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100 Encounters Volume VI

The Kingdom of Comharren

My travels have taken me to a new place, a small island kingdom that is called Comharren.
Suffice it that it has been largely forgotten by the people of this world, and most others, as its
fishermen and farmers go about their business in their own, timeless fashion, generations passing
without note. Until now.
A baron has recently laid claim to the empty throne in the old sea castle, where once
children played amid the ruin of the empty halls and chambers. That claim has set other forces to
work as well, as this quiet place becomes the crossroads for powers that also seek to claim it for
their own. I know not which shall prevail, as the issue is in doubt. That is for you, the reader, to
decide. I present my findings for your entertainment and consideration, should you seek to join
those who vie for power here. Bring a warm cloak, the winters are bitter here. You have been
warned.
May your skill, or your luck, prevail.
- Grey Wolf

Weather
The land lies in the grip of a deep and unusual winter, and all the beings here, both mighty
and humble, wait upon the pleasure of the Northern Kings, who send winds both fair and foul to
trouble the lives of mortal men.
Wind – The wind has an aching, moaning sound, first rising, then falling in intensity. It
blows snow up from the ground and shakes ice from the trees, then dies away to nothing. The
sound of the wind makes it difficult to hear the movement of animals…or enemies in the wild. It
also makes the lighting and maintaining of fires difficult. Fires built will send their smoke for quite
a distance, and enemies downwind will be able to locate such fires more easily.
Snow Flurries – Snow falls heavily in intervals. It reduces visibility to almost nothing, and
impedes the movement of men and animals by at least half, if not more if the snow is able to create
drifts. Small shelters like tents will collapse under the weight of new snow if not cleared. Gear and
other items will be quickly covered if left unattended, and lost unless some means other than
eyesight is available for locating them.
Ice Pellets – Snow falls in tiny, icy pellets that make footing uncertain, and sting the eyes if
there is any wind. Running is difficult and vision of distant objects is impossible.
Freezing Rain – Slick ice covers the ground and most surfaces, making sure footing near
impossible. It also will collect on clothing, covering it in extra weight of water and ice, adding to the
burden of those caught out in the weather. Trees will bend under the weight of the ice, and
branches will break off and fall unpredictably.
Heavy Rain – Rain falls in torrents, making the ground muddy, slushy, and difficult to
move across. If the rain falls long enough, it can cause mudslides, flooding, and other issues.
Building fire in the open is impossible, and people and animals caught in the open are more likely
to develop disease and to be subject to cold and exposure damage.
Flake Snow – Multiple types of snow are possible, including the traditional and amazing
individual snowflakes – each its own, unique geometrical construct, or all sizes of snow flakes that
pack differently depending on their water content, the temperature, etc. Flake snow can create
drifts quickly, and can impede movement and vision as well. Things can be built of flake snow –
including snow caves in drifts, and other constructs.
Cold and Clear – No clouds, fog or any other weather obscures the heavens. The sky is
brilliantly clear and the weather is bitterly cold. Being outdoors for any length of time requires
appropriate clothing and gear or the risk of cold injury or death is very high. Fire is not enough to
stave off the effects of the cold – being indoors with heat might make the difference between life
and death.
Ice Fog – Thin rimes of frost covers all surfaces. Fine needles of frost will coat branches,
ropes, other narrow items. The air is cold and heavy, painful to breathe. Visibility is poor in some
areas as the fog drifts. Fog tends to be thicker at morning and evening, when it can be seen to roll
in from the sea.
Blizzard – White out conditions. Missile weapon combat impossible beyond a few feet at
best – bowstrings will snap and break after (or before) a single use. Unless a person has had some
kind of training, movement even along well-known routes is impossible, and being lost in the storm
for any amount of time can mean death from cold and exposure. Snow can vary from a few inches
to drifts many feet high. Spoken communication is impossible, light sources provide little help.
Howler – A storm unique to the area. High winds blow a mix of ice rain and snow
depending on local conditions. The wind is capable of blowing over trees, small structures, and
definitely exposed people. It has a moaning sound at low speeds, and a screaming howl at high
speeds. Small objects can become projectiles and can imbed themselves in wood, stone, and flesh.
Legend holds that the winds can reach speeds that will peel flesh from bone, but these tales remain
unverified.

