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Enforcer84

What's in your hoard?

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A little game. 

 

Player describes the treasure hoard of the creature/being/vault given above. It can be as general or as precise as you'd like.

 

For example:

 

 

Creature: The Nymph of Crystal Falls

Hoard: Driven by her fey-born narcissism, Allura the Nymph has gathered a modest hoard of gifts brought to her by prospective suitors, as well as the remains of a few would-be ravagers - she's not without defense. She keeps her treasures in her abode, a cottage she crafted using her magic. 

 

She's surprisingly tidy for a creature of chaos and keeps her sparkly coins in small, nature magic-crafted chests - those alone being worth half the value of the coins they hold. She has a surprising number of silver mirrors, flowers from all over the world growing in pots of specially treated soil, statuettes of magnificent creatures in various stone or metal medium, and a wardrobe of gorgeous gowns and dresses.

 

Finally, the north wall or her humble abode is a show-room of (mostly normal or masterwork) weapons, polished and cleaned, mounted next to the head of the being who tried to use it on her.

 

 

Next Creature:  Havnorraz, the Demon Dog of Greenwood.

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Havnorraz the Demon Dog of Greenwood has no interest in treasure. It is interested in eating meat, and being a demon dog has the intelligence to know that surrounding its lair with bones keeps most creatures away. So its treasure hoard conists of a lot of weapons still clutched in the hand of the severed arm Havnorraz bit off. Or the armor its currently eating the meat out of. But here and there are a jeweled ring on a hand or a dimanod necklace that didn't fall off the ladys neck while the head was brought back to the lair.

 

Next creature The Bog Beast

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Very little is actually known about the Bog Beast. This is due Tue the fact that most individuals and groups that go into these murky areas never heard from again. The rumors that do manage to get out are great and various. Some claim that it is a huge monster while others make it to be some form of parasite. In actuality, the Bog Beast is not some individual monster. Rather it is a bunch of tiny creatures that individually are easy to take out but at the numbers that are most often encountered, they tend to be nearly unstoppable. Add to this they are resistant to most forms of attack, except for mental and heat. Also the Beasts have an intelligence based upon their numbers. The more of them that there are the greater the intelligence is. They will not be avid treasure collectors, but at the same time, they will not yield any treasure that falls into their clutches.

 

Next creature: Dolocher

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The Dolocher's hoard has been found and dismissed more than once. A collection of sixteen rotting old peasants' purses, each of which contains a single lowest-minted-denomination coin, each coin from a different realm in the remote past. Most of them are from minor kingdoms now wholly forgotten, and the coin is the last concrete token of them remaining on Earth.

 

According to legend, if Dolocher finds a seventeenth unique, least-value minted coin, in the purse of a dead beggar or wanderer, then all the princes (who in their pride stamped their visage into the metal and declared that to be valuable), bankers and moneylenders (whose souls are twisted by the lust for all money, and the long slow cruelties they wrought on others in order to get it), and judges (whose appointed task is to punish those who act out against the greed of those who have money and power, and assist the accumulation of all wealth into as few people as possible) will be yanked from wherever they are -- in this world or subsequent ones -- and the metal of all coinage will melt and run through their eyes, their loins, their veins, eternally, and they will twist in burning, shrieking agony forever, gasping for cool water they can never again touch, while the souls of those less tainted by avarice dwell in lands beyond want.

 

As far as anyone knows, the seventeenth coin has never been found.

 

To quest for the Dolocher's Seventeenth Coin is, of course, prohibited by all nobles and all guildmasters and banking-house masters in all lands everywhere.

 

Next up:

 

The Thunderbird that dwelt on Mount Mazama

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Very little is actually known about the Bog Beast. This is due Tue the fact that most individuals and groups that go into these murky areas never heard from again. The rumors that do manage to get out are great and various. Some claim that it is a huge monster while others make it to be some form of parasite. In actuality, the Bog Beast is not some individual monster. Rather it is a bunch of tiny creatures that individually are easy to take out but at the numbers that are most often encountered, they tend to be nearly unstoppable. Add to this they are resistant to most forms of attack, except for mental and heat. Also the Beasts have an intelligence based upon their numbers. The more of them that there are the greater the intelligence is. They will not be avid treasure collectors, but at the same time, they will not yield any treasure that falls into their clutches.

