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Barrok
8th May 2008, 08:19 AM
The Sacred Wind Chime Grove
A century ago deep within the forest there was a sect of elven druids who cared for the trees, animals and other plants. Everything was peaceful and at one with the majesty of nature until an invasion force of Orcs started to log the forest with such destructive zeal that it would perish within a year. Tears of sorrow wept from each elf as they saw more of their precious forest cut down, animals slaughtered and eaten and some of their very number captured, tortured and then sacrificed to the Orcs' dark gods.

A plan was formed to make the Orcs fearful of the forest as the elves knew that the Orcs worship was steeped in superstition. They made mny wooden wind chimes and hung them about there sacred grove, the eind brushed against each one of them producing a haunting knocking sound that echoed through the forest. The orcs hearing the noise started to feel fearful but they were rallied by an Avatar of their Chief God who made them mount a raid into the forest to cleanse it of all life.

The elves cried and lamented about their fate and nature listened to their pleas melding them all into a huge giant plant monster that stemmed the tide of the orcs and broke the horde causing it to withdraw. The Avatar drew its mighty flaming sword and tried to attack the newly formed avatar of the forest but to no avail as the wind picked up and started the wind chimes to knock together causing the Avatar to stand transfixed by the haunting melody as the elven amalgam monster lanced it through the heart with a sharpened tree trunk.

Today the grove has been empty for a long time, still the wind chimes are tied to the tree and knock when ever the wind blows through it.


Right here is the idea for the location and its going to be a bugger to stat - the area is a huge Spirit Trap. If an elvish druid can attune to the area they can use the power to capture any spirit, outsider etc who ventures into the area. I don't know what the capture could entail so I really need to work that one out.

The good point about this one is its very geographical in nature - in other words the druid has to lure a creature to it.. they cannot use the power anywhere else.. thus they have a limitation which is also a good hook to use.