Animals
Squirrel – The squirrels of the area tend toward a greyish white speckle with black, with a
brownish face. They are incredible leapers – and while not true ‘flying’ or gliders, they do manage
to float a bit. They are incredible thieves, and are capable of opening and getting into all sorts of
containers. They are highly curious, and will often stalk a person carrying an item that they want
for miles. They prefer to operate at night, and are near invisible in the dark. The calls of these
animals are quite varied – ranging from a throaty series of barks, to a high chittering, to a series of
clicks and squeals.
Skunk – Comharren Skunks have a deep grey color with an off white stripe. They also
have a series of three white stripes that stretch from their nose to their tail. Unlike their black and
white cousins, the Comharren Skunks can spray more than once, and the smell is quite potent.
They are otherwise quite friendly and personable creatures, and like the squirrels can be quite
curious and fearless around people. Natives tend to give them a wide berth, or leave them a bit of
food and beat a hasty retreat. They speak in a chuckling bark that sounds a bit like laughter.
Raccoon – These creatures are not quite animals anymore. They are tool-users, they rarely
make them, but steal them with abandon. They can open locks, doors, read simple text, and do
quite a few other things that makes them less animal and more…people. They even speak a
chittery language among themselves, punctuated with many gestures and postures. Some are even
rumored to be able to speak a few words from other languages. All of them are theieves – though
there is a wide variance in skill level from creature to creature. They are ruled in a matriarchal
structure by the oldest female, who is given the choicest foods and stolen items. They do no value
money or other valuables other that their beauty as an item, or challenge as an item to steal. Locals
have many names for them – but the most common is ‘Racks’.
Deer – These creatures are common sight in the forests and wilds of Comharren. They
often gather in great herds during the spring and summer, and break into smaller groups during
the fall and bitter winters. Hunters find these animals difficult prey, as they are very good at
blending in with their surroundings – unless a herd has gathered.
Rabbit – Light brown markings through the spring and fall, these creatures develop a white
coat with black markings in the winter as camouflage. Prolific breeders, Comharren rabbits are
hunted to reduce their numbers from feeding on crops, even to the extent that a breed of dog,
known as the Comharren Hawker, or just Hawk as the breed is known, has been raised to hunt
them
Hawker – The Comharren Hawker is a dog native to the region, most often black-coated
(coal), but occasionally red (flame), or yellow (wheat) colored. They are medium sized, wiry haired
and even tempered. They are highly intelligent and excellent hunters, trackers, and swimmers.
They are especially protective of children. How they came by the name Hawker is a bit of mystery
– and every local has their own version of it.
Forest Pig – Surprisingly wily and resilient, these pigs can grow to weights of over 300
pounds, and have been known to attack lone people in the forest. The males grow an impressive
set of tusks that they use to mark trees and stones in their territory, and to root and unearth food.
They can travel in packs that will clear whole areas of farmland, and attack and eat creatures in
their path indiscriminately. They vary widely in coloration and marking, but are most often black
or brown.
Rock Bear – These huge predators are fairly rare. The males can range up to 700+
pounds, and can stand over 8 feet high on their rear paws. They are omnivores, but typically hunt
for fish in the Fuar River and its numerous offshoots.
Wood Rat – Grey, black and brown, these creatures like old or decaying trees, or rotting
logs to nest in. They make a distinctive grinding sound with their teeth as a form of
communication, and are typically nocturnal. The females of the species are the largest, and can be
up to about two feet in length.
Wolf – Frequenting the hills, forests and grassy areas of Comharren are several packs of
wolves. They tend to have a greyish coat, though they can vary in coloration to a deep black, or a
very rare all white wolf known as a Frost. Comharren wolves respect pack boundaries and use their
voices to mark the regions they hunt.