Er, this doesn't actually include a treasure hoard, so I'll treat the Bog Beast as still open.

 

The Bog Beast's treasure is... the bog. More precisely, several medicinal mosses, herbs and fungi that grow in the bog; growing in this location, their healing virtue is greater than equivalent plants that grow in other bogs. Local apothecaries value them highly. The Beast makes gathering these plants dangerous, but that is why the gods made apprentices. 

 

Some believe the Bog Beast gains its unnatural resilience from living among the magical herbs, but sages know the truth is the other way around: The herbs gain their virtue from the Beast. The greatest treasure of the Beast is... how to put this delicately... its leavings. To be blunt, its poo. As its droppings dissolve into the muck, the plants they fertilize gain a bit of the supernatural life-force of the Beast itself. If one can collect the Bog Beast's dung fresh, it can be used as a poultice that cures almost any disease. The hazards of collection are extreme.

 

Dean Shomshak

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I was hoping it would be What's in your horde?

 

ANyway to the Thunderbird of Mount Mazama

 

The Thunderbird, known as such due to its size being so great the flapping of its wings being the sound of thunder.  She lives in a huge nest with her eggs/babies.  Her treasure conist of what value is left from her victims.  Or rather the prey she brings back to feed the chicks.   And as she can bring back horse and rider.  She has left piles of gold and silver collected by the tax collector and put on hapless pack mules who didn't have a chance to escape when she came.  Jewels from knights and their steeds who were snapped up returning home from plunder.  An odd armor or sword that would prove valuable to a warrior also remains along with scattered bones.   Although, the lucky few have found a small piece of treasure scattered up and down the mountains that was discarded or rather thrown out of the nest to make room for the current chicks (a greater mystery is where do her offspring go upon adulthood, and just where the heck are the father/s).  The few brave fools who climb Mount Mazama, many are content to collect bits of the meager treasures thrown out.  Or rather the ones foolish enough to climb to the top where the nest lies weren't heard from again.

 

 

Next: The Goblin Wraith

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Sleesmalb, the legendary Goblin Wraith of the Brier-Nuts tribe, continuously drifts in circles round and round his grotto; moaning and howling with the wind that occasionally wafts through the empty passages. Ages ago, Sleesmalb ventured into the spent copper mines above looking for baubles and shinnys to add to his meager collection.  He hoped to one day amass enough wealth to buy his way into the tribe leadership. But that day would never come.

 

As Sleesmalb searched and scratched his way through the abandoned mine, he heard a sing-song voice from the natural caverns below. The voice called to him and he squeezed through a narrow fissure into the natural beauty of the deep earth.  As the voice called, he continued searching past chambers filled with stunning rock formations and subterranean waterfalls.  At last, he came to a treasure hoard that was larger than any he had ever seen. Gleaming gold, silver, ivory and gems littered the grotto floor.

 

A shadowy wisp of black smoke drifted in front of him and took the form of tall humanoid woman. In a hollow voice she spoke to him in the common tongue, "Who are you and why have you disturbed my grotto?"  Clutching the gems he had pilfered from the floor, he grinned and replied, "I listened your voice and it brings me here. Oh, and me Sleesmalb, um, um, slayer of wispy things.".  The female shadow did not appear alarmed, but asked, "So, are you here to slay me Sleesmalb?" Seeing his opportunity, Sleesmalb spoke up with more confidence, mustering every ounce of presence he had, "Yep, I here to puts yous down for goods! Unlets yous gives me lots of shinnys!"  The shadow drifted back a few feet from the goblin feigning fear.  "Oh my!" she exclaimed, "To spare me, I shall give you my most precious treasure, a magical silver sash that makes you as strong as a giant and invincible. It is there, on the floor beside the chest. You may take it and all that you can carry. Just please do not attack me, oh slayer of wispy things."

