Each week I try and come up with a new location for my campaign, even if it's never used. Someplace exotic, and hopefully unique, to give flavor to an ever changing world I've created.
The town of Shovan Grove - an idyllic mountain community nestled in a lush forest - that harbors a dark secret just below the surface.
To view more locations, read articles, or suggest your own locations for others to view, please visit us at DigitalCaelum.com
Feel free to post comments, questions, or general feedback here.
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The small town of Shovan Grove is one of those eternal feeling, self contained towns well off the beaten path. Shovan Grove is nestled in the hills of the Western Tulsan Mountains, in a land full of lush forests and scenic rivers. The buildings have a timeless quality, of an older construction that has withstood the rigors of time – or so it seems. Beneath the surface lies a terrible secret.
Shovan Grove is a small town of around 30 people and just over a dozen buildings. There is one central street – a simple dirt road – surrounded on both sides by buildings. To the north lies a handful of residential houses, and just a ways beyond that is the town graveyard. Nearby the river flows down from the mountains at a lazy pace, and all about hills rise up until they begin to change into mountains a few miles to the west. The road ends at the residential housings, though a smaller worn path continues on past the graveyard towards the mountains themselves. Large trees surround the town proper, giving a feeling of enclosure. The town is filled with a perpetual chill – not so uncommon so close to the mountains – though even in the brightest summer day there’s an unnatural cold that seeps into the bones.
The town has all the essential buildings – A bar with an inn above it, a smithy, general store, a mill near the river, a meeting hall/jailhouse, and a simple church of Pelor. All the buildings are of a style popular a century ago, and appear in immaculate condition.
The Weeping Maiden appears to have been built to accommodate a larger crowd. The two story building is the largest in town, supporting a large bar/common room downstairs, a kitchen, storage and sleeping quarters for the innkeeper, with eight rooms upstairs. Hasel Torright is a middle aged man of good health, short, well kept black hair, and hands that have never seen a day of hard work. In the common room near sundown you’ll find most of the townsfolk, including Narus the Smith, Lauren the Miller, and Sen, who owns the general store next door. The common room is quiet, as no one speaks. The townsfolk are cold in manner to the Players, never rude or angry, but always talking in short, simple statements. Most all refuse to ever make eye contact, and none ever volunteer to talk before spoken to. None ever eat or drink. The drink and food here is flat and tasteless, and all that is able to be had for meals is a simple stew that leaves a bad taste in ones mouth, as if it were a few days over the proper time to be thrown out. (Nothing else is wrong with it, however.)
All the shops close up two hours before sundown, and every shop owner congregates at the inn. Astute Players may notice that none of the patrons ever leaves until morning, when they return to their shops. Even more, the players may note that none of the shopkeepers, aside from Sen, actually do anything. The river wheel turns slowly, but no milling is being done at the mill. Narus is at his forge, but the fires are long since cold. No one is to be found in the jailhouse, and if Players ask where the leader of the town is, all that is mentioned is that he is “Out on business.” The church is empty and cold, with no sign of any inhabitants or visitors. There is no dust, however, and like all the other buildings, it is in immaculate condition despite apparent abandonment. No townsfolk will ever set foot inside the church. If asked where the priest is, the response is invariably “He left here many years back.”
Just before the road exits town is a simple warehouse style building, with no windows and only a single door. It was once a storehouse, though is devoid of anything inside, save some empty crates and sacks. A good check reveals a few tiny gold nuggets left behind in the bottom of a sack. Outside of the building the Players will meet Relthar, a younger man in his 30’s, dressed in clothing more suited for mountaineering or forest living, instead of regular clothes – heavy leather boots, thick breeches, and a sleeveless leather jacket worn with usage. Players might note the hammer, chisel, and rock hammer on his belt. The most he’ll say about himself is he used to be a prospector, but gave it up years back. Occasionally the Players might find him at the inn, though always at a table alone, staring quietly off into space. Relthar is like the rest of the townspeople – cold, but never rude.
Astute Players may also note that there is no one under the age of 20 or so in the town. If asked, townspeople avoid the issue, with comments such as “We don’t much like children ‘round these parts”.
The residential houses have no people in them – even at night. Quick searches reveal that most of the houses appear to have been recently filled (However this is far from the actual truth), clothing still packed in traveling crates. Not much is found otherwise, other than usual household utensils. There is no coinage or valuables to be found.
The graveyard may be of particular note to the Players. There are 32 grave markers here – all of equal type, none varying. There is not a single name inscribed upon any of them. There is no fence or dividing markings, just a single clearing a dozen yards from the road. If the townspeople are asked about the graveyard, they get evasive answers, such as “Just some old dead people”, or “Old occupants that lived here”.
Following the smaller path out of town will lead them to the mountains a few miles distant, stopping at a boarded up mine shaft. The remains of a broken cart lie near by, wood decaying from age, covered in moss. Should the players push they’ll find that the way is barred fifty or so feet in by an apparent rock slide. With a bit of checking the players will find, buried beneath some rubble, a skeleton, crushed and mangled, wearing tatters of aged clothes identical to Relthar’s back in town. They might also find some gold dust, but nothing tangibly solid.
