.
  7. The Prison of Mon is quietly investigating why their binding runes are weakening. They suspect the Hag Kalg but it's actually the Lost Druid syphoning their power.
  8. Meric Blackwood (Assassin, The Rope, Calculating) arrives at Yagul Fane posing as a royal messenger, hunting a King's bastard hidden among the Dustfolk since infancy. The child is marked with the King's sigil. Magistra Elden Korr (Enchanter, Northern Accent, Inquisitor) is eager to help, hiring the party to assist in rounding up Dustfolk for "inspection". By dawn, the first to resist is found hanging; a royal seal pinned through his tongue.
  9. Maude's bees [#1004] are dying and Harlan's famous hops [#0904] are the likely cause. Both businesses are crucial to the Monastery's beer production. Druidic sabotage is the real culprit; poison masked as natural blight, targeting the monastery's economic power.
  10. Jailers report Hag Kalg [#0305] whispering in an unknown language; prisoners in adjacent cells complain about dreams of a dark dragon. Through these dreams she's building a network. Dreamers wake weary and their shadows not quite their own.
  11. The Hollow Sister [#1403] plots her return to the Starwoods. She requires the ashes of her rotting tree [#1505] returned to her; a favor owed in return. A Lamp Boy leads the party to the Border Lands [#0307] where she waits to make her offer. Burning that cursed ground will announce them to every root and raven in the forest.

RUMORS

  1. The Isle of Wights is aptly named. It's overrun with wights looking to add to their number. Nobody comes back from that wretched place.
  2. Some crazy druid up in the mountains has got himself a harem and is performing miracles!
  3. Yagul Fane's original towers got swallowed by the sand. The new ones stand atop but shrink a bit each year. "Some of my people still know the way down. Wouldn't go myself... but valuable things down there, they say."
  4. Have you ever known purveyors of magic and religion to get along? There's tension between Yagul Fane and the monastery... count on it.
  5. "Laugh. Go on. I've been in that tower. You know how many poor girls have jumped from those rocks?" She looks you dead in the eye. "And they always get the blood off them stones by morning. Them ghosts light that beacon; call that wretched ship right up from the depths".
  6. "The mists are their breath. The Lost Druid says they'll return once their food source is replenished. Dragons! Can you believe it?" He says it like it's good news. "I came to see it happen."
  7. "Council's looking to put friendlier faces on the Fae Court... if you get my meaning." He refills your cup without being asked. "My employer finds this... very interesting... and so do I."
  8. "Oh, Maude's honey? Ones with the mushroom jars? Monastery pays triple for those." Leans in. "Say it helps 'em see more clearly." Laughs. "Fucking Monks!"
  9. "The Abbess? She rides up that mountain more than God requires. Warden's a handsome man, I'll give him that."
  10. "Watch for runes in the dunes. Nomads call them twilight portals. But careful! You might end up leagues away... or worse".
  11. "Stones? That Bone Cairn's hiding dragon eggs! That's why they fidget at night. And they're gonna hatch!"

LOCATIONS

Freemoon Forest stretches westward along the South Sea and is home of many rare botanicals. Wildflowers scent the air and the wind resonates like a familiar melody. Mortals avoid this "Fae Land" whenever possible; those who cannot are wise to hire a guide to help with any Fae "curiosities". This is especially good advice should you find yourself a defendant in the Fae Court. The court's queen, Lady Goodknight (The Gavel, Prejudiced, Grandparent), has a zero tolerance policy when it comes to protecting the forest and the secrets of Fae magic.

Stretches of forest lie burned to ash, creating an eerie beauty in the devastation. The pattern of destruction suggests a dragon, though none have been sighted... yet.

She once called The Hollow Sister friend [#1403]. Allowing the Sister's saplings in HER forest after the dryads exiled her? That's the only mercy she's shown in over 200 years.

2d6 Freemoon Forest Encounters
2 Shadow Dragon A dragon that is nearly indistinguishable from natural shadows. Only visible when breathing fire, at twilight, or when it wishes to be. It communes with the imprisoned Hag Kalg through shadow-speech. She preaches patience but its instinct is to consume.
3 Druid Followers (2d6) demand an offering to the land. Who they serve determines what that means and what refusing costs.
4 Redcaps (d6+1) If you see one, it's because they want you to or you're marked. Once they outnumber you, out come the razors. Fresh blood for their caps! These are getting drunk and throwing an axe at a mortal tied to a rotting stump. First one to "hit" loses. The more they drink the closer they get.
5 Lamp Boy A small figure with silver coins for eyes and a darkened brass lamp beckons silently for its target to follow. They do not relent and those that break one, become one. This one has been commissioned by Lady Goodknight, to lead outsiders to the Fae Court for judgment.
6 Fae Court The air shimmers and a court materializes around the party. They are immediately found guilty of stealing a fae trinket and banished from Freemoon Forest. Roll d6 for their task:
  • 1-2: Return the Nymph's Tear from The River [#0502]
  • 3-4: Retrieve the Sylph Ring from the shipwreck [#1508]
  • 5-6: Recover the Dryad's Branch from the Boat Hag [#1506]
7 Sculpture Garden with dozens of lifelike stone statues, including a mesmerizing medusa sculpture... reflected in a full length mirror just beside her.
8 Wailing Trees mournful cries echo through the ancient woods. Those who hear become despondent and have a 2 in 6 chance of sleeplessness from haunting nightmares that last d6 nights.
9 Moonlight Mushrooms (3d6), a very rare and valuable fungi. If consumed, they offer visions of near future events, at the cost of a single sleepless night and pains from deep laughter.
10 Enchanted Clearing A perfect circle of glowing fae flowers. Their nectar grants visions but picking them risks the wrath of their caretaker: The Hollow Sister (Open Arms, Curious, The Heart), who trades fairly but punishes theft with eternal servitude.
11+ No encounter

Twilight Sands As day transitions into night, shifting dunes and pristine white grains shimmer with an incorporeal glow. This landscape presents a mystical spectacle where reality blurs and secrets are laid bare. Despite its brilliancy, the sand is surprisingly cold to the touch. But it reflects and amplifies the sun's rays with mesmerizing and blinding effect... perhaps literally if gazing too long.

Nomadic tribes lay claim to certain areas, and conflicts over resources are not uncommon among them. They are quick to dismiss any hint of authority from Yagul Fane and their "wizzards".

2d6 Twilight Sands Encounters
2 Sandits submerge a triangular stone in water, unleashing a localized sandstorm. They attack in the blinding chaos; appearing from seemingly nowhere (using rune stones). More water creates larger storms, from "stinging eyes" to "buried alive".
3 Dune Crawlers (2d6) Large, insect-like creatures that scuttle effortlessly over sands. They burrow just under the sand waiting for a meal.
4 Dust Devils (d6) Your weapons are useless against these whirling tornadoes of sand. They drain moisture from living things, leaving victims parched and weakened. The only defense is to lie flat or find solid cover; fighting just feeds their winds.
5 Ghost Caravan, half-buried remnants of a merchant caravan. Among the weathered wagons: spice barrels (still fragrant), bolts of silk (perfectly preserved), and brass-bound chests. The ghostly merchants defend their cargo; still hoping to complete their delivery to Yagul Fane.
6 Trapped Dybbuk A spirit trapped in an ornate silver cage, unable to possess the living. She has a letter containing an ancient possession ritual. If the party delivers this letter to someone of their choosing, she will share the victim's wealth once possessed.
7 Rune Stone a weathered stone that transports anyone touching it to its twin in an adjacent hex (d6: 6=North, continuing clockwise) during twilight (1 hour at dusk/dawn). This is the secret to the Sandits appearing from nowhere and they will kill to protect it. The stones are typically half-buried in sand and easily overlooked.
8 Lost Mage asks the party how to get back to Yagul Fane without admitting he is lost.
9 Dustfolk know the sands better than you know your home. Their hospitality is legendary, as is their vengeance. They may ask or offer to share a fire, a meal, assistance, or information.
10 Oasis Mirage, a cache of valuable relics hidden beneath the shimmering surface of water. Grasping at them yields only sand. Twilight reveals the truth: they are just a reflection; the real pool floats inverted twenty feet above.
11+ No encounter

The Sorrow Mountains divide the eastern Starwoods from the Freemoon Forest to the west. The moniker derives from the perpetual mist that shrouds their rugged peaks. Within their depths lies the Prison of Mon. Visitors speak of a palpable sense of foreboding and the feeling of unseen eyes peering into their very soul.

