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West Marches: Handling Return to Town
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<blockquote data-quote="Valmarius" data-source="post: 7222378" data-attributes="member: 6801813"><p> <ol> <li data-xf-list-type="ol">I've been working on a similar setup where a city is built within the bounds of a feywall. The crumbled ruins of an ancient wall split through the hills, and while it is now broken in so many sections as to make the physical wall useless, powerful enchantments are said to still keep out dark spirits.</li> <li data-xf-list-type="ol">If the [threat] is something malicious and sentient, people surviving in the wilderness could have given themselves over to worshiping the [threat].</li> </ol><p></p><p>How does this sound?</p><p>The wilderness area is bound to the Unseelie court through ancient fey treaties and at certain times, when the planes are close, the dark queen of the fey steps through to the material realm. She has a knack for sensing and hunting down intelligent creatures that she can toy with, which spells madness or death for any mortal. Those crazed cultists and primal tribes who live out in the wilderness are granted amnesty from the queen, so long as they offer her tribute. The old Feywall marks the border that was set by the treaty, and despite her power the queen will not dare cross it.</p><p></p><p>The cool thing here is that cultists and tribes can have gathered up treasure hoards or prisoners as their tribute, giving the PCs something to liberate. Also, there are plenty of signs you could use for the coming of the queen, but the amount of time until she finds the party is vague. Once again, it's a soft barrier. The party should probably leave, and the faster the better.</p></blockquote><p></p>
[QUOTE="Valmarius, post: 7222378, member: 6801813"] [LIST=1] [*]I've been working on a similar setup where a city is built within the bounds of a feywall. The crumbled ruins of an ancient wall split through the hills, and while it is now broken in so many sections as to make the physical wall useless, powerful enchantments are said to still keep out dark spirits. [*]If the [threat] is something malicious and sentient, people surviving in the wilderness could have given themselves over to worshiping the [threat]. [/LIST] How does this sound? The wilderness area is bound to the Unseelie court through ancient fey treaties and at certain times, when the planes are close, the dark queen of the fey steps through to the material realm. She has a knack for sensing and hunting down intelligent creatures that she can toy with, which spells madness or death for any mortal. Those crazed cultists and primal tribes who live out in the wilderness are granted amnesty from the queen, so long as they offer her tribute. The old Feywall marks the border that was set by the treaty, and despite her power the queen will not dare cross it. The cool thing here is that cultists and tribes can have gathered up treasure hoards or prisoners as their tribute, giving the PCs something to liberate. Also, there are plenty of signs you could use for the coming of the queen, but the amount of time until she finds the party is vague. Once again, it's a soft barrier. The party should probably leave, and the faster the better. [/QUOTE]
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