DM’S NOTES
The town of Shovan Grove is a cursed town. The true story of the town lies in a gold rush nearly a century before, when gold was discovered in the mountains near by. Those driven by the lust of money came, and the town sprung up nearly overnight. Soon, however, disaster struck. Inexplicably people became more lustful of gold, and more and more irritable towards each other. Suspicions began to grow, tempers flared, and fights broke out. A few people died from them. Within days of the first death, every living soul in town was dead. Those that didn’t succumb to the fighting in town died in the mines to the north of town, such as Relthar, their lust driving them deeper and deeper without concern for safety until eventually the mine collapsed upon them.
Unknown to the people as they built the town was the fact that this once was the sight of unspeakable horrors, as a cult of demon worshippers had their unholy place near by – unhallowed and desecrated ground. The unspeakable acts and magics they used tainted the ground and the area about, and the townspeople felt the irresistible pulls of evil, and finally succumbed to them. Everyone remaining in town is bound there, inexplicably, continuing a half-life of existence, perhaps as penance for the lust and killings that filled the ends of their lives.
When describing the town, play off the alien feelings and coldness the townspeople have. Give the feeling that something isn’t right. Let the players sweat it a bit. There's around 30 people in town overall.. Mingle them around a bit. Describe their clothing as slightly outdated, but in good condition.
Shovan Grove is a setting. It is not an adventure, nor a hook, nor a fully fleshed out idea. It is simple a described setting with an unusual and exotic history for you to shape to your campaign. Perhaps play off of the eternal nature of the town. If a glass is broken in the inn, let it be back on the shelf the next day. Broken chairs replaced, mirrors mysteriously whole the next day.
Possible Plot Ideas:
The draw that killed the townsfolk still lives on. Any who stay overnight in the town will need to make a willpower save or start to succumb to the madness. It doesn’t happen overnight, but as time passes, things build up. Perhaps the first failed save gives them sleepless nights, the next – irritability and urges towards going and seeking more treasure and gold. More might push them to thievery, or accusations of theft amongst the party, and eventually fights as paranoia sets in.
Perhaps anyone that dies in the town that has succumbed to the madness returns in the farce of life that others have, another tombstone appearing overnight in the graveyard.
Perhaps the PC’s were dispatched to discover and destroy the remains of an old evil temple – where the demon worshippers once reveled, but instead find the town of Shovan Grove, and try to seek out its mysteries.
The town of Shovan Grove - an idyllic mountain community nestled in a lush forest - that harbors a dark secret just below the surface.
To view more locations, read articles, or suggest your own locations for others to view, please visit us at DigitalCaelum.com
Feel free to post comments, questions, or general feedback here.
***************
The small town of Shovan Grove is one of those eternal feeling, self contained towns well off the beaten path. Shovan Grove is nestled in the hills of the Western Tulsan Mountains, in a land full of lush forests and scenic rivers. The buildings have a timeless quality, of an older construction that has withstood the rigors of time – or so it seems. Beneath the surface lies a terrible secret.
Shovan Grove is a small town of around 30 people and just over a dozen buildings. There is one central street – a simple dirt road – surrounded on both sides by buildings. To the north lies a handful of residential houses, and just a ways beyond that is the town graveyard. Nearby the river flows down from the mountains at a lazy pace, and all about hills rise up until they begin to change into mountains a few miles to the west. The road ends at the residential housings, though a smaller worn path continues on past the graveyard towards the mountains themselves. Large trees surround the town proper, giving a feeling of enclosure. The town is filled with a perpetual chill – not so uncommon so close to the mountains – though even in the brightest summer day there’s an unnatural cold that seeps into the bones.
The town has all the essential buildings – A bar with an inn above it, a smithy, general store, a mill near the river, a meeting hall/jailhouse, and a simple church of Pelor. All the buildings are of a style popular a century ago, and appear in immaculate condition.
The Weeping Maiden appears to have been built to accommodate a larger crowd. The two story building is the largest in town, supporting a large bar/common room downstairs, a kitchen, storage and sleeping quarters for the innkeeper, with eight rooms upstairs. Hasel Torright is a middle aged man of good health, short, well kept black hair, and hands that have never seen a day of hard work. In the common room near sundown you’ll find most of the townsfolk, including Narus the Smith, Lauren the Miller, and Sen, who owns the general store next door. The common room is quiet, as no one speaks. The townsfolk are cold in manner to the Players, never rude or angry, but always talking in short, simple statements. Most all refuse to ever make eye contact, and none ever volunteer to talk before spoken to. None ever eat or drink. The drink and food here is flat and tasteless, and all that is able to be had for meals is a simple stew that leaves a bad taste in ones mouth, as if it were a few days over the proper time to be thrown out. (Nothing else is wrong with it, however.)