Birds
Finch – These are small grey birds with a bit of red and yellow on their heads and chests.
They do not migrate and spend the harsh winters on the island foraging for seeds. They have a
high, chirping call that is often long and complex – it lengthens with the age of the bird. Those that
can understand such calls can listen to the story of the creature – the events of its life, how it sees
the world, and how it feels.
Woodpecker – The woodpeckers of Comharren have a black and white striped coat, and a
white face with a black and white head. They blend in well with the bark of the trees, especially in
the winter. They have a quick, rapid call that ends abruptly, or a sharp series of taps as they dig in
the wood of the trees for insects.
Cardinal – A small reddish bird with a black face and yellow beak. They have a call that
trills from low to high notes for the male, and high to low for the female. They are seed eaters and
considered by the common folk to be messengers of spirits, bringing warnings or a bit of hope
during the bleak winter months.
Sparrow – Small greyish plumed birds, with a bit of brown and black completing their
camouflage. They have black faces and beaks, and are seed eaters. Common folk believe them to
be good luck if they nest nearby, and especially in or around a home. This is thought to be a
blessing of the forest spirits on a home, and such birds are cared for and watched over as much as
possible. Sparrows leaving or an empty nest is often seen as an omen of ill luck or death coming to
a home. They have a simple call of a single note, repeated after a long rest or interval.
Chickadee (Black Capped) – A grey-plumed bird with a black cap and beak, with a bit of
white beneath the cap. Comharren chickadees have a black ‘collar’ as well. Also known as “priest
birds’ they are symbolic of many religions, and their actions and appearance are often interpreted
as having significance to many who follow both new and old religions. They have a high call of
three notes – one high and two low. Whistling similar notes throughout the day is often seen as a
sign of piety, or a hope for good luck during the day for those who follow forest deities.
Raven – A large, glossy-black feathered bird. They have a raspy call, which is often
attributed to their service to old deities who take pleasure in offerings of smoke and fire. Seen as a
foreboding of ill omen, war and death, the appearance of a single raven is unwelcome – the
appearance of many can cause a small panic. Those who follow old, more wild beliefs say that
ravens are highly intelligent, and if treated well, fed, and spoken to, will speak in return, and can
become companions and friends. They are also believed to be messengers of the old gods, before
there were cities and walls, before men knew how to make fire.
Owl – White plumage with dark speckles, black around the face with black ‘horns’ and
great yellow eyes. They make a trilling hum or a series of rippling notes that have an oddly ‘human’
quality to them. Often revered as the spirits of elders who have returned to watch over the affairs of
their kinfolk, the appearance of an owl will often remind people to reverence their elders, to visit
gravesites, or to make offerings of food or drink at local shrines. Occasionally these birds are
sought by those who seek answers to questions that cannot be answered by normal means. What, if
anything, has been learned by these quests is uncertain. These birds often nest in ruins or old
buildings.
Seagull – Primarily white-bodied, with grey wings and a black and white tail. Yellow beak.
Seen sometimes as the spirits of lost mariners, trying to find their way home, they are often
reverenced by sailors who swear that a seagull has helped them to find a safe port before a storm
or other calamity occurred. Seagulls around a leaving or returning ship is often seen as a sign of
good fortune or a profitable or safe voyage. They have a screeching cry that some believe is the
sound of a woman weeping for menfolk lost at sea.
Grouse – Plentiful to the area, these birds are prized as a food source. Their meat has a
minty flavor in the winter season, which is attributed to the birds eating conifer needles. They are
difficult to see due to their coloration of white, grey and dark speckled feathers. The birds are
often found in small groups, but may flock near a good source of food. They are surprisingly hardy
and winter well. They are called wood drummers by the common folk, for their tendency to find
logs and beat their wings while atop them, in a slow fashion that increases in speed.
Wild Turkey – A bird common to the forests and grasslands – sought after as a food
source. They tend to be somewhat bigger than a typical turkey, and can actually be quite aggressive.
The coloration and other behaviors of this bird tend to be typical of the species otherwise.

Unexplained
Snow swirling in a sphere, without wind.
A metal spear stabbed through a stone
A candle burning in a small, abandoned hovel
The sound of a child weeping at the bottom of a ruined well.
Harp strings between two branches of a tree, the strings vibrating in the wind to create a
haunting tune.
Ship’s bell ringing in a fog, on the river, where no vessel can be seen.
A woman’s voice singing softly in a field of snow, the sound of her footsteps crunching as
she walks, but leaves no trace.
A lamp hanging from a post on the road flickers fitfully into flame, then darkens, then
flame again. It is bitter cold to the touch.
A book lies next to a bridge over a river, the water of the river steaming in the cold air. The
pages flip slowly, one after the other, as if the book is being read. It is written in an unknown
language.
A scarecrow stands in a snowy field gone to seed, growing wild with brambles. It always
appears to be turned so it faces those near it, though it can never be seen to move. Its empty eyes
hold a quiet menace.

