init new campaign

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Lucas Morgan
2026-04-22 23:57:24 -05:00
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---
type: location
world: Eldar
campaign: The Hollow Between
---
# Briarcross
> [!info] At a Glance
> **Type:** Village and bridge-crossing
> **First impression:** A low, damp village of lanterns, plank paths, and stubborn gardens raised above marsh water
> **Mood:** Wary, intimate, tired, still trying to be hospitable
## What You See
Briarcross is built around a narrow bridge of old stone and newer timber. Houses sit on pilings or hummocks, linked by walkways dark with rain and peat. Lantern moss glows along the bridge rails at dusk, and every door has some small charm hanging beside it: knotted grass, river bone, a dull bell with its clapper removed.
## The Surprise
The village bridge keeps **different crossings at different times**. Anyone who crosses it at sunset while carrying a sincere promise may glimpse not the far bank, but a place connected to that promise: a lost home, a grave, the road they should have taken years ago. Most glimpses last only a heartbeat. Lately, they are lasting longer.
## The Rule
**Do not cross the bridge while lying out loud.**
Locals treat this as practical advice, not superstition. People who break the rule arrive on the wrong side of an argument, a road, or occasionally their own memories.
## The Spirit or Being
The bridge is watched by **Old Thread**, a spirit that appears as a patient figure woven from moss, twine, and river reeds. It cares less about truth than about whether people mean what they say when standing at a threshold.
Old Thread dislikes being worshiped, enjoys bargains phrased carefully, and has started paying unusual attention to the buried bell.
## Secrets
- **Surface:** Several villagers have secretly started avoiding the bridge after dark because it shows them things they regret.
- **Surface:** A handful of villagers have begun meeting at night to listen for the bell and share what they think it promises them.
- **Hidden:** The bridge was built partly to pin the waking place in its sleep by tying its threshold to the village's daily traffic.
- **Buried:** If the bridge fails or is profaned, Briarcross will stop functioning as an anchor and the Hollow Bell will wake much faster.
## Connections
- The bridge road leads toward [[campaigns/the-hollow-between/locations/the-hushmere]]
- Local fear centers on [[campaigns/the-hollow-between/locations/the-hollow-bell]]
- The village belongs to the larger region of [[worlds/eldar/geography/the-lantern-moss]]
## DM Notes
Use Briarcross for arguments, requests, rumors, and competing explanations. The village should feel split but not villainous: most people are scared, practical, and protecting something.
The Listeners Below should feel understandable before they feel threatening. Their members are lonely, grieving, resentful of old rules, or genuinely convinced the village has mistaken imprisonment for safety.
## Hooks
- someone crossed the bridge at dusk and came back with a memory that is not theirs
- Old Thread offers the party safe passage in exchange for a promise it will collect later
- a removed bell clapper has gone missing from a villager's doorway
- villagers begin painting green toll marks under their windows to signal sympathy with the waking

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---
type: location
world: Eldar
campaign: The Hollow Between
---
# The Hollow Bell
> [!info] At a Glance
> **Type:** Burial hill, barrow, and threshold-place
> **First impression:** A broad grassy rise with standing stones on its crown and damp earth that smells of rain even in dry weather
> **Mood:** Reverent, uneasy, magnetic
## What You See
The Hollow Bell rises from the marsh edge like a held breath. Paths around it are older than the village and worn deeper than they should be. At the crown stand five stones, each etched with toll marks whose grooves fill with green light after sunset.
No bells are visible. Yet on certain nights, the sound comes from inside the hill: one deep note, patient and impossible to ignore.
## The Surprise
The hill is not merely a burial place. It is a **sealed conversation** - a threshold where a local power was once spoken into stillness instead of slain. Each toll of the buried bell loosens the terms of that bargain and allows the hill to exert more of its original shape on the region around it.
## The Rule
**No one may sleep on the hill in rain.**
Those who do dream of an older landscape beneath Briarcross and wake walking toward whatever the hill wants them to see.
## The Spirit or Being
Within the hill stirs **the Sleeper Under Toll**, an ancient place-mind bound to crossing, return, and rightful passage. It is not evil. It is vast, half-waking, and increasingly confused by the village built atop the edges of its bargain.
When it reaches outward, it does so through bells, dreams, moved paths, and misplaced memories.
## Secrets
- **Surface:** A hidden stone door exists under the western slope, but it only appears after the bell rings.
- **Hidden:** The Sleeper was bound not because it was monstrous, but because two human communities wanted incompatible claims settled in their favor.
- **Buried:** The old bargain required regular acknowledgment through tolls and offerings at the bridge. Briarcross has preserved the motions but forgotten the meaning.
## Connections
- Villagers from [[campaigns/the-hollow-between/locations/briarcross]] fear and depend on the hill in equal measure
- The hill's dreams run out into [[campaigns/the-hollow-between/locations/the-hushmere]]
- Its older identity may reshape part of [[worlds/eldar/geography/the-lantern-moss]]
## DM Notes
The Hollow Bell should feel like the campaign's anchor mystery. It is powerful but not inaccessible. The interesting question is not "how do we kill it?" but "what kind of relationship can or should anyone have with a waking place?"
## Hooks
- the buried bell rings while the party is standing on the hill
- a villager sleepwalks to the hidden western door
- the hill offers one character a memory of a road that no longer exists

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---
type: location
world: Eldar
campaign: The Hollow Between
---
# The Hushmere
> [!info] At a Glance
> **Type:** Marsh and reedwater
> **First impression:** Still black water, long grasses, low fog, and paths marked by bone-white stakes
> **Mood:** Beautiful, disorienting, attentive
## What You See
The Hushmere is a spread of dark water and floating sedge broken by islets of firmer ground. The air smells of wet earth and pennyroyal. Sound carries oddly here. A laugh can travel for minutes. A whispered warning can stop a boat as surely as a pole in the mud.
## The Surprise
The reeds in the Hushmere **repeat important words** after they are spoken - but never immediately, and never in the same voice. At first this seems eerie. Then useful. Then dangerous, once the party realizes the marsh decides for itself what counts as important.
## The Rule
**Never speak a full name over open water.**
Locals shorten, blur, or nickname each other on the marsh. The water keeps names it hears clearly and gives them back later to things that should not have them.
## The Spirit or Being
**Ysa of the Reeds** moves through the Hushmere as a woman-shaped drift of reeds, ferry rope, and silver fish scales. She tends crossings, listens for broken promises, and cares deeply about names used carelessly.
Ysa does not want the waking place destroyed. She wants it understood, because she remembers what it was for before people became afraid of it.
## Secrets
- **Surface:** Smugglers once used the marsh, and some of their hidden paths still exist.
- **Hidden:** The reeds have started repeating words spoken decades ago, not just recent ones.
- **Buried:** Ysa helped put the waking place to sleep and has told no one that the old pact was meant to be temporary.
## Connections
- The marsh paths lead back toward [[campaigns/the-hollow-between/locations/briarcross]]
- The waters bend around the burial rise called [[campaigns/the-hollow-between/locations/the-hollow-bell]]
- Ysa knows things about the region of [[worlds/eldar/geography/the-lantern-moss]]
## DM Notes
The Hushmere is ideal for navigation scenes, overheard truths, and bargaining with Ysa. It should feel like a place that listens before it acts.
## Hooks
- the reeds repeat a dead person's warning in front of the party
- a ferried passenger vanishes from the reflection before they vanish from the boat
- Ysa offers guidance if the party returns a stolen name to the marsh