2d6 Sorrow Mountains Encounters
2 Bears (d6)deceptively quick for their size. Their burst speed and reach catch most prey off guard. You'll only underestimate them once.
3 Wolves (2d6) A wounded wolf limps across the path; one leg caught in a trap. Keen eyes watch from the treeline. The pack remembers kindness or betrayal.
4 Ledger Crow a black-feathered creature with a man’s voice blocks the path, reading names from a weathered ledger. It stops at yours. "Payment required: coin, blood, or memory. Debts unpaid accrue interest."
5 Lamp Boy A small figure with silver coins for eyes and a darkened brass lamp beckons silently for its target to follow. They do not relent and those that break one, become one. This one has been commissioned by prison officials. Those bearing proper prison documents or official business are led safely to Mon's gates. Others... directly to the Jailers.
6 Abandoned Campsite Three bedrolls, a fire gone cold, and a pot of partially eaten breakfast. Three sets of tracks lead into the brush; two sets returned. Whatever came back left in a hurry; one laced boot left behind.
7 Fighting Giants duel with boulder, echoing like thunder through the mountains. One takes a devastating hit to the knee; his roar of pain shaking the valley. Who's next?
8 A Flock of Goats bleat and traverse the steep cliffs with amazing ease. Their bells are pure silver, and their herder is suspiciously absent.
9 A Distressed Griffon caught in a bear trap, its proud head thrashing in pain. Voices approach from the distance... likely the poachers who set the trap. Time for a choice.
10 Waterfall Pool reveals scattered silver coins shimmering from beneath 20' of freezing water. They're old, scattered and stamped with King Theric's stag.
11+ No encounter

Starwoods An ancient forest nestled along the coast, where tangled briars and gnarled roots clutch the dirt like fingers. A dense canopy diffuses sunlight, casting a mesmerizing play of light and shadow upon the forest floor. Towering behemoths, prized for their unmatched durability, dominate the landscape and fetch a handsome price.

The trees remember the old laws. Axes that strike too deeply turn on their wielders; paths that stray too far vanish without a trace. The forest is ruled by The Three Sisters [#1403]: one of ruthless order, one of patient observation, and one lying in wait.

Legend speaks of a guardian of the woods—a creature part beast and part spirit—rumored to possess an insatiable hunger for human flesh.

2d6 Starwoods Encounters
2 Wendigo Air turns bitter cold as it wind-walks between visible locations. Bites that draw blood infect the victim with insatiable hunger. They will devour all the food on their person... then they will attempt to devour a person, who eventually become a Wendigo themselves... and need to feed.
3 Bristled Boars Seething with inexplicable rage, these shaggy beasts charge without provocation. Their razor tusks and surprising speed make them far more dangerous than common swine.
4 Succubi with their alluring features framed by cascading locks of midnight hair, weave a hypnotic song laced with secrets of the forest. Those willing to bargain trade in years of their future. Those who don't might still lose a few weeks to a stolen kiss.
5 Giant Copper Scale A massive copper balance bears fae markings. A star stone (fae currency) perfectly counterweights an iron ring; an uneasy truce between realms. Disturbing this balance transforms the surrounding forest, favoring either fae glamour or mortal steel.
6 Treant Bark bearing the scars of countless axes, this ancient guardian blocks the way. Those carrying axes or open flame face immediate hostility. Otherwise, it presents three acorns: to plant, to eat, to crush. The choices reveal the party's heart to the watching woods.
7 Lost Path You come upon your own footprints. Trees you passed minutes ago now block the way forward. Branches scratch and guide, not allowing deviation. You are being herded.
8 Voodoo Dolls one for each party member, carefully posed upon the forest floor. They're crude but the resemblance is unsettling. Someone has been watching the party long enough to capture their likenesses.
9 Mad Monk (Seer, Unending Thirst, Ravings of Truth) A figure in impossibly pink robes stumbles forward out of nowhere. His eyes dart with a manic glint and he mumbles to himself incoherently. He will ask the PCs if they can spare any water. He's quite mad... and looking for a door; its key hangs from his neck. He might remember his name is Jaral.
10 Tree Shrine Carved into an ancient white oak, the shrine holds silver rings; one for each party member, etched with their name. Taking them feels both invited and ominous.
11+ No encounter

West Marshes sprawl endlessly along the eastern shore; a labyrinth of murky waters and treacherous bogs. Despite their confusing name, these swamps are home to quicksand pits and giant leeches slithering through the muck. The scent of damp earth and rotting vegetation chokes the air. Rare herbs and exotic flora thrive in these fertile soils, coveted by herbalists and alchemists alike.

2d6 West Marshes
2 Bog Trolls (d6) Mossy brutes rise from the muck to ambush prey. Their putrid breath is so foul it requires a save to avoid retching. They hate Marsh Tea's scent and actively seek to destroy it.
3 Swamp Drakes (d6) Flying crocodilian wyrms that snatch prey from above and drag them to underwater lairs. Their wingbeats temporarily part the marsh waters, revealing sunken treasures... and dangers.
4 Mistwood Fallen (3d6) zombies in rotting military garb, still fighting the Battle of Mistwood. They mistake any armed group for the enemy, but ignore those carrying King Theric's silver stag banner.
5 Quicksand What is it that's not exactly water and it ain't exactly earth?
6 Bog Myrtle small shrubs with berries prized for flavoring alcoholic beverages and as an essential oil (4s/pint). Bog Trolls often lurk near productive patches.
7 Marsh Tea a flowering plant used to treat various ailments, valuable to apothecaries (5s/pint). Collecting it requires wading into deep water where Swamp Drakes hunt.
8 Bog Rosemary an extremely rare evergreen producing pink flowers essential for healing potions (10s/oz). It only blooms at night and its glow attracts attention.
9 Bog Amber fossilized tree resin, prized for its beauty and rarity (10s/oz). Some may contain preserved fairy lights, worth much more to Yagul Fane than regular amber (100s/oz). Usually found in Quicksand.
10 Battle Bounty A heavy chest (2000s, 125lbs) marked with King Theric II's silver stag. The zombies nearby seem to be guarding it rather than attacking.
11+ No encounter

HEXES

0101 Dark Tower A pale stone tower rises from overgrown grass, its stones etched with fading runes. No path leads to its door; windows dark and silent. Even in bright sun, the tower casts no shadow. Varjo (Shadow Mage, Hermit, Compulsive Counter), dwells within the tower's shadow (not the tower itself), writing a book he believes will make him immortal. He can't abide trespassers. He yells from his dark tower to any who come too close: "you there... do fuck off!"

0102 Razor's Edge: A mountain stream violently slashes a path; waters churning with deadly fury. A single weathered bridge—more rope and rotting planks than structure—spans the 50' chasm. It looks unlikely to bear anything heavier than a whisper. Halfway across, stands a pack mule, ears flat, unmoving. Its owner is nowhere to be seen.

0103 The Alarum Fields Rare orange flowers, called Alarums, emit a soft, high-pitched hum when approached; warning of unseen dangers. Locals harvest and dry them to make natural alarms, or brew a tea famed for sharpening wits and bolstering resolve. Moving through the field sets them off; each flower a different pitch, together loud enough to carry. Everyone knows you're here.

0104 Respite Grove A peaceful grove of orange-barked trees, constantly falling leaves carpet the ground. Serene hum urges reflection. A bedroll left behind, neatly folded. Whoever rested here didn't take it when they left. Resting here doubles any healing.

0105 Shadow Dragon Lair Moonlight mushrooms cluster at the cave mouth. Their glow betrays shifting darkness within. The air smells of char and something older. No bones. No tracks. Just the sense of darkness watching back.

0106 The Scorched Hollow Charred stumps pierce lifeless ground where a forest once stood. Constant winds stir ghostly patterns in the ash: wings, scales, fire. Nothing grows. Nothing moves. Only silence.

0107 The Ashen Thicket Charred, brittle trees loom over dark grey ash. Beneath this devastation, faint luminescent shoots struggle through the scorched earth. Tiny winged fae flit between the burned branches; soft glows hint at slow, patient restoration.