All the shops close up two hours before sundown, and every shop owner congregates at the inn. Astute Players may notice that none of the patrons ever leaves until morning, when they return to their shops. Even more, the players may note that none of the shopkeepers, aside from Sen, actually do anything. The river wheel turns slowly, but no milling is being done at the mill. Narus is at his forge, but the fires are long since cold. No one is to be found in the jailhouse, and if Players ask where the leader of the town is, all that is mentioned is that he is “Out on business.” The church is empty and cold, with no sign of any inhabitants or visitors. There is no dust, however, and like all the other buildings, it is in immaculate condition despite apparent abandonment. No townsfolk will ever set foot inside the church. If asked where the priest is, the response is invariably “He left here many years back.”
Just before the road exits town is a simple warehouse style building, with no windows and only a single door. It was once a storehouse, though is devoid of anything inside, save some empty crates and sacks. A good check reveals a few tiny gold nuggets left behind in the bottom of a sack. Outside of the building the Players will meet Relthar, a younger man in his 30’s, dressed in clothing more suited for mountaineering or forest living, instead of regular clothes – heavy leather boots, thick breeches, and a sleeveless leather jacket worn with usage. Players might note the hammer, chisel, and rock hammer on his belt. The most he’ll say about himself is he used to be a prospector, but gave it up years back. Occasionally the Players might find him at the inn, though always at a table alone, staring quietly off into space. Relthar is like the rest of the townspeople – cold, but never rude.
Astute Players may also note that there is no one under the age of 20 or so in the town. If asked, townspeople avoid the issue, with comments such as “We don’t much like children ‘round these parts”.
The residential houses have no people in them – even at night. Quick searches reveal that most of the houses appear to have been recently filled (However this is far from the actual truth), clothing still packed in traveling crates. Not much is found otherwise, other than usual household utensils. There is no coinage or valuables to be found.
The graveyard may be of particular note to the Players. There are 32 grave markers here – all of equal type, none varying. There is not a single name inscribed upon any of them. There is no fence or dividing markings, just a single clearing a dozen yards from the road. If the townspeople are asked about the graveyard, they get evasive answers, such as “Just some old dead people”, or “Old occupants that lived here”.
Following the smaller path out of town will lead them to the mountains a few miles distant, stopping at a boarded up mine shaft. The remains of a broken cart lie near by, wood decaying from age, covered in moss. Should the players push they’ll find that the way is barred fifty or so feet in by an apparent rock slide. With a bit of checking the players will find, buried beneath some rubble, a skeleton, crushed and mangled, wearing tatters of aged clothes identical to Relthar’s back in town. They might also find some gold dust, but nothing tangibly solid.
DM’S NOTES
The town of Shovan Grove is a cursed town. The true story of the town lies in a gold rush nearly a century before, when gold was discovered in the mountains near by. Those driven by the lust of money came, and the town sprung up nearly overnight. Soon, however, disaster struck. Inexplicably people became more lustful of gold, and more and more irritable towards each other. Suspicions began to grow, tempers flared, and fights broke out. A few people died from them. Within days of the first death, every living soul in town was dead. Those that didn’t succumb to the fighting in town died in the mines to the north of town, such as Relthar, their lust driving them deeper and deeper without concern for safety until eventually the mine collapsed upon them.
Unknown to the people as they built the town was the fact that this once was the sight of unspeakable horrors, as a cult of demon worshippers had their unholy place near by – unhallowed and desecrated ground. The unspeakable acts and magics they used tainted the ground and the area about, and the townspeople felt the irresistible pulls of evil, and finally succumbed to them. Everyone remaining in town is bound there, inexplicably, continuing a half-life of existence, perhaps as penance for the lust and killings that filled the ends of their lives.
When describing the town, play off the alien feelings and coldness the townspeople have. Give the feeling that something isn’t right. Let the players sweat it a bit. There's around 30 people in town overall.. Mingle them around a bit. Describe their clothing as slightly outdated, but in good condition.
Shovan Grove is a setting. It is not an adventure, nor a hook, nor a fully fleshed out idea. It is simple a described setting with an unusual and exotic history for you to shape to your campaign. Perhaps play off of the eternal nature of the town. If a glass is broken in the inn, let it be back on the shelf the next day. Broken chairs replaced, mirrors mysteriously whole the next day.
Possible Plot Ideas:
The draw that killed the townsfolk still lives on. Any who stay overnight in the town will need to make a willpower save or start to succumb to the madness. It doesn’t happen overnight, but as time passes, things build up. Perhaps the first failed save gives them sleepless nights, the next – irritability and urges towards going and seeking more treasure and gold. More might push them to thievery, or accusations of theft amongst the party, and eventually fights as paranoia sets in.
Perhaps anyone that dies in the town that has succumbed to the madness returns in the farce of life that others have, another tombstone appearing overnight in the graveyard.
Perhaps the PC’s were dispatched to discover and destroy the remains of an old evil temple – where the demon worshippers once reveled, but instead find the town of Shovan Grove, and try to seek out its mysteries.
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