Items
Supply Cache – There are several wooden crates and barrels that have some miscellaneous
supplies in them – food, water, wine, clothing, crossbows, bolts for the crossbows, knives, and
some medical supplies and healing potions. The cache is concealed in the side of a hill and
covered with heavy canvas tarps against the weather, and covered with branches and debris.
Lost Pack – The pack contains an odd assortment of items – a book of poetry written
backwards, some melted and ant ridden candy, a pair of old boots, a pair of new dice, a water
bottle filled with black sand, some chicken bones, a torn blanket, and three shark teeth.
Damaged Weapon – This is a short sword with the blade bent sideways about 20 degrees
or so halfway down the blade. The blade is chipped on one side badly, and the whole thing is
beginning to become pitted with rust.
Coin – a small silver coin is wedged in between two paving stones in the road. The stones
of the road are very large and cemented in place…i.e. it will take a lot of work to get that coin.
Map Case – a map case with a worn, broken strap lies under a bush near the road. It holds
a map of the nearby region with a mark on a nearby stream with the words “buried here”.
Broken Shield – the shield lies against a pair of rocks in a stream, half out of the water.
The wood that made up the shield is warped by the weight and action of the water, and the metal
pieces are rusted. The leather straps are rotted.
Almost Empty Vial – The glass vial is lying on top of a rotten tree stump covered with
moss. There is perhaps an ounce of a greenish liquid with silver bits swirling in it at the bottom of
the vial. The liquid smells strongly of mint and pepper.
Pouch with Broken Drawstrings – A belt pouch with broken drawstrings is caught in the
thorns of a black berry bush. The pouch has a handful of copper and silver coins, and a signet ring
with the symbol of a hawk on it. The ring has traces of reddish wax in the design.
Boot with a Hole in it – This is a knee-high horseman’s boot, the leather cracked and worn
with age. There is a hole worn in the sole of the boot near the toe. The loops near the top of the
boot are torn. There is a small copper coin inside the boot, one side of which is bright and shiny,
the other dim with age and use.

Rumors
Strange lights have been seen in the ruin of the old baron’s manor house, near the edge of
the sea.
People who go into the forest never come back.
Pirates attacked and burned a fishing ship recently, killing all those on board.
Men have been seen speaking to the animals of the forest – the animals talked back to
them.
A cult has summoned a creature from another world that roams the night, feeding on the
flesh of humans. Nothing is known about the creature except that it flies and rends its victims limb
from limb and feeds on their blood.
A great treasure is still hidden in the ruined castle of the Sea King
A giant has come out from the sea and calls each night to his kin to come and attack the
town.
A small dragon has made a lair in the forest. It was wounded while flying in the last storm
in the area and it is angry and dangerous.
A group of bandits has come to find an ancient treasure – they will kill anyone who stands
in their way.