0108 The Smoldering Path A fire-scarred track winds through the fae forest, air thick with burnt wood. From the devastation, a white tree pierces through fresh earth; its bark smooth as bone. Its trunk curves like a dragon's neck, branches spread like wings, adorned with shimmering silver leaves. A wondrous thing of strange beauty.

0109 Memory Falls A glittering waterfall spills into a clear pool, its waters tinged with soft, iridescent light. Locals whisper it’s a place where dreams resurface or memories vanish. Fae keep silent watch from unseen vantages. Those who bathe here emerge changed: some bearing vivid new memories, others vivid new markings and still others, with pieces of themselves gone.

0110 Bridge to Nowhere A faintly glowing stream winds through grasslands, its waters shimmering with a peculiar light. A worn rope bridge connects the realm of men to the fae forest. Three brothers (Brutish, Wanna Wrestle?, Bored) guard the crossing, warning that passage leads to Nowhere and Loss. The youngest, Tom, harbors a hidden bond with a forest nymph.

0111 Key Tree A tree looms over a river, its gnarled branches heavy with rusted keys. Some hang by frayed ribbons, others grow straight from the bark like iron thorns.

Turn a key in the air, and somewhere, a distant lock clicks; but what opens remains uncertain. Those who take a key return with unsteady hands and hollow eyes. The keys grow heavier with time... and some doors should remain locked.

One key is marked with runes matching those at the Shrine of Brine [#0706]

0112 The Wishing Tide Where winding river and sea meet. This estuary shifts with each tide. At low tide, pools glisten across the flats; some deep, some vanishing in moments.

In one, a single iridescent shell turns with the current. Speak a wish aloud, and the water ripples, showing a fleeting glimpse of its fulfillment. But nothing changes. The tide will return, and with it, the promise of the wish; only the sea knows when.

0201 Quiet Holler A small valley nestled between hills, bisected by a stream flowing south. It is unnaturally quiet here. No birdsong. No wind. A half eaten deer lies in the grass... still warm.

0202 Keelspire A hermit astronomer (Starstruck, Prophetic, Rambling) has built an observatory from salvaged shipwrecks, improbably perched on a narrow mountain precipice. The upturned keel of a great ship juts skyward, forming the spine of the structure, while rusted hulls and weatherworn timbers cling precariously to the rock. The old iron groans beneath the devastating beauty of the night sky.

0203 Druid's Aviary On a mountain plateau, an aviary of stone and weathered wood blends seamlessly into the landscape. Rare birds perch. Dozens shift between forms, others carry voices from afar. Druidic caretakers tend to them, and are hostile to outsiders.

0204 Dead Messenger A horse pulls a body toward fresh grass, its foot caught in the stirrup. A young messenger—scarlet hat askew—is dead. A letter with an unbroken wax seal peeks from his bag, addressed to Uwin. The old paint horse, Buttercup, grazes nervously, ready to bolt.

The letter reads: "Now that you've gone, it's all rum and sad luck dames. I don't even care if they miss me; I never remember their names. I wonder where you are and find myself whispering your name. They say if you get far enough away, you can always come back home. Meet me at Number 7 and ask for Blind Jane".

0205 Who Were Those Masked Men Two masked wrestlers grapple within a 20' circle of salt. Nothing exists beyond their contest. Cross the circle’s edge, and you become part of the match. Break the salt, and Mërk (yellow skull mask) & Bërg (black bear mask) will stop immediately, bow to each other, and flee into the wild in separate directions.

0206 Hanging Tree A massive tree stands alone; nothing grows within twenty feet of its base. An audience of crows perches above. Hundreds of names etch its trunk; all carved by the same hand, some impossibly ancient. A noose sways from a low branch. The tree breathes a somber song, like wind through hollow bone. New names appear after each hanging. Its hunger for confession lingers in the air.

0207 The Oak A massive tree with a concealed door that requires a secret knock to enter. Inside, a subterranean pub pulses with music. A fae string band plays enchanted tunes, while a dozen dancers move to the mesmerizing rhythms. A silent bartender with eyes like deep wells watches on. Time seems irrelevant here.

0208 The Ash King A scorched forest where ash blankets the ground. At its heart, a strange figure known as the Ash King (Self-Appointed Monarch, Alchemist, Irrational Confidence) has built an ample burgh of ash. He flavors a potent wine from the burnt landscape and insists all visitors drink.

0209 Greever's Lighthouse stands weather-beaten, like a skeletal finger pointing to the heavens. All who enter feel a heavy, chilling presence and a lingering sorrow. The fourth floor still holds Ida Greever's (Jaded Ghost, Lovelorn, Snippy) bed; her diary hidden beneath. On the cliff's edge below, purple bog orchids fade in an ancient bouquet. Its card reads "My dearest Ida, Your favorite color. I will always love you, Peter".

Ida and the other ghosts light the beacon at night, calling a ship from the depths.

In her diary, Ida writes of her true love, the captain of The Crown's Fury. The day she learned his ship was lost in the Battle of Mistwood, she leapt from the tower. Since then, the abandoned lighthouse draws other "grievers" who choose a similar fate. The diary also contains a page ripped from a ships log. It reads: "Curse those berries; lost two more men this week. But the silver sleeps safe beneath the Bone Tree. Only the tide knows the way." [#0412].

Ghost (Incorporeal, Obsessed, Tragic) Each bound to this world by unfinished business. Some don't know they're dead. Some do and are very angry about it. Life is wasted on the living.

0210 Veil's End A grim stone manse looms over the cove, more fortress than home. Narrow windows pierce thick, moss-covered walls. Below, a hidden dock shelters a silent pirate ship; colors struck. When Lyra "Queen" Vex (Blades, Queen's Stitch, Generous) is home, no one asks questions. Her twin daggers strike faster than sight; tap her amulet twice, and time bends just long enough to kill. Her crew call it the Queen's Stitch. All the right people vouch for her... for now.

0211 Smoked Hamlet Charred beams and blackened stones mark where a fishing hamlet once stood. A young noble, Rhys Winthrop (Entrepreneur, Visionary, Narcissist) bought the land for more wealth than the villagers had ever seen. In the fine print: no sea access. Now, they watch a new manor house rise from their ashes, trapped between scorched earth and an unreachable tide. Some now beg for work; others sharpen knives.

0301 The Fever Downs Unnaturally warm hills ripple with heat. Rare herbs grow in perfect concentric circles reaching 30', their stems trembling without wind. A traveling healer named Hergest (Healer, Dirty Old Codger, Opinionated) harvests plants to brew remedies for body and spirit. He'll help if he can but won't say what the rings are for... only that he'd prefer it if you didn't step inside them.

0302 Lost Druid's Grove lies nestled amidst the craggy embrace of the Sorrow Mountains. A weathered stone circle spanning 40' shows signs of countless ceremonies. 13 followers maintain sacred rites despite their leader's imprisonment in Mon. Each bears ritual scars and would die before breaking their vigil. They tolerate respectful visitors to the grove but ceremony days are strictly private.

Ancient runes, similar to those binding Mon's prisoners, are carved into the 12' stone base. Anyone with working knowledge of Mon would recognize the cell layout, cut into the monolith stone altar. Complex chalk markings cover the stones and ground between them. Fresh chalk markings glow amber at night.

At the grove's heart stands an altar stone, 6' wide, black as pitch and cold to touch. Thirteen hand-prints are burned deep into its surface, each glowing with a faint amber light.

0303 Nabal's Palisades Mountains rise like an impenetrable fortress; stone so steep and dense that no living thing could pass. Nothing moves here. Nothing survives. It took its name from the last fool who tried to climb them; his bones a warning to those who would follow.

0304 Stone Teeth A vertical wall of mountains blocks passage north. No path exists, just raw, smooth stone rising impossibly steep, blocking all approach to the Prison of Mon. Not even goats can find footing here.

0305 Prison of Mon A fortress carved into the Sorrow Mountains, its walls blend seamlessly into the face of the mountain. Dark, damp cells stretch deep within, each lit by a single torch. Prisoners wear rune-marked chains that bind them to their sentences; even death offers no release. Prisoners that die during their incarceration serve the remainder of their sentence as a Jailer.

The ethereal Jailers were once prisoners themselves. They stand eternal watch in the long entrance hall, attuned to truth. Any deception triggers harsh response.

Yagul Fane maintains the binding runes while Fellstead Monastery provides rotating monks, food, and care. Both receive royal endowments from the northern kings for their service.

