the part that I need help with is I have a town that has a terrible secret. ill copy/paste the town's description below.
This town is very spread out, over many miles. Mostly farmland. They don't have much in the way of weapons and other shoppables but they do have a large number of hot springs and relaxation locations. There seems to be a secret in this village. Everyone seems to have an issue with being out at night. The hard part is actually getting to the town. There are 4 ways to get here. The most direct way is through the mountains, which is very treacherous. The eastern route, which is a sea route, is nearly impassable. Lots of whirlpools and rocky shores. The southern route is very calm but has a large number of huge sea creatures. The western route is the longest route but the safest.
I was thinking that I would make a lot of townspeople werewolves or something like that. it actually tracks with my campaign. one of my players has a backstory where her adopted family was attacked and killed by the greatest werewolf, Fenrir. I was also thinking of some kind of cult that rules the night and everyone is scared to even leave their houses after nightfall.
Certainly were creatures in general would be a good start point. Perhaps there is even some level of cult-like worship of these creatures. Worship the were creatures and leave sacrifices so they leave you to live another day?
Is there another faction that does not appease the were creatures? Perhaps they are making deals with other groups to balance or limit their power. First thing that came to mind was Hags of some sort as the second power, although a strong case can be made for Vampires vs Werewolves (hello Underworld).
Another aspect to consider is where did this lycanthropy come from? Is there a connection to some of the darker parts of the Feywild that these creatures have crossed over from (maybe decades ago) or did some malevolent powerful were creature decide this is a good place to carve out a small kingdom of sorts. Are the were creatures even evil? Maybe they lock themselves up at night to avoid accidents. In this respect it might be more of a curse than anything else, but the townsfolk treat talking about it as taboo. Are there differing factions of were creatures? One side wants to let their violent nature run its course, the other tries to escape from their base feral desires and locks themselves up?
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Could the “town” actually be several villages spread out over an isolated area? Let’s say that the inhabitants of one village have succumbed to Lycantropy but that divine intervention have kept them in rein. Through efforts of the other villages, their hunger is dated by offerings of beasts, stray goblins and such.
The villages rely on the werepeople to defend them and hunt, while the other villages each specialize in something else. Farming one, cattle/sheep another and fishing the last one. A working although creepy symbiosis.
Enter newcomers of another faith, led by a cleric. They find out the truth and preach that he werewolves are evil and risk undoing the reason that the villages are safe from the werewolves.
Then comes the PCs. If they meet the new clerics people first, they learn of the great lurking evil. Only if they delve deeper do they learn the real truth of the situation.
As another layer, you can add goblins or bugbears kept in rein by the werewolves. As the new cleric gains favor and the werewolves more and more stay within their confines village, raids start up. The new cleric blames the werewolves and call them evil allies. The other villagers are divided.
You get a melting pot that can end in a number of ways and by their actions the PCs can decide who to support and when and determining the future for the villages.
thank you. im going to go with your idea about the protector were creatures and the cleric group. that actually fits quite well. there is a city that is the center of my campaign called the city of a thousand gods. there are literally one thousand gods. anyway thank you
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the part that I need help with is I have a town that has a terrible secret. ill copy/paste the town's description below.
This town is very spread out, over many miles. Mostly farmland. They don't have much in the way of weapons and other shoppables but they do have a large number of hot springs and relaxation locations. There seems to be a secret in this village. Everyone seems to have an issue with being out at night. The hard part is actually getting to the town. There are 4 ways to get here. The most direct way is through the mountains, which is very treacherous. The eastern route, which is a sea route, is nearly impassable. Lots of whirlpools and rocky shores. The southern route is very calm but has a large number of huge sea creatures. The western route is the longest route but the safest.
I was thinking that I would make a lot of townspeople werewolves or something like that. it actually tracks with my campaign. one of my players has a backstory where her adopted family was attacked and killed by the greatest werewolf, Fenrir. I was also thinking of some kind of cult that rules the night and everyone is scared to even leave their houses after nightfall.
any ideas or comments would be awesome
Does this town have only ONE terrible secret?
Certainly were creatures in general would be a good start point. Perhaps there is even some level of cult-like worship of these creatures. Worship the were creatures and leave sacrifices so they leave you to live another day?
Is there another faction that does not appease the were creatures? Perhaps they are making deals with other groups to balance or limit their power. First thing that came to mind was Hags of some sort as the second power, although a strong case can be made for Vampires vs Werewolves (hello Underworld).
Another aspect to consider is where did this lycanthropy come from? Is there a connection to some of the darker parts of the Feywild that these creatures have crossed over from (maybe decades ago) or did some malevolent powerful were creature decide this is a good place to carve out a small kingdom of sorts. Are the were creatures even evil? Maybe they lock themselves up at night to avoid accidents. In this respect it might be more of a curse than anything else, but the townsfolk treat talking about it as taboo. Are there differing factions of were creatures? One side wants to let their violent nature run its course, the other tries to escape from their base feral desires and locks themselves up?
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Could the “town” actually be several villages spread out over an isolated area? Let’s say that the inhabitants of one village have succumbed to Lycantropy but that divine intervention have kept them in rein. Through efforts of the other villages, their hunger is dated by offerings of beasts, stray goblins and such.
The villages rely on the werepeople to defend them and hunt, while the other villages each specialize in something else. Farming one, cattle/sheep another and fishing the last one. A working although creepy symbiosis.
Enter newcomers of another faith, led by a cleric. They find out the truth and preach that he werewolves are evil and risk undoing the reason that the villages are safe from the werewolves.
Then comes the PCs. If they meet the new clerics people first, they learn of the great lurking evil. Only if they delve deeper do they learn the real truth of the situation.
As another layer, you can add goblins or bugbears kept in rein by the werewolves. As the new cleric gains favor and the werewolves more and more stay within their confines village, raids start up. The new cleric blames the werewolves and call them evil allies. The other villagers are divided.
You get a melting pot that can end in a number of ways and by their actions the PCs can decide who to support and when and determining the future for the villages.
thank you. im going to go with your idea about the protector were creatures and the cleric group. that actually fits quite well. there is a city that is the center of my campaign called the city of a thousand gods. there are literally one thousand gods. anyway thank you