Strangers
Pilgrim – A young man named Aesc has left his home on another island and has come to
Comharren seeking the Monastary of the Rock. He is about 16 or so, with short brown hair,
brown eyes and a shy smile. He talks softly and rarely looks anyone in the eye. He likes to braid
bits of grass or hay together in simple and complex patterns. He likes things neat and orderly. He
is quite poor and hungry.
Bandit – Paega was driven from his village after it was discovered that he was stealing
various items from the other villagers, including a small pig…which squealed on him. He has taken
to the road to rob travelers and merchants. He hasn’t gathered much in the way of intimidating
weapons though – just a large broken tree branch he calls ‘Skull Crusher’ (he has yet to hit
anything with it – except maybe a few trees which made his hands sting, so he stopped). He has
decided to pretend he has a larger gang that is hidden, in hopes of intimidating his victims. He is a
very poor actor, however. Paega is a small, dark haired man with small, darting eyes and a rat-like
face. He washes infrequently and his skin is somewhat poxy and red with an unknown rash.
Slaver – Wine is a tall, lean man missing the last three fingers on his left hand (unhappy
customer…) He fancies himself as a dangerous fighter, and carries a longsword that he has
absolutely no idea how to use, and a dagger that he uses to clean under his fingernails and to eat
with. His long dark hair is gathered into a ponytail wrapped with black leather bands, and has a
greasy beard and mustache that he runs his fingers through when he talks business. His slaves are
in poor health, unskilled and very dispirited and hungry. Wine has slept poorly of late as he fears
that they will try to kill him in his sleep (rightly so). He does still have a fair amount of gold from
his last haul, and is interested in acquiring new ‘stock’.
Escaped Slave – Wassa recently escaped from a slaver named Wine due to the poor and
rusty quality of his chains…and the fact he was, until recently, a heavy sleeper. Her original plan
was to run away and return to her village, but she has since reflected on the wisdom of returning to
the people that sold her into slavery in the first place, and is now stalking Wine. She now plans to
steal his money and free the rest of the slaves. She is even considering staring her own band of
thieves if any of them will join her. She is rather charismatic, and so there might be some
possibilities to her plan…
Forester – Mochan has long red hair and a wild beard. He often works alone deep in the
forest, felling trees and dragging them back to the docks with his shaggy ponies for use by the ship-
builders. He has an eye for a straight tree, a sharp axe, and a good drink. He talks to himself, his
horses, and the ghost of his last dog ‘Nameg’. He has a good sense of humor, but does not seek
out other people. He takes a dim view of those that take advantage of others, especially the very
old or very young.
Sea Witch – Aine (Awn-ya) is a woman whose name is a curse. She took up the mantle of a
witch when her father killed her mother and brother in a drunken rage, and then burned down
their hovel. She killed him with a shovel while he stood watching it burn. Her name means joy, but
she takes little joy in life or in the company of others. She lives in a run-down ship moored to the
dock. She tells fortunes and sells cures for ailments, and reads the weather. She talks to her cat
named Dafyd as if it were her lost brother. Most think her mad, and a few think worse things about
her.
Wind Shaper – Alill is an older man, a mariner who is skilled in shaping and moving winds
around and near a ship, specifically to propel sailing vessels. His hair, once dark, is going grey, but
his eyes are still a clear blue. His face is tanned and lined, and he speaks slowly and carefully. He is
not native to this area, and often watches the horizon for something, but will never say what,
exactly. When he watches though, his eyes are tinged with fear.
Stone Speaker – Cos is an angry face man of middle years dressed in a simple brown robe
of worn and weathered cloth. His hands and face are caked with mud and dirt – the sign of his
profession. He is able to mold and break earth and stone, speaking to them in the old tongue,
asking them to move into new shapes and reveal their secrets. He hates people and the work that
he does – but he works to support his sister who is ill from a recent plague. More than anything he
wishes to sink into the deep places of the earth and learn the mysteries that wait there.
Trader – Jin Da is a trader on his first voyage. His family business is a small one, and he
has gambled his money on this one trip to a new land to trade his potions for gold and items in this
land. He is a small man, with a quick eye and a ready smile. He sports a thin mustache and beard,
and wears his hair in a short ponytail. Jin is always ready with a tale, or a deal, or even a simple cup
of tea for a customer. He looks forward to completing his business and returning home to his
family.
Commoner – Girvin is a fisherman who plies the rivers in a small boat, and when that fails,
seeks smaller streams and secret pools that he has found over the years. An off-key whistler, he is
cheerful in a grating fashion, leaving people that encounter him wishing that they had perhaps
walked a different way entirely. He is completely oblivious to the dislike he creates in others, and
tells long, rambling, pointless stories of his fishing exploits to anyone (or no one) in earshot. He
also occasionally catches fish.

