GM's Miscellany: Village Backdrop VI

GM's Miscellany: Village Backdrop VI

$11.95

A Pathfinder 1st Edition Compatible GM’s Resource by John Bennett, Creighton Broadhurst, Jeff Gomez, Steve Hood, Robert Manson, Jacob W. Michaels, Richard Pett, Amber Underwood and Mike Welham

Village Backdrops are short, richly detailed supplements that each present a single village ready to insert into almost any home campaign. Perfect for use as a waystop on the road to adventure, as an adventure site themselves or as a PC’s home, Village Backdrop present the details so the busy GM can focus on crafting exciting, compelling adventures.

GM’s Miscellany: Village Backdrops III comprises the following villages:

Blackhill Gaol

The journey to Blackhill Gaol was once only one-way, a stream of first debtors, then hardened criminals, then political prisoners brought to the remote labour camp to spend the rest of their lives in backbreaking work. Eventually, unwilling to accept their fates, the prisoners revolted. Though they earned some measure of freedom in the Uprising, life improved only a little. Now no warden watches their every move, but that means the most powerful among them—political masterminds, poison-wielding criminals and cult leaders—vie for control through guile and force. Worse, with guards outside the prison walls ready to mete out harsh reprisals should any flee, these leaders serve as de facto jailers.

Now the journey to Blackhill Gaol is no longer only a one-way trip for most; visitors make the difficult trek in search of forbidden lore or black-market goods, knowing that as long as they watch their step inside, they are free to leave Blackhill Gaol once their business is complete. 

Echo Harbour

Under the protection of the dragon turtle, Bonesong, Echo Harbour has flourished. The port teems with people: sailors dock their ships at the harbour and load them with supplies and trade goods, merchants haggle with merfolk on the foreshore and men in market stalls, workers toil in the busy shipyards and travellers crowd the taverns, making boasts and bets as they play games to pass the time. Over the bustle and chatter sound the shouts and songs of the orcs as they direct ships and caravans to their proper places.

Recently though, Bonesong vanished. Echo Harbour has prospered under her protection, but it remains to be seen if the village has the strength to stand on its own. Only time will tell if their guardian will return or if the villagers must find another way to safeguard their future.

Gull's Roost

Memory walks the streets of Gulls' Roost, a constant presence in a village that was all but forgotten before it was born. Envisioned as a summer retreat from crowded city life for the kingdom's elites, Gulls' Roost looks the part, a glittering jewel nestled in unspeakable beauty. But dismayed by tales of dangers during the village's costly construction, the nobles never came, and Gulls' Roost instead became a permanent home to the labourers who built it.

They were in time joined by elven adventurer Dovrenir Leafsong and his beloved human companion, who knew they would only have so much time together. What Dovrenir didn't know is how much he would miss her, or their children when they left home. He set his magical crafts to keeping his memories alive, creating a replica of his lost love and imbuing it with a piece of her soul. It was the first of the village's living dolls, a companion that would in time be joined by many more. And while their ceaseless ability to help first seemed a boon, soon there was little need for the living inhabitants to ply their crafts. These living memories took on a hard edge, their attempts to help simply causing more and more villagers to succumb to melancholia and forget the things they needed to live. Even as Dovrenir keeps preserving his friends in the only way he knows how, these living dolls may soon be the death of Gulls' Roost.

Kerwyn's Pride

Built up on the ruins of a pirate fleet doomed by a savage storm, the floating village of Kerwyn’s Pride now serves as a base from which to thwart piratical activity in the surrounding waters, a shipyard for damaged vessels and as the home of “reformed” pirate captain Vayla Hollan and her crew. The surrounding waters see much trade—three baronies have competing claims for the area—and Vayla acts as a neutral arbiter and toll collector for the competing nobles. Of course, contraband still flows through the village—Vayla hasn’t completely given up on her old lifestyle—but Kerwyn’s Pride is a relatively safe place for a weary crew to drop anchor...if it wasn’t for the anarchic villagers, swarms of deadly insects infesting a nearby island, a strange buzzing sound coming from the surrounding forest and the rumours of a terrible insectile demon taking an unwholesome interest in the village...

Lady Cross

On what was once the lonely crossroads of two rarely used roads sits the village of Lady Cross, a tight community of stone houses surrounded by a high stone wall. Now a popular rest stop for travellers and merchants alike, Lady Cross is known for the heady spirits distilled in the village and sold at the local inn, The Lady’s Rest. Unknown to most, it is a different type of spirit the villagers fear—a sinister secret wreathed in foul treachery and hysteria that speaks to the darkness and greedy lurking in men’s souls.