STAFF

  • Warden Cloudcroft (Stern, Respected, Cunning Linguist) - Abbess Salvora visits often
  • Captain Kell (Veteran, Strict, Proud)
  • 6 workers; 6 human guards; 9 Jailers

NOTABLE INMATES

  • Jailers spectral guardians; scorched amber runes cover their ethereal forms, burning brighter with rage; their touch summons painful astral shackles
  • The Hag Kalg (Fae, The Dark Eye, The Last Laugh) - whispers to dragon-shaped shadows
  • The Lost Druid (Prophet, Elegant, Scheming) - was once recorded as Elara Moonshadow in Mon's intake documents, though she refuses to acknowledge this name. The guards whisper that she appeared at the prison gates willingly, carrying only a staff made of twisted driftwood and smiling like one who knows a secret. They weren't wrong... she's feeding off the power of the runes.
  • Gavric the Silent (Assassin, Mute, The Watcher)
  • Lady Vale (Noble, Beautiful, Mad as a Hatter)
  • Brother Ash (Monk, Cleansed by Fire, True Believer)
  • The Twins (Telepathic, Nihilistic, Pyromaniacs)

0306 Resin Grove Trees bleed a luminescent amber resin into carefully placed glass catches, bathing the grove with soft amber light. The resin is of great value to alchemists and night travelers (20s/oz).

0307 Border Lands Sand and forest mingle uneasily. Fae and Dustfolk are both touched by mysticism but share little else. A massive tree straddles the border, its branches heavy with trinkets from both peoples; silver threads, carved stones, glowing talismans. A single fae and a single nomad stand watch, motionless. Each tracking the other's breath, neither blinking. Replacements come at precise intervals; to falter means surrender.

0308 Hidden Cove Smooth stones line a sheltered inlet, arranged too precisely to be natural. Grass-covered foothills hide the beach from casual view. A massive rib bone from an ancient kraken rises from the sand, bleached white and larger than a ship's mast.

0310 The Bone Cairn A massive pile of bones arranged in the shape of a cairn rises from the dunes. If toppled, the bones inexplicably restack themselves at twilight. Some bones shift position even when the cairn stands undisturbed, and locals swear the arrangement changes with the phases of the moon.

At the cairn's base, the sand is always cool to touch despite the desert heat. The bones themselves are sun-bleached but unmarked by weather or age. No one has identified what manner of creatures they came from.

0401 Impossible Peaks Mountain fangs rip the sky. No path exists; only sheer stone. Rusted climbing gear litters the base: a broken crampon, frayed rope, initials scratched into a piton, CP [#1108]. Among the gear, a single dried Acony Bell. High above is a hidden alpine clearing where Acony Bells bloom through snow before spring has any right to arrive. 50-100s per bloom minimum.

0402 Lost Druid's Threshold Tall grass ripples in patterns no wind could shape. Standing stones peek through the green, their edges worn smooth. Fresh chalk covers their faces. Someone was here this morning.

0403 Mountain's Spine A single path slices through sheer rock. No wider than a goat in places. Stones warm to the touch despite the altitude. The path winds between massive formations that, from a distance, look almost like ribs.

0404 Stone Spine Razor-backed ridges thrust toward the sky. Wind screams through its granite teeth. A single vulture circles but there is little to die in a place where nothing can live.

0405 Freemoon Glade Silver-leafed trees lean in tight circles. Pale flowers pulse with inner light. Shadows move when nothing casts them.

0406 Ruined Shrine Three weathered stone pillars rise from marshy ground; all that remains of a small temple. Rusted weapons hang from each pillar, swaying in the breeze. A leather pouch lies half-buried nearby.

0407 Aware Wolf Buzzards circle a half-eaten goat wearing a silver bell (6s). Nearby, a naked slender man with dark curly hair sleeps in a thicket, his body splattered with blood'. Zander (Moonstruck, Charming, Haunted) will claim to be searching for a lost dog. His pack only hunts at night. He speaks to a dead friend, Jack.

0408 The Mirage Merchant A caravan shifts appearance with each encounter; sometimes ornate, sometimes humble. The merchant gives random names and never looks the same twice. He or she sells trinkets claiming magical effects at twilight. The merchant's shape-changing amulet is real but only 1 in 6 of their wares are.

0409 Wrecker's Cove Jagged rocks tear at passing hulls. Splintered ship timbers litter the shore, tangled with salt-crusted rigging. A young boy perches on a driftwood stump, eyes fixed on the horizon. A copper whistle hangs ready; the signal that draws scavengers to fresh wreckage.

0412 Isle of Wights White berry bushes grow thick across the island, their milky fruit a tempting prize. The berries grant miraculous healing if eaten within the hour of picking; after that, they turn deadly. Dead birds litter the ground beneath the bushes, their feathers bleached chalk-white, berries still clutched in their beaks.

No undead haunt this isle, despite its name. Pirates spread that tale to protect their buried treasures, though the white-skinned corpses of unwary berry-seekers certainly helped sell the story. The occasional silver coin in the tide only strengthens local beliefs.

Treasure Seekers The Bone Tree stands on the SE shore; a landmark known to mainland fishermen. Twice daily, stone steps emerge from the retreating tide, leading into the depths. Between two massive boulders lies a hidden chest; a prize for those quick enough to beat the returning tide.

0501 The Chime Stones A narrow gorge where wind through stone formations creates haunting chimes. Seven engraved stones—each marked with a core emotion rune—rest near an empty indentation. Placing a stone transforms the gorge's resonance, shifting the feel of the landscape—and those within it—with its emotional tone.

0502 Prophet for Profit A makeshift shrine overlooks the coast where Tulver Witherspoon washed ashore. After being dead for nine minutes, he awoke a changed man; referring to himself as "The River"(Charlatan, Corny, Himbo) and speaking of divine currents. His growing congregation of 42 followers camps nearby; seventeen wear the silver anchor of true believers. They will fight to the death for him.

The River studied briefly with the druids before charting his own course; a number of their sacred items still stowed safely away. Among his stolen treasures (old habits) is the Nymph's Tear, a teardrop gem originally belonging to the Fae Court. He preaches with a navigator's conviction, claiming to chart not just waters, but the courses of fate itself.

d6 He says shit like
1 "I've navigated the treacherous currents of fate. Call me 'The River' I flow with the wisdom of the ages."
2 "Feel my current, my power, swirling like the mighty river. I will chart your course."
3 "I'm the compass, guiding you through life's stormy waters."
4 "Aye, I once sailed the seas, but now I navigate the waters of the unknown."
5 "You don't want to know what lurks in those murky depths."
6 "As ebb and flow commands."

0503 Contested Ground A ritual site where druids and fae negotiate territorial boundaries. Massive stone discs, each carved with intricate treaties, balance on knife-edges. When wind passes, the discs rotate slightly, marking slow, centuries-long agreements about land use, magical rights, and natural boundaries. Some discs are cracked, others pristine; telling the story of past conflicts and current truces.

0504 The Quiet Line Where fae forest meets grassland, the earth trembles between cultivation and wild magic. Stunted trees cling to earth with desperate roots. Springtime bursts with medicinal herbs and wildflowers; autumn withers everything to ash. Druids and fae battle here not with weapons, but with the very soil itself; neither side winning, the land forever contested.

0505 The Last Glade A massive stone arch stands at the clearing's center, carved from a single piece of dark stone. No two people describe its carvings the same way: some see druidic runes, others fae symbols, some see nothing at all. Natural stone seats curve at its base. Those who sit and concentrate on a single question might glimpse its truth, though the answer rarely comes in the form expected.

0506 Silent Dancer A faint, muffled melody lingers on the air. Closer inspection reveals dozens of footprints circling in the sand, endlessly overwriting themselves. A quiet voice asks, "Care to dance?" Any who reply “yes” (or anything similar) vanish from sight. The music swells; full and clear. A dozen elaborately dressed fae twirl and glide across the sand, celebrating the end of a drought and the birth of a child...