 

Sleesmalb moved and saw the silver sash sparkling on the ground next to a large chest overflowing with treasure. Knowing he could not carry the chest with his current strength, Sleesmalb picked up the sash and draped it around his scrawny neck.  The sash began to glow with a blueish light as its magical energies coursed through him. He grinned from ear to ear and turned to the shadow.  As he stared, the shadow solidified into a beautiful elven rogue.  He was so awestruck by the transformation, he didn't even hear the sound of the silver sash hit the stone floor as is fell through his wraith-like body.  With that, the elven rogue gave a flourishing bow, said "Keep it all goblin - you will grow tired of it after a century or two!"  And she fled the grotto. The only thing Sleesmalb could think, was... "What's a century?"

 

 

Next: An Outcast Ogre Tinker

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For this, I'll steal freely from a number of stories I've enjoyed. Citations provided.

 

Most people know ogres only as big dumb bruisers who hit things and eat people. A few ogres, however, are cunning and may even have magical powers. Ordinary ogres are wary of magical ogres, which shows they aren't completely stupid.

 

Simple folk often think tinkers are magical because they travel in strange and foreign lands, such as the next county. It's true, they see more of the world than most folk ever will. If you need advice, you could do worse than ask a tinker. Prudent folk remember the old proverb:

 

A tinker's debt is always paid:

Once for any simple trade.

Twice for freely given aid.

Thrice for any insult made.

(from Patrick Rothfuss, The Name of the Wind)

 

So when you meet an ogre with a tinker's pack and cart, keep your wits about you and mind your manners. You have met Slunder the ogre tinker. He's not as magical as his great-aunt Baba Yaga, but he is still a fairy creature. Not many people hire Slunder, but those who do may obtain magical treasures. Those who are try to rob or cheat the ogre tinker... regret it.

 

Pay Slunder a few coins and give him a meal, and he will sharpen knives, mend pans, and provide the other usual services of a tinker. Let him eat his fill (he will leave barely enough to feed the family for a few days thereafter) of offer similar kindness, and he gives one of three possible gifts.

 

The first is a silver coin. It's battered and old, stamped with the face of an unnamed king, but good silver. It's also magical. If you spend it, it reappears in your purse or pocket the next day. The Unspendable Coin won't make

you rich but you will never starve.

 

(Lifted from Monday Begins on Saturday by Arkady and Boris Strugatsky.)

 

You can give the coin away, as a gift, and it becomes unspendable for its new owner.

 

Slunder has a sack of these coins. He never gives but one. Anyone who steals or robs an Unspendable Coin suffers its curse: All the person's other money vanishes within a day, leaving him with just one unspendable coin. Any other money the person makes vanishes as well. You can't lift the curse of the coin by giving it away: It comes back. Mocking you.

 

Or, Slunder might give you a pan. The magic of the pan is that it remains perpetually full of the first food you cook in it, as long as you take care never to empty it. If, say, you fry up a pan of ten sausages, you can keep taking sausages from the pan and new sausages appear. The magic stops only if you create a situation where the pan must be empty, such as flipping it over to dump out all the sausages. Sorry, you can't re-set the pan: It works only once.

 

(From Over the Hills to Fabylon by Nicholas Stuart Gray. The woman who obtained the magical pan unfortunately used it first to cook a batch of swill for her pigs, so she had an eternal supply of swill. Well, it'd be okay if you wanted to run a pig farm.)

 

Slunder's third possible gift is a doll. It's not a fancy doll, just a common child's toy. Three times, however, it animates to help and advise the child to whom it is given. The doll is virtually omniscient and prophetic, enabling it to give supernaturally useful advice. If the doll is taken by force, though, it gives supernaturally bad advice that leads the thief to inevitable doom.

 

Next: Headmistress Madame Clott and her Finishing School for Young Ladies.

 

Dean Shomshak

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Headmistress Madame Clott actually is a Medusa in disguise.
She set up her Finishing School for Young Ladies so a lot of fair maidens and princesses get sent to her.
Her hoard consists of 17 marble or alabaster statues of said maidens and princesses plus 1 jade statue of that eastern princess. And of their baggage, wardrobes, and jewelry Madame Clott uses to change eight time a day while talking to her stony Young Ladies.


