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Showing posts from November, 2017

1D4: Supersitions

1d4 Practice Belief 1 Villagers cultivate seemingly useless white vines to encircle trees that grow near their homes. This is especially common with useful trees, such as those that bear fruit shade or lumber. The vines occur naturally and may be found growing wildly or spreading out from where villagers grew them. Villagers believe these pure white vines ward the tree from disease.In actuality the vines leech off the trees energy to survive without need for sunlight (something villagers may attribute to magic powers possessed by the plant). Even if this is mere superstition the vines may catch diseases before the trees thus serving as an early warning. 2 Privileged and wealthy people have an unrelated child sleep in the same room as them. This may be a servant's child or the child of a less fortunate family who are paid for the service. Having a child nearby supposedly keeps one from having nightmares. The idea is that nightmares are more attracted to the in

1D4: Coins

1D4 Physical description Origin 1 A perfectly circular coin of standard size with a helmet stamped on one side and a set of scales on the other. These can be found in all manner of metals including rare and exoctic ones. These coins are minted by followers of just and noble gods out of gold liberated from the clutches of dragons, demons, criminals and other such evil beings. The pious have no use for jewelry, statues and the like and thus these luxuries are melted down into simple coins. The coins are then used to purchase food and goods for temples, arm and armor holy warriors, and make sacrifices to the gods of justice. Thieves who come upon these coins often scratch them to prevent ill luck. 2 Inscribed into this 7 sided coin are lines that make up a 7 pointed star. These coins may be found in any common metal. These coins come from the land of Magav where 7 great wizards are worshipped as gods. Some very religious folk may refuse to take the coins to avoid dea

Landmarks: The Cabin

Far enough from civilization to be lost to time this cabin’s original owners are far gone. It stands secluded in a clearing within a forest or other wilderness built savvily but not professionally with nearby wood. Outside the cabin stands a fire pit, a single small tree and firewood piled against one side of the cabin. Within the structure is a single room containing a bed, a barrel and chest (both empty), a table with a pair of chairs, a few (empty) shelves, and a richly decorated rug. The cabin is comfortable, a clear improvement on the housing of the average peasant, however there are no tools, valuables or supplies to be found except for the rug, a genuine prize for a group of adventurers worth around 100 gold pieces to an interested buyer. The rug also conceals a trapdoor that leads to a dugout basement. The soil walls of the basement are coated in red ink derived from local plants. The writing is ideogrammatic, meaning the letters symbolize concepts and a basic sense of their m

Landmarks: The Blue Soil

The Blue Dirt: This soil is dark, moist and clearly rich but instead of black it is colored blue. This property is absorbed by the plants and animals that live upon the soil and will be attained temporarily by any who eat the blue animals (taking a bite out of something will stain a person blue for a 10 minutes, consuming a meal will tint them azure for 1d3 days). Superstitious farmers will avoid the perfectly fertilized and usable land while kings and lords may wish the soil retrieved so that they might grow their own exotic blue gardens. D6 Effects Possible origin 1 Benevolent Though not apparent at first the creatures who grow from this blue soil are immune to disease due to tiny immune system bolstering organisms that grow within it, as a side effect of this they turn the soil blue. Observant characters will note that the trees and animals are free of blemishes, that their cuts never infect, and characters who eat blue creatures will be cured of any diseases and i