0507 On The Road A twisting path through the Twilight Sands, caught between mage order, fae whimsy, and the desert's will. No two journeys are the same. Time bends. Paths shift. The road takes what it wants—names, memories, years—but it's still the fastest way. Only those with magical protection or desperate purpose dare cross. Merchants pay enormous fees to fae guides and Yagul mages for safe passage. Talk to any local and they will tell you NOT to take that road. Flip a coin if they will tell you the "safer" path or lead you to highwaymen.

d6 What Happens
1 Swap shadows with another traveler. Yours follows their commands; theirs follows yours.
2 Arrive at destination before you left. Memories of the journey feel like someone else's dream.
3 Age or de-age by d6 years. No physical harm, just temporal confusion.
4 Gain a fragment of a memory that isn't yours but feels more real than your own experiences.
5 Lose one random item. It's replaced by something from another traveler's past.
6 Arrive with a vivid tattoo mapping a route you've never traveled. It changes weekly.

0508 Oath Breakers A shallow cave nestles beneath a craggy cliff, thick vines concealing its entrance. Inside, a stone tablet bears the markings of countless broken promises: blood, sweat, and tears etched into weathered stone.

Those who swear an oath within this hollow find the words binding and treacherous. The air tastes of copper and regret. Only those with truly pure intentions may leave untainted.


The Maidens Three

On the harvest moon's shadowed cusp, the Maidens Three enacted a ritual of unmaking. Not with blade or blow, but with the alchemy of flesh, form, and flame. Gortha carved, Brielle kneaded, and Tuli consumed, transforming their father into something... other. By dawn, he was gone, his domains theirs but their inheritance is contested.

Gortha (The Butcher) believes perfection comes through dismantling; she'll "improve" anything she touches Brielle (The Baker) sees the world as ingredients waiting to rise; she kneads flesh like dough Tuli (The Candlewick) wants everything to burn bright before going dark; she's impatient

They tolerate each other because none can claim all three domains alone. But Tuli grows restless. She'll burn her sisters' lands if provoked or bribed.

0601 The Bleeding Fields These fields pulse with a morbid rhythm, constantly decaying and regenerating. Bone fragments erupt from the soil, then dissolve into grey dust. Any creature that dies here is instantly consumed and reshaped.

This is the domain of Gortha (Butcher, Merciless, Dismantling), who patrols these lands offering to "improve" visitors with her cleaver. Travelers find their wounds heal with unnatural speed, but each healing leaves a raised, pale scar.

0602 The Proofing Grounds A landscape of dough-like terrain that rises and falls with breath-like movements. Paths seem solid, then suddenly soften. Structures slump and reshape themselves in an endless cycle.

This is the domain of Brielle (Baker, Consume, Creative), who moves through the grounds leaving warm, doughy imprints. Travelers may find figures partially absorbed into the terrain, their voices muffled and desperate. Those who stay too long risk becoming ingredients in a recipe.

0603 Both Ends A suffocating heat hangs in the air. Everything is a wick; water boils into fire, stone melts into rivers, trees burst into silent conflagrations. The ground heaves in slow, rhythmic waves of combustion.

This is the domain of Tuli (Candlewick, Illuminating, Short Fuse), whose presence ignites the very air. Creatures of living flame stalk the landscape, flickering. Each step leaves a trail of smoking, scorched earth. She's tired of waiting, tired of sharing.


0604 The Shattered Altar The broken remnants of an ancient altar. Shattered pillars—some larger than a man—lie scattered across the ground. At the center, a cracked stone slab is etched with strange markings. At night, Shadows (Silent, Dreadful Presence, Corruptive Touch) move across the stones, twisting into monstrous forms.

0605 Mountain Pass A narrow path slices between towering cliffs; the only route through Freemoon Forest's northern border. Two Ginger Giants (Tossers, Bros, Delightfully Cruel) guard the pass, shoulders broader than the path itself. They demand a toll for crossing: something unique, not coin. Refuse, and boulders fly with impossible precision.

0606 Shadow Walker A robed woman sits cross-legged in sand, waiting for just the right moment. At any second she might spring up and step into a shadow, walking through a disorienting maze of darkness before emerging elsewhere, though never quite where intended. She might teach this art... but at great cost.

0607 Runes in the Dunes At twilight, intricate patterns emerge in the shifting sands, appearing and disappearing with the sunrise. Locals believe these runes hold secrets from desert spirits. Others call it natural phenomenon. Either way, witnessing them draws curious travelers at dawn.

0608 Yagul Fane Two imposing towers—one obsidian black, one alabaster white—mark where legendary magi Naz Yagul and Uma Fane made their home. The ground floors bustle with public markets, meeting halls, and apprentice quarters, while upper floors remain strictly warded off for magi-only.

A village of 300 Dustfolk surrounds the towers, their mix of tents and stone buildings testifying to their adaptability. They use minor enchantments as casually as other regions use tools and are suspicious of tower magic.

The towers' reputation for magical mastery draws scholars from distant lands, but magic here is not spectacular; it's infrastructural, mundane, and quietly transformative.

The Council of Six governs with pragmatic efficiency, treating magical research like municipal planning. Magical "emissions" seep into surrounding lands almost accidentally. Apprentices track regional transformations with bureaucratic indifference. They do not dictate how the Dustfolk engage with these changes, yet the Dustfolk have embraced them all the same, weaving the land’s shifting magic into their own understanding of the world.

The Council of Six

  1. Archmage Voss (Chronomancer, Methuselah's Older Brother, The Steal Trap)
  2. Lady Meera (Illusionist, Sarcastic, Task Mistress)
  3. Lord Thane (Magical Duelist, Nighty Knight, Stoic)
  4. Master Vex (Shapeshifter, Bear Hands, Hidden Kindness)
  5. Sister Rose (Fallen Druid, Oblivious, Healing Hand, Sister Amethyst's Twin - Monastery representative)
  6. [Empty Seat] - Recently vacated under mysterious circumstances
  • Gareth (Necromancer, Scoundrel, Sweet tooth next in line for Council of 6)
  • Magistra Elden Korr (Enchanter, Northern Accent, Inquisitor spy for the Northern Kings)
  • Captain Yorik (Guard, Hunter, Bullseye)
  • The Broker (Fence, Embroiderer, Can Do)
  • Narla (Alchemist, Alluring, 3 Husbands)
  • Sorrel (Priest, Passionate, Pioneer)
  • Cirian (Sage, The Wanderer, Loyal Dog Rufferto)
  • Flax (Barkeep, Assassin, Cheap)
  • Liren (Armorer, The Wench, Determined)
  • Ursula (Spy, The Lurker, Careful)
  • Mrs Redraven (Lady-of-the-house, Loyal, Prude)

Current Projects:

  • Mapping magical emission zones (Voss leads)
  • Recruiting new Council member (political infighting)
  • Investigating Prison of Mon rune weakening (Elden Korr; Sister Rose suspects druidic interference)

RUMORS

  1. Master Vox is stuck between forms. He's actually a silver dragon studying human magic.
  2. Sister Rose may wear monastery robes, but I saw her leaving offerings at the old druid stones.
  3. Elden Korr is a frontrunner for the empty council seat. Voss likes her "fresh perspective". Gareth fucking HATES her.
  4. Narla's three husbands? Same man; just from different times. Voss knows but lets it slide; he's sweet on her too.
  5. Dustfolk children play 'Council and Criminals' in the alleys. They know secrets about the towers that even the guards don't know.
  6. Watch which well you draw from. That east well water remembers things. Dreams them back to you at night.

0609 Tide Markers Massive driftwood totems, bleached white and carved with strange nautical symbols, stand half-buried in the sand. A path of worn cobblestones leads toward Yagul Fane.

0701 Ebonchain's Caravan A shadowy caravan rolls across the land, appearing only to those in true need. No tracks mark its passage. Veiled drivers guide the silent wagons, led by Lord Ebonchain (Fae Lord, Debt Collector, Calculating Gaze). He offers travelers sanctuary but with a catch: "I expect you'll return the favor some day," he says, invoking a binding fae contract. Decline and the caravan rolls on; accept and...

d6 Fae Favor
1 You have a small, heavy package addressed to Yagul Fane. It has a wax seal and is marked "URGENT". Within is a dragon egg.
2 A silver leaf sigil of Lady Goodknight appears on your skin. Fae now react: some with respect, some with demands.
3 You have an emotional connection with trees. You cannot speak to them but you get a sense of what they're feeling.
4 A wild animal, normally timid, fearlessly follows you, nudging your hand with its head as if seeking comfort.
5 You spit out the same rumor (roll on rumor table) over and over again, anytime someone says your name.
6 A contract with your signature, signed in silver, demands you return stolen fae artifact to the Fae Court.