Next: Th'rom Throsh'ok Minor God of Thunder, Mountains, and unnecessary Flatulence
 

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Th'rom rules from the Ivory Throne of the Full Moon, from which he can summon forth mighty winds, rending thunderclaps, and sudden storms. Paradoxically, after unleashing these furies, anyone seated upon this mighty edifice experiences an unusual inner peace and mental clarity.

 

Also within Th'rom's chamber are the Eternal Pool of the Cleansing Depths, which can wash away even the vilest curses and diseases; and the Scroll of Contempt, an endless roll of paper that curses the people whose names are written upon it to lives of ridicule and afterlives of damnation.

 

 

Next: Gothormr God-Snake, Eater of Cities, a fearsome dragon with an unfortunate allergy to precious metals.

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Gothormr is a Quetzalcoatl Great Dragon from the Sixth World (Shadowrun). He awakened in the jungles of South America and immediately began assembling power. Sadly, like many Awakened creatures of the Sixth World, he found himself allergic to the precious metals of his previous incarnation's hoard. Not one to balk at such trivialities, Gothormr utilized his recently enslaved human population to liquidate the precious metal assets and started to replace it with the currency of the modern world he found himself in; information, contacts, stock holdings, and digital currencies. 

 

Now, after half a century of assembling and growing his new empire, Gothormr is setting his sights on the "hoard" of his chiefest and geographically closest rival.....

 

 

Next: Nomunah, known alternately as the Great Bear, the Ghost Bear, or the Demon Bear, who guards the only known entrance to the Valley of the Ancients.

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Nomunah, the Ghost Bear, is the Guardian of the Valley of the Ancients. The valley is a circular sinkhole in a tableland, ringed by vertical cliffs, open on one side to the outer world by a winding slot canyon. The valley is virtually unknown as the plateau is covered with thick clouds, which eddy and descend through the valley in a sluggish vortex, and exit through the Whispering Canyon.

 

The Treasure of Nomunah is the Will of the Ancients, even their Testament, and is inscribed on the cliffs overlooking the valley in hoary and puzzling petroglyphs. The four thousand, three hundred and twenty-one petroglyphs are found at regular intervals on the faces of the rocks, descending in a spiral around the circumference; some covered in mosses and lichens, some behind wispy waterfalls, and others concealed by fog and protected by vertigo. The few who have found a petroglyph have neither understood it, nor been made aware of the others, for all must be known before even a single one is understood.

 

Nomunah the Moaning One dwells in the slot canyon, where the foggy wind sighs and caresses the meanders of the canyon, his form obscured in the billows and his voice lost in the wind. Do not seek him at the shrine of Bear Rock, where the superstitious leave offerings of flowers and honey and fish, for he is not a stone nor does he grant blessings. Neither seek him in the cave of the obsidian throne, where the glittering gold of the ancients mingle with their bones in a deep cenote*, for he may not enter there. But for those with ears to hear, he murmurs the Song of the Ancients, of their Will and Testament. For the Song of Nomunah is the melody of the Inscription, and the Inscription is the words of the Song.

 

And what is this Will of the Ancients? That their last Necromancer-King should rule forever from his obsidian throne, and that his enemies should mingle their bones at his feet. And so he shall, when the Seeker sings the incantantion of the glyphs while sitting on the obsidian throne, and thus breaks the spell whereby Nomunah is ensorcelled. The Seeker shall certainly have his reward, and shall be made an arch-lich and shall be a pupil at the feet of Nomunah, to learn all his black secrets and become his heir. For necromantic lore is his treasure, and power. And Nomunah shall cast down the Couatl that imprisoned him and the Sun, and shall bind them in darkness forever, and the Black Moon shall ascend and shine forth its black radiance, and the Seeker shall be his vizier and lieutenant. Such is the Will of Nomunah, the Ancient Demon, the Ghost who shall be Great once again.