Laewas

The village of Laewas is inhabited entirely by ghosts. How did the inhabitants of Laewas die? You can ask them, but even they aren’t sure. From a distance, the village looks completely normal if a little ramshackle and decayed. Farmers, carpenters and housewives roam the streets, carrying baskets of apples or shepherding packs of dirty children. They laugh, gossip and greet outsiders under the heat of the sun. It’s almost easy to forget everybody here is dead. But as the days roll by, the ghosts lose their memories. They are stuck in an endless loop, doomed to constantly relive their final hours. These shades are totally unaware of their current plight. They are convinced they are still living, breathing creatures in a perfectly normal farming village.

So, what happened? There are clues to be found, if one has the skill to look. Work orders for heavy machinery. Curious letters dissolved nearly to dust. Injured children and widowed wives. The clues all lead to the rotting manor which casts a permanent shadow over the village. And to something cold lurking within.

Lanthorn

High up in the mountains, and often besieged by packs of murderous trolls, the village of Lanthorn stands as civilisation’s last glimmering light in an otherwise bleak and barren mountain range. A strange alliance of wizards—the Grand Conclave of Sublime Artificers—and a gaggle of (almost) civilised goblins—the Flaming Skull tribe—dwells in a bizarre atmosphere that is both scholarly and anarchic. Protected by high walls and gigantic magical lanterns imbued with potent fire magic, the wizards craft the mundane and wondrous items for which they are famed. Without the walls brave—or foolhardy—goblin “miners” search the nearby troll-haunted mines for lead and silver—some of which is reputed to have magical properties.

Masquerade

A troupe of masked actors and comics crew the floating village-theatre of Masquerade. The village—really three rickety barges that visits both riverfront and coastal villages, hides a secret many guests would find unpalatable—most of the performers suffer from leprosy. The infected—generally those with very early stages of the illness—hide behind their masks, costumes and gaiety. Forced to keep moving to keep their terrible secret hidden the folk of Masquerade are on a perpetual pilgrimage to visit holy sites in hopes of a magical cure for their horrendous affliction. The worst afflicted are kept below, treated with kindness and cares as the village floats onwards seeking salvation. However, the true ruler of Masquerade is an even more unpalatable guest—a vampire—but no ordinary queen of the night, no simple bloodsucker is the so-called Silent Queen for an ancient vow binds her more tightly than the stoutest chain....

Ravens' Cradle

Ravens’ Cradle, a prosperous farming community governed by superstition and folklore, lies far off the beaten track. Mysteriously guarded by hundreds of pitch-black ravens, an ancient power haunting the surrounding forest watches over the village. Vicious bandits are found pecked to death in the nearby forests, greedy merchants trying to fleece the villagers are pursued from the village by a flock of hateful birds and sometimes travellers just disappear.

Behind the scenes, a coven of witches worships the ancient spirit and madmen dance in the shadows. Untouched by all, and warded only by superstition and fear—and a terrible curse—an immense diamond of magical origin and improbable size stands proudly at the village's heart. Woe betide any who would steal it.

Underdell

The once quiet and quaint halfling community of Underdell rests along the Old Road near the Salt Mire. Steeped in tradition and idleness, the Underdellians found themselves unprepared to deal with the horrors of the plague outbreak in nearby Ashford. Terror gripped Underdell, tearing apart the strong bonds of family and friendship. Fear and paranoia took root in the halflings’ hearts as they tried to escape sickness and death. As Underdell falls apart, a vile halfling bandit has used the chaos to take control of Underdell, enforcing a strict martial law. As neighbour turns on neighbour, a group of bandits terrorize merchant caravans traveling through Ashlar, raiding with impunity and aided by a rich noble. The Underdellians, their smiles and laughter turned to tears and hopelessness, live in fear of another plague outbreak and the harsh punishment of the bandits who insist they are protecting and enriching the village.

Victory Elm

Victory Elm, the glorious tree giving its name to the surrounding village, is dying, and its affliction has spread to the villagers. The once welcoming village takes its name from the sole tree to withstand an invading giantish army. The Victory Elm served as a rallying point for the beleaguered humans fighting the giants who broke the enemies amid heavy fighting around the tree. After the battle, many of the survivors remained at Victory Elm and founded the village of the same name in memory of their victory and fallen companions.

The villagers attribute the tree’s recent affliction to an infestation of pernicious termites. To make matters worse the aged druid who tends the tree has also fallen ill. The village’s plan to grow another elm from the Victory Elm’s seeds failed before it could even be begun when the collected seeds mysteriously disappeared. Perhaps timed with the tree’s imminent demise, and unknown to the majority of the village, a heavily scarred giant has received visions from one of his ancestors telling him it is time to strike and destroy the village once and for all. Victory Elm is a village beset by threats from both within and without.

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