Ruins Of the Central Provinces
Pepinot Vex
has set off across through the decaying grandeur of the Imperial Capitol and
into the desolation of the Central Provinces.
The heartland of the Successor Empire, and the richest provinces during
the thousand years of Imperial Peace, these lands are desolate now, clogged
with ruins and soured by the esters of abandoned ancient magics.
D20
|
Central Provinces
Encounter Tables (Ruins)
|
1
|
A Coaching Inn, abandoned in the past two generations. The core buildings of antediluvian bonewhite
are surrounded by a sagging maze of later wood and stone construction. The ruin looks uninhabited, but seems the
sort of place that wildlife, bandits and arcane sports would congregate
|
2
|
A Coaching Inn, burnt timbers and frames jut from a pile tumbled
stones. Only bright yellow mushrooms grow from the ashes so the fire was
relatively recent or the ground is cursed with magical waste. The inn was of modern construction and
little remains above ground. Careful
searching will reveal a stone trapdoor that leads to the Inn’s former
cellars.
|
3
|
Only a roadside sign, of weathered bonewhite,
proclaiming “The Moneylender’s Folly” hints that a ruin of a coaching inn concealed in a
dense growth of briar trees. The
ancient buildings have been melted to slag by some magical conflagration, but
the foundations remain, filled with a maze of briar trees festooned with bone
chimes and trained into a warren.
|
4
|
A Coaching Inn, bright pennants and bunting decorate a plastered
white building roofed in blue tile and the sounds of a pianoforte tinkle out
onto the road through an open window.
Approaching the ruin reveals that this is an illusion of prosperity a
spectral remnant of the past, only single wall of the inn stands pitted and covered
with mould.
|
5
|
A much worn coach of black polished wood rest on its side in the
ditch, perhaps the conveyance of a member of the rural nobility. Scattered around and within the coach are
1D4 badly mutilated bodies and the contents of several trunks (torn and soggy
clothing). The massacre appears recent
(2D100 hours old).
|
6
|
Half buried in a hill a few hundred feet from the road are the gutted
remains of an ancient bonewhite flying coach.
The cause of its crash is not evident, but its location provides an
excellent overlook of the nearby countryside.
|
7
|
The bare outlines of farmland remain here: foundations, rotting
wooden posts. More notably this large farm was once an orchard, and many of
the trees, though long past their prime, are still covered in strange bright
fruit of varieties now uncommon or unknown.
|
8
|
The low buildings of an ancient plantation are nearly invisible
beneath a riot of fleshy purple vines, some as thick as a man’s waist. Only a bell tower, molded in flow-stone with lost art, climbs
above the overgrowth. The vines are
clearly a product magical corruption, and rustle with ominously.
|
9
|
A hamlet is visible from the road, its exact details masked by
strange blurring. Upon approaching to
a few hundred feet the there is a sense of incredible wrongness about the
place. Within the haze of magical
corruption figures still move, seemingly carrying on normal errands and work. If observed for long enough the figures' movements
repeat.
|
10
|
A peaceable looking thorp of modern construction, reed hovels
surrounding a few substantial wooden buildings. The entire thorp is mined and trapped so
that individuals investigating the building will trip wires, step on buried or disturb carefully balanced triggers and shatter glass orbs
containing air flammable alchemical compounds. The resulting fire will set off a conflagration as numerous
barrels of oil and flammable straw pack the hamlet’s buildings.
|
11
|
A neatly kept Imperial messenger station stands near to the highway. Its windows are shuttered, door
locked, and horse paddock empty, but otherwise the post appears untouched by time. The interior of the station barracks
once housed a long squad of 18 vigiles, but now contain the body of one elderly
man, who has rested dead in his bunk for at least a month, wearing the threadbare uniform of a forgotten
legion.
|
12
|
Once a small rural garrison, this ruin shows the signs of titanic
violence. The walls of the fortified
blockhouse have been blasted outward and the other buildings crushed from
above. All that remains of the garrison
are ancient bone fragments and a few pieces of shredded armor
|
13
|
Scorch marks, small fires and shattered windows mark this mansion
an empty ruin. The interior is covered in the graffiti of a redistributionist
cult and the bodies of the lord and his family hang desiccated from the
rafters of the great hall.
|
14
|
Once a stately carved stone manor, worn by eons of rain, now in a terrible state of ruin by neglect. Still the vineyards that surround
it are well trimmed and contain only the most gnarled of old vines rich in black fruit.
|
15
|
The pit’s sides are more slope then cliff, but they are clearly an old
sinkhole. At the center of this pit is a largely intact manor house, its roof collapsed on its upper level and
its lower level collapsed onto the elaborate crypts and cellars that may have
undermined the structure whose passages still gape in the pit's walls.
|
16
|
A nameless town, built around a distillery, now standing in ruins. The
place appears to have died of neglect rather than violence, but careful
examination of the buildings will discover repeated graffiti of the yellow
plague sign.
|
17
|
This town was ancient, and once prospered on trade from the
surrounding farms. It appears as if it was inhabited only recently, at least
in some of the buildings closest to the road.
The rest of the ancient buildings contain only bones, human and animal,
stacked in huge careful piles.
|
18
|
The crumbled hive of a factory looms, its high walls covered in vines
and lichen. The edifice seems to have
been abandoned for centuries, but the descendants of its workforce may still
reside within, feral a plague upon the countryside.
|
19
|
A line of stone hills, covered in an aggressive vibrantly green moss,
mark the fall of an ancient stone war-titan across the road. While the immediate path has been cleared,
straying will enter the arcane sink created by the slowly dissipating magic
of the ancient construction. The
effects of this pollution are minor as the fall occurred long ago, but
strange life persists amongst the titan’s crumbled remains.
|
20
|
A bronze titan, 60’ tall and incredibly ancient was finally brought
down here, likely in a skirmish between noble houses. The bulky wreck crushes
a vineyard building, still partially intact, and the fruits in the fields beyond
have grown wild and gigantic from the wreck’s magical emanations, making a
fertile landscape for arcanovores.
|
I have
decided that in any game of Fallen Empire played there is an additional stat,
much like the stat for Sanity in Call of Cthulhu. Exposure to magical pollution will slowly
wear away this stat, and when it’s exhausted there will be a nice mutation
table to roll on. I might even consider
allowing magic-users to burn this stat as a means of recasting spells.
Also given
that the pernicious influence of magical radiation is a major setting
component, I think that the Owlbear will be a commonly encountered monster,
they are inexplicable horrors that persist on vermin and magical radiation
after all.
Hah! I've been imagining old coaching inns of a lost empire along a dangerous path in a 'schwarzwald'/dark forest. Really needs one of those 'print to pdf' buttons.
ReplyDelete