0702 Mule Variations A rutted path cuts through barren fields, marked by broken fence posts and bottles impaled on wooden stakes. A rusted plow stands abandoned, its harness ripped violently; as if something immensely strong suddenly broke free. The ground is freshly tilled, yet nothing grows.

At night, shadowy laborers work the fields; moving in unison to an unheard song. Travelers who watch too long feel an inexplicable urge to join them, their shoulders feeling the weight of the yoke.

0703 Silent Forge A mute smith works an isolated forge, hammering an anvil without a sound. Weapons forged here never ring when drawn, armor swallows footsteps, and voices fade to a hush. Every tool bears an intricate rune of silence; craftsmen wear thick leather to guard against the forge’s muting power. Those who linger too long gradually lose their voices.

Commissions require payment in:

  • An oath of silence.
  • A personal item of sound (bell, wind chime, whistle).
  • Enchanted materials.

0704 The Crooked Saint A shrine tilts against a gnarled tree. Within, a wooden idol contorted in a painful pose. Travelers who leave an offering wake to find an old injury healed but a new, unfamiliar ache takes its place. The worse the offering, the harsher the trade. A missing finger for a mended leg, a deep scar for a broken tooth.

0705 For Whom The Bell Tolls A weathered stone tower crumbles at its base, a large bell hanging cracked from its peak. Its toll drifts across the sands, though no hand seems to strike it.

The Dustfolk believe the bell signals the arrival of a wandering ancestor, a spirit guiding the lost. Magi once charted magical currents by its ring; now it speaks only to those who listen.

0706 The Shrine of Brine A stone basin in the sand, its rim etched with curling fish. Fresh water fills it each dawn, transforming to brine by midday. Pilgrims kneel to wash their hands, pressing damp fingers to their tongues and muttering prayers for safe passage.

A rusted iron key lies beneath the water; visible yet unreachable. Grasping hands pass right through. The Mad Monk (Seer, Unending Thirst, Ravings of Truth) stole this key with a parlor trick, and it now hangs around his neck.

0707 The First Stones A vast stone formation hums with an odd, mechanical rhythm beneath the sands. The Dustfolk believe this is where the first ancestors were shaped, a sacred place where the desert itself first breathed.

They gather here to meditate, their spirits rising and falling with the pulse. The magi call it a natural anomaly, yet their own magic has amplified its rhythm over centuries. The Dustfolk do not resent this; they listen, adapting their rites to what the land has become.

0708 The Saltwood A salt-crusted forest clings to the coastline, its trees bleached and skeletal from years of sea spray. Some stand stark and lifeless, a ghostly tangle of bark and bone-white limbs. Others endure, their roots twisted deep into the briny earth, drinking from hidden springs.

The Dustfolk avoid this place; too much water too little sky. Magi have mapped strange currents in the air and soil, sensing something ancient woven into the salt and roots.

0801 Stormridge Mountain slopes lashed by wind and mist. The weather changes without warning; sudden storms, bitter cold. An uneasy path winds through crags, marked by forsaken campfires. A rotting corpse slumps against a tree, in a pool of dried blood. On his person, a finely crafted bow and rune-carved spear.

0802 Vial Cart A ruined watchtower overlooks a half-buried cart, bleached white by the sun. Three empty vials rest inside. Markings on the vials indicate: earth, water, seed. Filling the vials correctly creates a tiny guiding light to the Lost Druid's Grove.

0803 Forever Young A landscape suspended in childhood's golden light. Fragments of a child's toys peek through tree roots: a wooden soldier, a copper bell. Anyone entering the grove relives a single, vivid childhood memory—true or invented—so powerful it feels more real than their current life (based on a random tarot card). Leaving, they're unsure what was memory and what was illusion.

0804 The Underworld Gate Forty-two oak posts form a tight circle, each twelve feet tall, with bronze-carved figures at their base; bent humans, antlered shapes, something like intestines. At the center, an inverted oak: roots bleached white in the air, trunk plunging straight into dark earth.

On moonless nights, black sap runs from the tree and traces channels in the carvings, forming shifting, unreadable patterns. Mixed with spring water, it allows communion with the dead; brief, vivid, and never quite trustworthy.

Amber beads and shattered bronze tools are buried shallowly nearby, like offerings left in a hurry. No one calls the place by name.

0805 Classic Traveler A 7' tall man with joints bending slightly wrong, leads two impossibly strong oxen—Jake and Jim—pulling empty carts. Malfas (The Curious Giant, Awkward, Watching) is an alien in human form and the oxen are mechanical, which only cutting them would reveal. The traveler has 5 marbles that can perform what some would call miracles. He used one to make Jake, Jim and the cart. He needs one to return home. He's looking for work so he can study humans.

0806 The Veil of Ash A burnt haze engulfs the sands, the residue of an ancient ritual cast by Uma Fane herself. Apprentices toil daily to maintain the spectral barrier, knowing any disruption could release what lies dormant beneath the dunes.

The Dustfolk believe the haze separates the worlds of the living and the dead. Many gather to perform sacred rites, seeking guidance from ancestors. Though the magi insist they never intended it, the Dustfolk have grown attuned to the veil’s presence, sensing its power in ways even Yagul Fane does not fully understand.

0807 Barrow of the Cane A twelve-foot monolith of rust-colored stone, flecked with silver, rises from a hill of rusty grass. Ancient runes tell the history of The Cane, warrior tribes of old. Three weathered stones frame the barrow's entrance. Within, chalky paintings cover the walls; spear-wielding warriors with animal heads fighting monsters and mountain giants. Hand prints of men, women, and children mark the spaces between. Each cubbyhole bears images of these same animal spirits.

The cubbyholes hold bones alongside obsidian arrowheads, an obsidian axe, a silver bear idol (400s), and simple silver jewelry (120s). Several spear poles of exceptional quality remain, one still bearing its razor-sharp obsidian tip. Those who rest in this sacred space find their wounds heal faster.

If disturbed, the ghost of Zamma (Shaman, Mute, The Last Cane)—the tribe's last shaman—appears. His bones rest beneath the monolith, just above the chamber ceiling. Though mute, he communicates by pointing to the wall paintings. He will not rest until the bones are returned to their rightful place. The Cane believed weapons were meant for use, but treasure belonged to the tribe. Those who steal (without trade or sacrifice) suffer their curse: flesh turning to rust, spreading from fingers to arm until death claims them.

0902 Mountain Maw A deep, spiraling chasm where the mountain meets the earth. Trees at its edge twist unnaturally, their roots exposed as if recoiling. The descent is perilous, the air thick with tension, and the silence overwhelming; until a distant scrape, low thud or eerie bellow breaks the stillness. Beast? Echo? Something else?

Scattered around the rim lie skeletons; warped, massive, unrecognizable. Monsters, every one. All slain in battle, yet no sign of what killed them. No human remains. No clear victor.

Few have climbed down. None have reached the bottom. Some call it a wound in the world, others a doorway.

0904 Harlan's Grove The region's finest hops grow in neat rows across rolling hills. Francis and Catherine Harlan, and their oldest son Dale (Nepo Baby, Shrewd, Paper Tiger), tend their crops with generations of expertise; though their success stems from more than skill alone. A rare mineral in the soil imbues their hops with distinctive flavors; a secret they guard as carefully as their harvests. Six workers tend the rows while monastery wagons collect their weekly barrels.

The Harlans supply most of their crop to Fellstead Monastery's brewery, though Maude's Meadery has always received a share. This year's harvest promises to be exceptional, despite their neighbor's failing hives.

0906 Old Shepherd's Field Stone foundations peek through tall grass, marking where Bellwick hamlet once stood. Shepherds still use the old stone pens, though Tam (Caretaker, Kindness of Strangers, Superstitious) insists on proper manners and etiquette when visiting. The ancient well remains reliable, but those who draw water always leave something in return.

0907 Fare Fight A copper-skinned warrior named Lunara (Warrior, Proud, Suffers No Fools) is fighting three armored traders. Her spear is broken off in one's shoulder, she now wields daggers. Wandering hands were NOT part of the fare. The traders' wagon is smoking and will soon go up in flames. Within the wagon are 300s of pelts and two casks of fine wine (100s each).

