Showing posts with label Location. Show all posts
Showing posts with label Location. Show all posts

2020-07-12

Urban Horrors: Bones In The Lake

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Urban Horrors: Bones In The Lake

There is an artificial lake in a big city. The lake is surrounded by a park—free growing grass around walkways, some trees, some bushes shielding the place from surrounding streets. A few swings and children's slides, some benches and tables. Nothing fancy but pleasant nonetheless. The lake itself has two small islands and some bridges going over corners, flocks of ducks and geese often roam around, and always a few people sit around throwing feeding birds with bread.

And yet, this place has a dark secret, both metaphorically and literally.

There are no beaches, the banks are steep, and there are warning signs reminding that swimming is forbidden here—the lake was never made suitable for it. The water is dark, most people looking at it are surprised by the feeling how deep it must be, though the impression fades away quickly forgotten. The lake never freezes, at least not completely. Always a few sulky people keep around spending their time by the water, though they are often spread far and wide, rarely acknowledging others.

One would have to be particularly keen observer, not easily swayed by distractions and misdirection, to notice those bland, gruff regulars are too bland, too indistinct, hard to recall and describe afterwards.

This hadn't caught anyone's attention, yet, but people are going missing. People no one will be looking for—homeless, junkies, drunks, runaway kids from far away. Such people slip through cracks in large cities every day after all. Here, though, here, they end in the lake—offerings from the regulars to the lake itself, sunk in the inky depths. Over the years so many deaths turned the lake into an abyss, no bottom, only darkness dwelling below, closer and closer to the surface with passing decades.

Is that an old god? An alien presence? A twisted genius loci? No one knows, not even the cultists that feed it. The thing is, spirits of the dead offerings are nowhere to be find for those who could seek them... Will that strangeness finally lead someone in the know to the lake?

The Past
Before the lake was made, before the city spread its ever-expanding bulk around this land, there was a rural community here. It was surrounding a small pond, feed by a stream or a spring, and in less enlightened times, it was customary to throw offerings into its waters. With time, though, the city grew and absorbed the village, the people moved away, the land was repurposed, the pond and the stream and spring landscaped into something else, and then into the lake again.

Many years later, some of the descendants of those who lived in the village returned. At first it was one or two... Then more of them came to live nearby, and more... And they started making sacrifices to the lake, to the depths—at first trinkets, then animals, then people. Not that many, a few each year, but it was enough, the link was made, the offering accepted. They sought more of their kinfolk and brought them to live in the surrounding city. Those who refused to return were left alone, those who would not keep the secret joined the sacrifices...

The Now
The cultists, if they can be called that, are but a handful of people, but each of them makes a few sacrifices each year and the numbers add. No one is suspecting anything amiss, at least not among law enforcement, city officials, or social workers. The cultists avoid targeting those who are living nearby, avoid connecting disappearances to the lake—which has no record of any drownings, not even suspected drownings. In fact, some of the cultists take care to keep local children away from water to avoid attracting undue attention.

The Cultists
Why do they do that? They probably could not really say themselves. As they make their sacrifices and their connection to the abyss at the bottom of the lake grows, they become less distinct, more vague, their lives become more and more distant, slowly dissolving in the shadows—while it might sound horrific it is anything but that—the lake slowly takes away mundane concerns, hardships of modern life, disappointments, failures, and regrets. The cultists are left with a sense of calm serenity. They might be dismissing their humanity in the process, but it feels right.

The Future
Is the force in the lake growing? Is the abyss deepening? Is its power a scam, a fake sense of tranquility holding humans-turned-monsters in its sway, but powerless to offer them anything but a narcotic bliss as they kill for it?

Or is that something more? A growing new deity? A sleeping old one? A gate elsewhere?

Can the cult be stopped? Or will the lake attract new servants if the old ones are rid of? And how could that even be done? With violence? Feeding the cultists to the lake itself?

What would happen if the lake itself was disturbed—if someone had the connections to have it drained, filled up, reshaped? Would that solve the problem... Or uncover whatever the darkness in the depths really is and doom the city?



2019-09-08

Fantasy Locations: The Crossroads

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The Crossroads

The Crossroads is a settlement located in a nexus where multiple lower planes entangle with each other and the mortal realms. Here envoys from various fiendish powers try to out do each other, mortal adventurers supply before forays into some of the darkest parts of the multiverse and recuperate afterwards, and the most ruthless and callous mercenaries offer their services to the highest bidders.

The Crossroads
N Planar metropolis
Corruption +5; Crime +4; Economy +6; Law +3; Lore +5; Society +3
Qualities magically attuned, notorious, rumormongering citizens, strategic location, tourist attraction, wards
Danger +20

Demographics
Government Autocracy
Population Unknown, but exceeding 25,000
Notable NPCs
Curator Of The Crossroads (M construct)
The Librarian (N human expert 21)

Marketplace
Base Value 28,800 gp; Purchase Limit 170,000 gp; Spellcasting 10th
Minor Items *; Medium Items 4d4; Major Items 3d4

The Crossroads have many quirks and peculiarities, but the two most important are The Warding and The Interposition. The former is its detrimental nature to denizens of the outer planes, diminishing them in power and making them closer to the visiting mortals. The later is occasional event, when some of the streets of the Crossroads interpose themselves on the various roads of the mortal realms.