Ruins
Burnt out Forester Hut – In the distant woods, where a forgotten lord once ruled stands
the ruin of a small hut. The hut has collapsed in on itself, the roof a home for a couple of small
birds. A rotten spear stands against the wall inside, a flowering vine growing around its haft. The
fire that ruined the hut started near the chimney. The forest and time are slowly reclaiming the hut.
Broken Well – In a glade in the woods, a small well stands. The round stones circling its
base are broken, but clear water remains below. A strange ring of toadstools stands nearby, red
with white spots, some green, some a light purple. The local folks sometimes bring gifts here, for
the Queen of the Faerie realm they say. None have ever seen her, or any fey. But the gifts are
never in the ring for more than a day. And the people of the village have enjoyed peace for many
generations, long life and plenty.
Lean-to built of Fallen branches – Someone has built this rough shelter of leafy branches
against the falling snow and cold. The remains of a campfire and some stones to shelter it from the
wind are slowly being covered with snow. Careful examination of the snow in the hut will reveal
some freshly stained with blood.
Stone Pillar – The pillar stands at the top of a small hill near the road. Pilgrims sometimes
come to leave an offering here, but none truly know who made the pillar or what its purpose might
have been. Odd symbols and runes wind around its height, in a language or meaning that is now
lost. They are worn with weather and time, crusted with ice and freshly fallen snow.
Ring of Stones – This ring is made up of platforms of stones laid in a figure 8 fashion, one
of the loops of the 8 larger than the other. The stone steps of the figure 8 are laid in a rising and
falling fashion. The lowest stone is ground level, and the highest is about 3 feet tall. The entire ring
stretches for about 30 feet, and the large loop is about 10 feet wide, the smaller about 5 foot wide.
Children often play on them, even though their parents tell them to stay away. But children will do
as they will, sometimes.
Ancient Cave – There is a faint path to this cave along the side of a line of hills. The tops of
the hills are lined with a hard ridge of stone, whitish in color, like a rippling wave. The cave has
drawings within of people, and sailing vessels, and groups of stars linked together with thin glowing
lines. The roof of the cave is ablaze with tiny bits of luminescent fungus that are reminiscent of the
stars of a great galaxy. Some come here to wonder at the remnants of an ancient time, and to
perhaps learn.
Abandoned Farm-House – Crops lie rotting in the fields, now covered in snow. Broken
arrows stand out from the walls of the house, and the door lies in ruin, broken by axes. Dishes and
cups still lay placed at the table, some on the floor, broken and crushed by booted feet. A small
drift of snow has crept in from the outside. There is little of value in the house, most things have
been taken by scavengers or would-be thieves that have come to loot the empty house. The roof
remains sturdy, and the walls are still sound.
Collapsed Tower – The stones of guard tower lie in a heap near the road. The stump of
the tower still stands, the opening for the door like a gap tooth in a skull. The impacts of a giant fist
still mark the standing part of the tower, near where it broke in half. A pair of crushed skeletons lie
under the rubble, still wearing scraps of cloth and rusted bits of armor.
The Old Tree – This tree is an oddity in the snowy wood where the other trees sleep. The
leaves on the tree are green, and the ground beneath it is green with grass, and flowers grow there.
The tree is gnarled and ancient, and its branches move and sway without a wind. There is no
malice or harm in the tree, and no power other than peace, and life.
The Kneeling Knight – This statue is made of stone, and set in a ruined chapel that has a
bit of its walls remaining. What the statue knelt before – an altar, a relic, some other item, is lost to
time. The statue’s right hand rests on a stone sword, the blade grounded like a cross. Its eyes look
upward to the sky toward something unseen.