0908 Nettle’s Haven This sprawling coastal compound has grown organically over decades. It began as a simple cottage but now blends herb gardens, meditation spaces, and other dwellings. The commune is a refuge where druids, monks, and wayward souls come together in peace. Nettle (Matriarch, Benevolent, Without Fear) watches over it all; her sharp mind still guiding despite her fading vision. Her massive black dog, with a single silver eye, keeps a watchful eye on all who enter, wary of those with ill intent.

Work is shared; no one is turned away, but all must contribute. The walls are marked with symbols from both monastic and druidic traditions, a quiet testament to the sanctuary and survival found within.

Sister Morrow (Healer, Soft-Spoken, Forgets Nothing) is a 3 year resident. She says she was fleeing a bad marriage but is a spy for the Northern Kings. She makes regular visits to the prison and watches for Druidic activity. She's grown fond of Nettle and would kill for her.

1001: Unkindness of Ravens: Jagged peaks with numerous raven nests. One particular nest contains a pair of small, polished stones that reflect light in unique patterns. These are message stones, used to communicate over long distances.

1004 Maude's Meadery Vibrant wildflowers border a meandering stream, the air sweet with honey and herbs. The southwestern hives are empty now; their bees drawn to Harlan's Grove despite the distance. Those that return produce bitter honey before dying. Maude (Herbalist, Worrier, Mission Creeper) studies each fallen bee, unwilling to believe her old friends' hops could be the cause. Her storage barn holds dozens of honey barrels and mead casks, watched over by her foreman Burt (Foreman, Gruff, Loyal).

1007 Pilgrim's Hollow A well-worn hollow where travelers pause before the final approach to Fellstead. A simple stone well and wooden shelter stand beside the path. Pilgrims have carved hundreds of prayers into the shelter's beams. Among them: "Lovely Lady Vale please spare us from your feast!"

1009 Grappled Chapel A dilapidated stone chapel strangled by Dragon Vine (Grapple, Razor's Edge, Poisonous); their purple flowers oddly beautiful against crumbling walls. Empty crates rot in tangles of razor-sharp stems. The vines shift slightly in a wind that isn't there.

1105 The Frostwake Grotto A hidden cavern where the mountain's breath turns the air deathly cold. Even in summer, ice clings to the stone, and strange, pale flora thrive in the darkness. The ice is deliberately shaped. In the very heart of the grotto stands a frozen pillar; something large trapped within. Whether it is a preserved guardian, a forgotten king, or something better left undisturbed; no one knows. Nightly harvesters leave behind clear signs: scattered ice fragments and deep cart ruts.

1107 Weeping Grove Mist clings to a dense stand of weeping trees. Everything drips with sickly-sweet water, even in drought. Rusted tools and broken barrels hint at abandoned collection efforts.

1108 Fellstead Monastery perches atop weathered cliffs, its honey-colored stone walls and Gothic spires silhouetted against the coastal sky. The monastery is adorned with intricate stained glass windows depicting scenes from the life of St. Fellstead (patron saint of seekers of knowledge). A trip of goats roams the terraced grounds, while sea caves beneath the brewery serve as naturally cool cellars for their renowned ale.

A group of pilgrims has come from the north, placing additional strain on the monastery's resources and tranquility. They claim to seek guidance from St. Fellstead, but their behavior raises suspicions. Their leader, Father Faelen (Prowler, Apathetic, Cutthroat), has been seen snooping around the brewmaster’s office, asking unsettling questions about the monastery’s finances, and lingering in the library far too long. Some monks question their piety and wonder what they’re truly after.

The monastery boasts a famed library, produces fine milk and cheese from their goats, and brews the best beer in the south, thanks to an annual donation of hops from Harlan's Grove [#0904].

RESIDENTS

  • Abbess Salvora (Devoted, Respected, Distracted) - frequent visits to the Prison of Mon
  • Prior Cedric (Rugged, Diligent, Insecure) - oversees brewing operations
  • Sister Amethyst (Fallen Druid, Healer, Know-it-all, Sister Rosa's Twin)
  • Brother Ulfar (Brewmaster, Lazy, Mean Drunk) - avoided but knows his beer
  • Brother Estabar (Monk, True Believer, Gentle) - master goat herder
  • Sir Ealdred (Knight, The Daring, Haunted) - seeks spiritual clarity after long and brutal campaigns
  • Lady Isolde (Noble, Graceful, Weary Heiress) - sought sanctuary from the pressures of court life
  • Cass Duvall (Broke on the Mountain, Knows the Way, One Leg) - found an Acony Bell meadow among the cliffs in [#0401] but fell on the way down. Will sell the route or guide for the right price.
  • 24 Monks, 6 Pilgrims

1202 The Skyroot Sentinels Ancient trees grow impossibly tall here. Their roots grip stone and bind the mountain in place. Bark scarred with old battle wounds; not by axes, by hands. Thousands of them. Those who listen hear something: not quite a warning and not quite a welcome. The forest waits to see what you do next.

1203 The Broken Stair Stone steps climb the mountainside and stop mid-air; no landing, no ruin, just an abrupt end forty feet up. Built with purpose and abandoned in haste. The bottom steps are worn smooth with use — someone still comes here. The top step has a name carved into it. Just a name. No date, no epitaph.

1204 The Black Fangs Jagged rock formations jut from the treeline like the teeth from an enormous beast. The stone is dark as dried blood and warm to the touch. Local hunters avoid the area, muttering about strange figures seen moving between the spires at dusk. Something breathes from below. You can feel through still boots.

1205 The Hollow Roost An immense tree, its trunk wide enough to house a family. Inside, the walls are lined with empty nests; not abandoned, emptied. Something took what was in them. Those who sleep here dream of flying. Not all of them wake.

1208 The Leaning Stones Stone pillars, worn smooth by time, lean at impossible angles. Strange markings spiral up their sides. Not runes. Not Fae. Something older. Even the monastery's goats avoid grazing among them, despite the unusually thick grass.

1302 The Mistwell A hidden spring high in the forest, perpetually cloaked in mist. Its water is clear but strangely heavy, and those who drink from it report vivid dreams; sometimes prophetic, sometimes terrifying.

1303 The Slumbering Hart Deep within the trees, where the land begins to rise, lies a clearing bathed in perpetual twilight. At its center rests an enormous stag; its antlers tangled with vines, its breath slow as the turning seasons. The creature does not wake, but its presence is undeniable. Druids and wanderers speak of it in hushed tones, calling it the Slumbering Hart, a guardian of balance. Disturbing it will summon the wrath of the forest itself.

1306 Four Leaf Clover Field A field of ONLY four leaf clovers... finding a THREE leaf clover brings the bearer luck.

1308 Salted Woods Gnarled pines grow right to the cliff's edge, their bark white with salt spray. A ship's wheel hangs forgotten in the branches, creaking in the wind. Fishermen leave offerings here; for luck on their next voyage. Fresh fish bones and a knotted red ribbon dangle from the spokes.

1402 Red’s Woods A winding path snakes through the forest, lined with hundreds of carved trees; each trunk a masterpiece, so lifelike they seem to breathe. At its heart stands a house built without a single nail, every joint seamlessly fitted. "Red" Dressler (Tree-wise, Craftsman, Absorbed) allows loggers to work to the south, but no axe may touch the trees of his woods. His face glows when he speaks of his wife and her garden, though few have ever glimpsed her among the trees; for she is a Dryad (Ethereal, Elusive, Nurturing). Those who appreciate true craftsmanship and respect the forest may find themselves invited to stay for supper.

1403 Two Trees And Three Sisters Two towering trees stand out among the many. These are the trees of the Eldest and Middle Sisters; their roots deep, bound to the forest. Not mere landmarks, they are the Sisters' power made flesh, the beating heart of the Starwoods.

The forest here is a labyrinth of tangled wards, shifting paths, serpentine thickets, and roots that coil around trespassers' ankles. Loggers are tolerated but watched, their axes never allowed to stray near sacred bark.

But the Hollow Sister's influence seeps through the soil, her saplings creeping ever closer. The Eldest and Middle whisper to the roots, listening for signs of intrusion, knowing that if their sister ever finds her way back, it may be too late.

Three dryads as old as the Starwoods themselves. Not mere spirits, but the forest's living will. The Eldest and Middle rule with iron certainty, while the Hollow Sister has become something else entirely.

