Places of Power: Forgotten Athenaeum

Centuries ago, the librarians of the Athenaeum of Tirinos saved thousands of precious tomes and scrolls from the book-burning legions of an invading army. Casting a powerful ritual, they whisked the entire library and its grounds away to safety on another plane of existence. Today, the Forgotten Athenaeum remains on the Astral Plane, collecting and preserving blasphemous texts, uncomfortable truths and dangerous lore. Using a hidden network of portals, visitors travel to the library from across the multiverse to browse its shelves and uncover its many secrets. This great wealth of knowledge attracts both innocent scholars and academics as well as unscrupulous spies and rogues.

GM’s Miscellany: Village Backdrop II (5e & SNE)

Village Backdrops are short, richly detailed supplements that each present a single village ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure, as an adventure site themselves or as a PC’s home, Village Backdrop present the details so the busy GM can focus on crafting exciting, compelling adventures.

Farrav’n by Tommi Salama

This GM’s Miscellany collects together twelve Village Backdrops together in one place.

GM’s Miscellany: Village Backdrops II is the work of many talented designers and features the following villages:

By Maciej Zagorski


 

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A 5e Compatible GM’s Resource by John Bennett, Creighton Broadhurst, Jeff Gomez, Steve Hood, Greg Marks, Jacob Trier, Amber Underwood and Mike Welham

Released 23 October 2017; Pages 92

PDF ($11.99) DriveThruRPG, RPGNow

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A System Neutral GM’s Resource by John Bennett, Creighton Broadhurst, Jeff Gomez, Steve Hood, Greg Marks, Jacob Trier, Amber Underwood and Mike Welham

Released 23 October 2017; Pages 92

PDF ($11.99) DriveThruRPG, RPGNow

Print ($13.99/£11.99) DriveThruRPG, RPGNow

Print/PDF Bundle ($15.99) DriveThruRPG, RPGNow

 


GM’s Miscellany: Village Backdrop II is part of the Free PDF promotion. Buy it in print and get free PDFs!

 

Village Backdrop: Farrav’n

 

Farrav’n and its oasis of crystal-clear water provides a haven of rest and relaxation in the cruel Luminous Desert. To the surprise of visitors, a tribe of gnolls, usually known as savage raiders and slavers, hospitably oversees the oasis. Acting under the auspices of the little-known nature goddess Rrav through her head priestess, the gnolls have given up their cruel heritage. They accommodate their guests without extorting money or enslaving them, unlike the gnolls controlling the only other nearby waystation, the Shadescar Oasis. The gnoll leader of the Shadescar tribe is displeased business has dried up, and rumours of a kinder, gentler location has begun to reach him. It is only a matter of time before the two tribes come into conflict.

Places of Power: Soulspur Inn

Inns have forever been the safe havens of adventurers, providing protection and a chance to rest and recover from whatever dangers they’ve survived thus far. Yet Soulspur Inn presents a unique threat of its own, cloaked in the guise of the very respite adventurers seek. The inn’s mistress is a fine hostess, none would deny, but some say she seems a bit too eager to help those in need—and where she gets her seemingly endless resources from, no one quite knows. It’s said that one can capture more flies with honey than vinegar. But why bother with mere honey when one can offer a frothing mug of spiced ale instead?

By Dyson Logos

Village Backdrop: Dawnmarsh

Dawnmarsh is that rare breed of lizardfolk village that welcomes trade, offering secret regenerative elixirs, techniques to tame riding lizards, poisons of the marshes and fleet guides to navigate the hazardous terrain. Cultures clash among the stilted houses on the Dawnmarsh swampy islands—here, trade is useful but the very presence of foreign traders sparks tension with neighbouring tribes and cautious locals. Adventurers can find useful allies in innkeepers and lizardfolk youths who hear much as well as an elderly visionary. The sun-worshipping lizardfolk have begun to abandon traditions deemed vile by the visiting traders, but even partial betrayal of the old ways has given a foothold to lizardfolk warmongers interested in transforming Dawnmarsh from a place of healing to a place of war.

Village Backdrop: Needlebriar

Needlebriar lies in a remote corner of a large duchy. Years ago, war devastated the small halfling community, leading the villagers to commit heinous acts of cannibalism and murder to survive. The violence awoke an ancient spirit who granted the desperate halflings the power to hunt those who dared to harm them. Generations have passed and the halflings continue to hunt the nearby lands, transforming into beasts to sate their hunger. Dancing around raging bonfires, they hold bloody feasts, devouring their captive victims, in worship of the fell spirit of the land, becoming more like wild animals every day as they slink further into depravity. Many of the halfling have the tell-tale shake of cannibalism about them and shuffle about the village in heavy leather cloaks. Meanwhile, the rest of the duchy becomes more and more suspicious.

By Maciej Zagorski

Places of Power: Oleander’s Sanctuary

Deep within a dense forest lies a well-hidden, secret path leading into the wood’s wildest and deepest recesses. The only sign of civilization for miles on end upon the winding path is a distant thin finger of smoke wafting up through the trees. All manner of animals lurk in the surrounds seemingly drawn to the little hut and surrounding buildings hidden deep in the forest. Here dwells the so-called witch Oleander, a mysterious being possessing incredible powers she uses to heal and improve animals seeking her care.

By Maciej Zagorski

Village Backdrop: Skaalhaft

Skaalhaft is a whaling village, where the quarry are drakes, kraken and other magical aquatic beasts as well as more mundane prey. Each kill provides food and alchemical supplies for weeks, both for use in the village and profitable export. Whaling crews, marked with glowing tattoos, carved scrimshaw necklaces or strange arcane gifts, return with a prize or sometimes not at all. Back in Skaalhaft, women and children work in a miasmic processing mill. Stone faced and silent, they collect the valuable scales, blood and bone from rare beasts. The bay is thick with mutated sharks from the runoff of such arcane waste.

By Maciej Zagorski