The Warding prevents planar powers from taking control of the Crossroads, at least overtly, and force them to use mortals, proxies, and expendable pawns instead. While it does not completely blocks outsiders from entering boundaries of the Crossroads, all outsiders with alignment or elemental subtypes are greatly weakened, suffering penalty equal to half their HD to all attack rolls, weapon damage rolls, saving throws, skill checks, damage reduction, Spell Resistance, fast healing and regeneration values, saving throw DCs of all their abilities, and caster level of all their abilities. They also reduce all their resistances by their full HD value. Mortal beings (animals and humanoids) are granted benefits of magic circle against chaos, evil, good, and law, gaining +2 deflection bonus to AC and +2 resistance bonus to saving throws against attacks and effects of creatures with chaotic, evil, good, or lawful alignment, and suppress effects that would exert control. Planetouched races are neither hindered by the Warding nor gain its protection, along with aberrations, constructs, dragons, fey, magical beasts, monstrous humanoids, oozes, plants, undead, and vermin.

The exact source of the Warding is not know, thought it is often speculated that it is projected by talismans and fetishes often embedded in the walls of building by ghenso, as those creatures are fiercely protective of the buildings of the city. Others claim it is projected and maintained by Curator, though he refuses to comment on queries to that effect.

The Interposition happens at least once a month, in series of cycles that require complex calculations and extensive planar lore to be predicted. During such event, one of the streets of the Crossroads partially overlaps with a road somewhere in the Material Plane, always around the local midnight. During the event, sapient mortals and planetouched races can pass between places or the other way around, during the narrow time window before the connection wanes. Outsiders can pass through only if they gain permission from a creature on the other side, usually via some sort of deal.

Many outsiders, especially weaker ones, risk the effects of the Warding, roaming the streets of the Crossroads with or without the knowledge of the next Interposition, hoping to get a chance to make a deal with a mortal, gain a cultist, capture a soul, or even enter the Material Plane, depending on the circumstances.

Even ignoring those two cosmic qualities, the Crossroads are a mixture of bizarre and mundane. Buildings are constructed in eclectic styles, often incorporating old shacks and external parts added by the denizens to the frames built by ghenso. Often, old buildings have additional stores added later, which might or might not get accepted by ghenso as worthy of future maintenance. Many follow the patterns drawn from the outer planes—black infernal iron can stand side by side with heavenly palace, next to a grove of living treehouses or a burrow.

Some of the denizens are mortals that wandered here accidentally, damned who fled their respective hells and found refuge here, adventurers who stuck, or mercenaries who retired, though majority are native-born descendants of those who came to the Crossroads and stayed here. Planetouched, especially tieflings, and various crossbreeds are common, as are lesser fiends—used to being on the bottom of the social (dis)order—on the run from their superiors and enemies. More powerful fiends and other outsiders are encountered less often, as those are creatures unused to weakness the Warding would bestow on them, though they do appear from time to time, hoping to take advantage of the Interposition.

2018-12-02

Fantasy Locations: The Othertown

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Othertown

The Othertown is a settlement at the crossroads of the Material Plane and the Fey Otherworld. A place where the mundane meets the magical, where fey pretend to live as mortals, and mortals turn strange.

Othertown
N Large Town
Corruption +0; Crime +0; Economy +1; Law +0; Lore +2; Society +2
Qualities fey denizens, strategic location, weirdness magnet
Danger +15

Demographics
Government Autocracy
Population 4,000+ (2,500 fey living like mortals, 500 gnomes, 500 other humanoids , 500 intelligent animals and magical beasts, plus countless gremlins, sprites, pixies, and other fey entities that come and go without pretending to be humanoid citizens)
Notable NPCs
The Mayor (LN Fey)
Constable Dvyrwyn (LG Fey Paladin 4)
Lady Of The Questionable Morals (CE Fey)

Marketplace
Base Value 2,200 gp; Purchase Limit 15,000 gp; Spellcasting 5th
Minor Items 3d4; Medium Items 2d4; Major Items 1d4

Adventure Leads

Children are vanishing from the nearby mortal settlements and farms with traces and hints leading to the Othertown. Is someone capturing humanoid thralls a highborn fey? Is some monster abducting them to fill its pantry? Or maybe a careless but not ill-wishing entity is just looking for friends to play with? Is it really not malicious, though?

A bold merchant leads a caravan into the Othertown and beyond into the strange lands of the Otherworld and looks for guards, guides, and people capable of dealing with fey. Preferably non-violently, unless absolutely necessary. It would be a bad move to kill the potential customers on the first foray, after all.

Lady Of Questionable Morals is playing a new game with her favorite nemesis. The constable needs a group of deputies to disrupt her operations. They need to infiltrate one of her dens of iniquities and gather evidence that will help thwart it, and maybe, just maybe, expose the Lady for the villain she is.

The Mayor decided that the Othertown needs a statue of an Owlbear. Obviously, this means that some brave heroes need to capture one, bring it back to the city, and turn it into stone in the right place, and right position!

A dragon attack was reported near the Othertown. Is that another of Lady Of The Questinable Moral's ploys, or is that an emergency that can be only dealt by having her negotiate with the dragon?!