Eldest Sister (Hand of Judgement, Ruthless, The Root) Stern and unwavering, she enforces the Starwoods' will with ruthless efficiency. The Hollow Sister is a threat to be eliminated.

Middle Sister (Watchful Eye, Composed, Leaves in the Wind) Patient and watchful, she listens before she acts. Where the Eldest strikes, the Middle weighs the cost. She is the wind in the canopy, the feeling of being watched. She fears the Hollow Sister.

The Hollow Sister (Open Arms, Curious, The Heart) Her tree’s roots torn from the earth by her own kin [#1505], yet she did not die. She befriended the fae, and her saplings grow strong in the Freemoon Forest. She waits…

1404 Marked Woods Massive old-growth pines worth a fortune in lumber. Loggers' marks show which trees to cut, but someone keeps moving them.

1405 Loggers Camp A rough collection of tents and wooden structures stands in stark contrast to the Starwood's eternal beauty. Axes and saws echo through the trees as loggers harvest the valuable timber. Even the most hardened logger feels the weight of their impact on these old woods, yet the work continues. The druids offer no aid against recent threats; to them, the loggers' presence is the true blight on their forest.

Boss hired a former druid to help navigate these tensions, but her true loyalties remain unclear. The camp's torches burn all night now, and no logger works alone.

The Sisters remain silent; watching. They tolerate the loggers in the hope that their axes might cut down the Hollow Sister’s creeping saplings. They will turn on them the moment their purpose is served.

CREW

  • Foreman "Boss" Bartok (Foreman, Burly, Servant Leader) - prioritizes crew safety over quotas
  • Nyssa "Thumbs" Dunsfold (Druid Spy, Adorable, Conflicted) - hired to appease druids
  • Lena "Sawbones" Thorne (Medic, Direct, Rub Some Dirt On It) - treats wounds physical and spiritual
  • "Cookie" (Terrible Cook, One-Armed, Former Logger) - lost his arm to "tree-bite"
  • 12 10 loggers

1407 Blackfish Point A sheltered cove where prized blackfish school. Village fishermen claim the beach, their boats marked with crooked copper nails—wards from the Boat Hag. "Cheeks" Allnut (Brawler, Lucky, Rusty Boot Shank) "educates" strangers that this is a private beach and that charter fees start at 100s; no haggling.

1408 Fishing Hamlet A handful of wooden huts cling to the coast, their weathered walls dark with salt spray. The hut nearest the sea belongs to Pesh (Fisherman, Generous, Paranoid), a fourth-generation fisherman who makes anonymous donations to the monastery. Beneath his hut lies a chest of 10,000 silver coins, salvaged from the pirate wreck in seven midnight diving trips. The weight of his secret is heavier than the chest.

The hamlet folk avoid the nearby Boat Hag [#1506], claiming her presence spoils their catches. Rotten fish regularly appear on her doorstep, though no one admits to leaving them.

1503 Split Oak A massive oak, split by siege engines during the battle, still stands — both halves alive and growing apart. Moss-covered stones from the war machines lie scattered at its base.

1505 The Tree of the Hollow Sister A massive oak, hollowed from within, its trunk split and blackened by decay. Its fall cursed the land. From here to the sea, trees stand withered, their roots severed, their bark peeling away. Yet the Hollow Sister lives.

1506 The Boat Hag An overturned fishing boat serves as a dwelling, its weathered hull grown thick with moss and marsh vines. Herb smoke seeps through the cracks while marsh birds deliver messages in exchange for scraps. Locals leave offerings at her door: they say rotten fish draws darker things away. Among her treasures is the Dryad's Whispering Branch, acquired from the Fae Court. It allows the wielder to communicate with woodland creatures and plants, though using it risks drawing attention from its former owner.

1508 Pirate Shipwreck lies just off the coast; remains jutting from the water. Barnacles cling to its splintered boards, broken masts, and rusting cannons. Venomous reef snakes—camouflaged among the coral—hunt in the wreckage.

Among its treasures was a Sylph Ring; a pewter band marked with the fae rune for air that summons gentle winds. Carved on a board just above the waterline is "Pesh was here" [#1405].

1601: The Bone-Wind Chimes: Animal bones hang from dead trees, playing in the wind. Their song is the Battle of Mistwood. Disturb their precise arrangement, and the melody is lost, unsettling the fallen.

1602 Mammoth Maw A hillside splits open, revealing an enormous mammoth half-buried in swamp mud. Its gnarled tusks rise like fallen trees, fur matted and thick with decay. The ground shifts subtly beneath its massive form, as though the creature only slumbers. The marsh hums with a presence; the air growing dense, sweet with rot and blood. Some say it died in battle, others that the land itself caught it. Approach, and feel a strange, silent pull.

1603 Old Pete's Boggery Wooden walkways wind through the marsh, connecting islands of relatively solid ground. Pete (Bog-Strong, Handy with a Peat Spade, Quality Human Being) and his twelve workers harvest peat from carefully managed bogs; fuel that keeps the region's hearths burning. The work is hard, but the marsh provides for those who know its ways.

Nobody knows these wetlands better than Pete and his daughter Yde (Tomboy, Yearning, Hopeful). They can name every pool, predict the weather by the reeds' sway, and find paths where others see only mire. Yde guides herb-seekers and the occasional northern merchant, while the purple bog orchids that grow near their operation fetch a fine price; though Pete never picks the ones with silver stems.

1604 Silverline Point Natural stone piers stretch into deep water where massive silverline bass school. The best fishing spot on the coast; half your catch goes to the marsh folk's community stew pot.

1605 The Last Garden A small cottage and garden somehow survive amid ash and char. Fresh vegetables still grow in tidy rows, untouched by blight. A scarecrow wearing a copper nail necklace stands watch. Ursula Mayfield (Green-thumb, Gossip, Pepperpot) tends the garden and shares her turnips with anyone who'll listen to her stories.

1606 Dragon's Message Scorched trees ooze black sap, their branches stripped bare. Massive claw marks score the cliffs. The Boat Hag's own skiff lies shattered on the rocks, her copper nails scattered in the sand.

1703 Archer's Ridge Steep cliffs where archers made their stand. Centuries of storms have exposed arrow shafts in the clay - all pointing to a lighthouse foundation that only shows at low tide.

TREASURE

D66 Treasure
11 Box of crystallized moonlight mushroom spores (35s)
12 Bone-white pearls from ghost oysters (3d6×15s)
13 Jar of preserved twilight that glows when opened (75s)
14 Skeleton key carved from petrified marsh wood (25s)
15 Bottle of tears from a Wailing Tree (45s)
16 Watercolor depicting a figure mid-leap from Greever's Lighthouse (8s to collector, priceless to Ida's ghost)
21 Silver-threaded fishing net that cannot tangle (120s)
22 Alarum flowers that can be placed as alarms (20s)
23 Coral-handled dagger with wave patterns (55s)
24 Opalescent shell that catches moonlight (50s)
25 Tarnished silver compass with naked woman etching (40s)
26 Ancient wine still perfectly preserved (85s)
31 Brass spyglass etched with sailing songs (30s)
32 Salt-stained pirate ship log in cipher (20s)
33 Bronze incense burner shaped like an octopus (15s)
34 Silver pendant of two moons eclipsing (28s)
35 Half-empty jar of purple honey (6s)
36 Set of iron manacles with strange runes (32s)
41 Pair of pearl earrings on copper chains (42s)
42 Silver-rimmed drinking horn with initials "T.K." (30s)
43 Set of bone dominoes in velvet pouch (12s)
44 Tarnished copper wedding bands, still paired (18s)
45 Half-burned love letter signed "Your Captain" (5s)
46 Ship's flag with faded stag insignia (24s)
51 Small silver mirror in wooden case (30s)
52 Delicate porcelain tea set for two (35s)
53 Child's doll with silver button eyes (16s)
54 Carved bone flute that sounds like waves (25s)
55 Herbalist's journal, pages stuck with honey (10s)
56 Leather pouch of semi-precious stones (60s)
61 Copper bowl that fills with morning dew (70s)
62 Bone dice that roll better at night (38s)
63 Crystal perfume bottle with lingering scent (18s)
64 Fine wool cloak with fox fur trim (28s)
65 Silver thimble that smells of rare spices (14s)
66 An engraved solid silver storm lantern signed: To Jane, love Tom (180s)

#image

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