The Dead
Animal Bones – A pile of animal bones are moldering in a small clearing in the wood.
They belonged to several deer, caught and consumed by some unknown predator. Tracks in the
snow indicate a pack of dog-like animals of large size.
Slain Commoner – The body of a man lies in a ditch, frozen and stiff, his throat cut. All his
valuables have been taken, along with his coat, cloak and boots. He might have been a merchant or
trader. Now his sightless eyes stare at the snow.
Skull by a camp-fire – The skull of a wolf sits on a rock by a dying campfire. The embers
have sunk in to grey ash, the tiny red glow of flame almost hidden as the snow begins to encroach
on the cooling stones.
Skeleton covered in mold near a spring – The skeleton of a man lays near a bubbling
spring. Its clothes are rotted and it has nothing of value upon it. It is, however, missing its head.
The skull is nowhere to be found.
Body of a hung bandit – The rope holding the body of the bandit creaks with ice and cold
as it swings and twists slowly in the wind. A board, partially covered with snow has the word ‘thief’
on it. A raven sits on the shoulder of the corpse, cawing harshly.
Body of a starved slave, slain by a spear – The emaciated body of a slave, clad only in rags,
has a spear wound in her back. She died huddled against the cold, the chains on her arms rimed
with frost. The falling snow has already begun to cover her fallen form.
Skeletal hand and arm pointing toward a ruined castle – Balanced on a stone wall is a
skeletal arm. Its bony finger points at the shell of a castle. The castle’s gate is broken open, and its
walls are broken into rubble. The keep inside the walls is completely gone. A deep pit leading into
the earth gapes where the keep might have been. Snow falls into the dark, the white flakes
vanishing into the shadows.
Slain wolf, paw caught in a trap – The wasted body of a wolf is trapped by the rusted metal
jaws of a trap. The limb caught in the trap is not a paw, however. It is a human arm, and hand.
Shadow on a stone – A hoof print is burned into a flat rock on an overlook. The shadow of
a being standing is also burned into the rock. It has four arms.
Body floating in the river, facedown – Floating in the river like a bit of foam, is the body of
a man. He might have been a monk, by his robes and short cropped hair. His body bumps into
stones in the river and comes to rest on the stony shore. A light powder of snow is on his
shoulders, along with a black-feathered arrow.

Religion
Incense burning at a small roadside shrine – A shrine to Lugus, the deity of travel, has been
erected near a small roadside inn. The shrine is a simple stone tablet, and there are the remains of
small offerings of food and drink, stubs of candles and the ends of incense sticks protrude from
the thin crust of snow. Several sticks still burn in the cold air, weaving snakes of smoke in the still,
bitter air.
Commoner weeping at a grave – Near a small stone church is a graveyard. A man kneels
near the grave of his sister, silently grieving. The earth of her grave is fresh, a dark stain in the
otherwise white field of the graveyard. The markers of the other graves are old. There is a sudden
flurry of wind and snow, and the figure of the man is gone, leaving no trace of his presence.
Monk praying at a ruined shrine – A female monk sits in front of a small shrine, the stone
statue a small broken dragon. The runes of the shrine are simple – Fire and Air. The monk chants
a simple meditation, pondering the power and mystery of the elements, and their avatar.
Wind Shaper singing to the wind – A young girl sings to the wind at the edge of a frozen
pond. The song she sings is an old one, with new words that she is making up at the moment. The
wind sends small dead leaves across icy pond like tiny ships. She sings of her father and brother,
away at sea. She asks the wind to bring them home soon.
Sea Witch watching the waves – An older woman walks barefoot along the cold sand of the
beach. The waves crash and hiss against the shore, washing her feet and wetting the edge of her
dress. She looks out beyond the white-capped sea, watching for something, or perhaps nothing at
all. The wind is bitter cold, and sharp with the smell of salt and the sea.
Mage watching and noting the movement of the stars – on the top of a lonely tower a man
in black and red robes looks at the stars through a large telescope, occasionally making notes in a
small book. Small blue lights dance around him, providing illumination as needed so that he can
write his notes.
Group singing in a small home – a group of common folk sing an old hymn while holding
small candles. The room is lit with firelight and candlelight, filled with the smell of bread and good
food. The voices sing in quiet harmony, a light and warmth against the cold winter night.
Procession of common folk – A group of peasants walk silently in a single file, some
bearing torches, and a small group in the middle bearing a covered body. They walk toward the
local churchyard. Some of their faces are grim, others are tear-stained. The body that is being
carried is a small one.
Fire Night celebration – The village is lit with small bonfires everywhere. Games are being
played, children are laughing and shouting as they run from house to house, and food is being
cooked and eaten amid the merriment. Small gifts are being exchanged and there are smiles on
every face.
Spirit Cultist ceremony at an ancient gravesite – A native chants at an ancient totem
marking a gravesite of one of the lost tribes. The highest totem on the pole is a wolf. All around
are stone posts topped with animal skulls and wrapped with old leather and the remnants of animal
skins. Around the gravesite, ghostly wolves pace and look on, some raise their faces to the sky and
howl. A light snow has begun to fall, and the flakes fall through the ghostly wolves.

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