 

*Indeed, besides ordinary gold, the cenote contains the Dragon Orb, a head-sized crystal that stabilizes and strengthens the Dragons, but which also destabilizes and weakens Nomunah. If removed (by Gothormr for example), it will set into motion the inevitable escape of Nomunah, allowing him to immediately call and instruct some depraved and weak-willed madman to do his bidding. But a very clever seeker could wield the orb, such that when Nomunah is released he may be commanded through the orb. Doing so would require defiance of both Gothormr and Nomumah, and involves the weaving of a counter-spell into the incantation that releases the curse. Unfortunately that counter-spell was inscribed on a golden scroll, which Gothormr has already liquidated and lost, not knowing its value.

 

Next: The Secret of Sorcerer's Spire

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Next: The Secret of Sorcerer's Spire

“A great treasure house with a high tower, fit for a king’s dwelling—yet no king may dwell there. Immediately below the keystone of the chief dome my treasure lies hid, eternal as the glittering stars. It will outlast me and my name, I, Urgaan of Angarngi. It is my hold on the future. Let fools seek it. They shall win it not. For although my treasure house be empty as air, no deadly creature in rocky lair, no sentinel outside anywhere, no pitfall, poison, trap, or snare, above and below the whole place bare, of demon or devil not a hair, no serpent lethal-fanged yet fair, no skull with mortal eye a-glare, yet have I left a guardian there. Let the wise read this riddle and forbear.”

― Fritz Leiber, Swords Against Death

 

Next: The Beast of the Green Tower

 

Lucius Alexander

 

The palindromedary says we could tell you the secret of Sorceror's Spire, but then it won't be a secret

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"Next: The Beast of the Green Tower"

The Green Tower overlooks the town of Glade.  Every dawn a humanoid Beast comes out of the door shouts threatens against any who would trespass in the tower, hunt any animals nearby, domestic or not, and deposits a jeweled dagger on a hand sized flat rock near the entrance.  On the rock is written "To be taken by those who wish to spend the night.  Capable of killing the Beast.".  The town elders offer huge rewards to those who  kill the beast.  The dagger dissolves at dawn the next day if the owner hasn't spent the night in the tower.  Many have tried to kill the Beast  but all have ended up dead the next morning.  Don't try and take the dagger and sell it either, the locals are very wise to that trick.    

 

The dagger is valuable but is not actually better against the beast, the STONE is of course, causing massive damage and spending the beast flying with each blow.  If the beast is killed the dagger doesn't dissolve the next day and it's worth a small fortune.  If however someone knocks on the door and asks to spend the night the Beast asks why he should allow it.  If the person makes a good case for hospitality or offers decent payment the Beast agrees.  If the character either takes the rock or is entertaining the Beast will be a good host a box full of money equal to the value of the domestic beasts he has eaten who is owed how much money for them.  If the guest pays the owners the money the paper turns into a character reference.  Seeing this , even if the viewer can't read it, makes people more trusting of the bearer leading them to consider them for jobs, confide in them and be skeptical of accusations against them.  In game terms consider it about a +4 reputation (people who've seen the  paper). 

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5 hours ago, Mick Price said:

"Next: The Beast of the Green Tower"

The Green Tower overlooks the town of Glade.  Every dawn a humanoid Beast comes out of the door shouts threatens against any who would trespass in the tower, hunt any animals nearby, domestic or not, and deposits a jeweled dagger on a hand sized flat rock near the entrance.  On the rock is written "To be taken by those who wish to spend the night.  Capable of killing the Beast.".  The town elders offer huge rewards to those who  kill the beast.  The dagger dissolves at dawn the next day if the owner hasn't spent the night in the tower.  Many have tried to kill the Beast  but all have ended up dead the next morning.  Don't try and take the dagger and sell it either, the locals are very wise to that trick.    

 

The dagger is valuable but is not actually better against the beast, the STONE is of course, causing massive damage and spending the beast flying with each blow.  If the beast is killed the dagger doesn't dissolve the next day and it's worth a small fortune.  If however someone knocks on the door and asks to spend the night the Beast asks why he should allow it.  If the person makes a good case for hospitality or offers decent payment the Beast agrees.  If the character either takes the rock or is entertaining the Beast will be a good host a box full of money equal to the value of the domestic beasts he has eaten who is owed how much money for them.  If the guest pays the owners the money the paper turns into a character reference.  Seeing this , even if the viewer can't read it, makes people more trusting of the bearer leading them to consider them for jobs, confide in them and be skeptical of accusations against them.  In game terms consider it about a +4 reputation (people who've seen the  paper). 

 

Thank you.

 

You now get to provide us with the next challenge.

 

Lucius Alexander

 

Unless you want the palindromedary to

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Being a hill adventurers tend to not attract the Hungry Hill's attention. But in a cave deep within the hill are carts carriages and piles of pack animal corpses

 

The next creature

 

The Salt Shadow

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The Salt Pans are a source of great wealth. The rock salt mined there is in great demand across the Borderlands and beyond. But mining it is a dangerous as the Salt Pans are haunted by a shadow of undeath known only as the Salt Shadow. It slips through the night hunting for living things to drain of life. Its lair lies at the bottom of an abandoned salt mine. There in the cold, silent depths are piled the salt desiccated corpses of hundreds of miners and merchants. These corpses will rise as zombies at the Salt Shadow’s command. If anyone can win past these guardians they will find the entrance to a long forgotten city, buried by an ancient volcanic eruption.

Next up: a Palindromedary.

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48 minutes ago, drunkonduty said:

The Salt Pans are a source of great wealth. The rock salt mined there is in great demand across the Borderlands and beyond. But mining it is a dangerous as the Salt Pans are haunted by a shadow of undeath known only as the Salt Shadow. It slips through the night hunting for living things to drain of life. Its lair lies at the bottom of an abandoned salt mine. There in the cold, silent depths are piled the salt desiccated corpses of hundreds of miners and merchants. These corpses will rise as zombies at the Salt Shadow’s command. If anyone can win past these guardians they will find the entrance to a long forgotten city, buried by an ancient volcanic eruption.

Next up: a Palindromedary.

 

 

I remember in Everquest the Lost City of Paineel, buried after a storm of magic and death.  In a great domed cavern it still exist filled with undead, elementals and magically mutated animals.  This would be a perfect lead in to such a city!

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On ‎11‎/‎13‎/‎2017 at 5:35 PM, drunkonduty said:

I'll bite.

 

What IS in a palindromedary's hoard?

 

1 hour ago, drunkonduty said:

The Salt Pans are a source of great wealth. The rock salt mined there is in great demand across the Borderlands and beyond. But mining it is a dangerous as the Salt Pans are haunted by a shadow of undeath known only as the Salt Shadow. It slips through the night hunting for living things to drain of life. Its lair lies at the bottom of an abandoned salt mine. There in the cold, silent depths are piled the salt desiccated corpses of hundreds of miners and merchants. These corpses will rise as zombies at the Salt Shadow’s command. If anyone can win past these guardians they will find the entrance to a long forgotten city, buried by an ancient volcanic eruption.

Next up: a Palindromedary.

 

A disk of electrum inscribed with five words, each of five characters, arranged in a square such that it reads the same left to right, right to life, top to bottom, or bottom to top. A scholar would be needed to translate it from the dead language in which it is written. It is an incantation for evoking a palindromedary. To revoke the palindromedary, recite the same incantation backwards.

 

Next up: The Coven of Dy'os in the Valician Hills

 

 

Lucius Alexander

 

S A T O R
A R E P O
T E N E T
O P E R A
R O T A S

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The Coven of Dy'os guards the Tree of Blood, a tree whose black bark and leaves pulsate with the blood that flows through it in lieu of sap.  The Coven derives great power from the Tree and its blood, though they do have to keep it sated with frequent sacrifices of innocents.  Most valuable of all, though, are the occasional fruits dropped by the Tree.  These are jealously guarded by the witches, for anyone who eats of them is gifted with supernatural capabilities for a time.  This is part of the reason why the Coven has withstood centuries of attacks from paladins, knights, and nobles all vying to be the one to bring this secret society down once and for all.

 

 

Next up: Flying Unicorns at the Isle of Salt.

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