Sunday, 22 March 2026

Burntburh: C1 - Orangegrove Reliquary


C1 - Orangegrove Reliquary

A picturesque patchwork of ancient woodlands, meadows and small lakes. Unusually groves of orange trees can be found on the western side, likely the wild expansion of a tended orchard long ago. The area has many gentle basins which tend to hold on to the frequent night fog until at least midday.


[At night you can always smell smoke, and have a 50% chance of fog]


Orangegrove Reliquary - Location 

One of the few rare reliquaries in the realm is located here. Operated and guarded by the Ancient Knight, sir Altbrant, this reliquary holds several second-hand relics of the Wheel Seer, as well as a small number of artifacts that other knights can temporarily borrow to aid them in their quests.


A spacious and practical building of wattle and daub, with ample space to offer comfortable hospitality to a pair of knights and their squires. An inner part of the building is much older and is constructed from heavy stone blocks, this area is used to house the relics, artifacts and the knights' sleeping quarters. The outer area of the property has a small stables, many herb gardens, a duck pond and numerous beehives around the outskirts.


Reliquary Relics

The small shrine here holds many objects formerly owned and used from the Wheel Seer, which have been stored here for a few generations. The most prized item is a 12 foot spinners wheel made out of a single piece of oak heartwood, which is suspended out of reach at the top of the shrine room. Followed closely by a still functional seer built spinning wheel set in the corner behind a barrier as it is forbidden from being used (without notable exceptions).


A number of bobbins with thread made by the seer themselves are kept in a special display cabinet. Whilst other highly regarded items include a variety of saws, draw bore pins and chisels which are on display around the walls alongside reproductions of some of the mystical marks the seer left on the wheels they made - including a tome illustrating in exquisite detail the features of the working spinning wheel housed here.


The shrine is always well lit with beeswax candles when visited, and conveys a natural sense of calm contemplation. Visitors are infrequent enough that they are often allowed to spend up to an hour in meditation here.


Reliquary Artifacts

  • The frostsilver pelt - a mighty wolf pelt of white and shining silver fur, fashioned into a cloak, with its four paws fastened to its lapels as brooches. The wearer is resistant to all the maladies of winter. The effect extends to anyone wearing just a paw, so long as they remain nearby.

  • The seerhand sword - this long narrow blade has a cage for a hilt containing the finger bones of seers. Those who wield it find the blade guided by the seer's hand.

  • The horn of the falling sun - a massive black warhorn banded with gold. Blowing on it three times during sunset will destroy any chosen structure. The first blow causes the ground to rumble, the second causes cracks to appear in the structure, and the third will shatter it to rumble.

[GM’s may wish to have a delay between each blow, for tension building and balance. For the longest delay make it take three consecutive sunsets to use. For use within a single sunset you can say the first blow (rumble) must be taken just before the sun touches the horizon, the second (cracks) as the sun is sinking, and the last (shatters) as it is under the horizon but still lighting the sky.]


The Ancient Knight, Sir Altbrant

  • VIG 15, CLA 12, SPI 12, 12GD, A1 (worn mail)

  • Old Sword (2d8 hefty, +d10 vs younger targets)

  • Wounded targets must make a VIG saving throw, on a success they age years equal to their rolled result, on a failure they immediately progress to their next life Age.

  • The ancient knight cannot have their age changed by any means.


An old looking man with long silver hair and short cropped salt and peppered beard. He is unusually spry and fit, and always active around the property. Always good natured, complementary and helpful. He has a careful and calculated outlook on life, with one eye always looking to the future - the sort of person who will reliably put in the hard work today so they can reap the rewards much later on.


Wants

Sir Altbrant will happily lend the artifacts in their care to knights who need them, but will need to know what quest you are on that requires them and insists on them being returned promptly after it.

He is always on the look out for new and useful medicinal recipes, he wishes to expand the reliquaries herb garden (with cuttings and seeds), and very much enjoys a specific type of spiced sausages that is made from another region of the realm.


What can you find here?

  1. Bitter orange mead - the Ancient Knight brews this concoction, in addition to just being a powerful and pleasant alcohol, it acts as Sustenance when combined with any fresh food enough for a normal meal.

  2. Herbal orange liqueur - the Ancient Knight also makes this very bitter medicinal that is a Stimulant.

  3. Orange blossom honey - the reliquary often has an excess of honey available, it is of high quality with a complex floral flavour.

  4. Helpful supplies - the reliquary has some simple stores for knights in need. Generally just common weapons, armour and tools can be found here, although rarer items that a questing knight might need are sometimes accepted in trade and are then stored here.

  5. Pilgrimage tokens - simple copper discs stamped with a spoked wheel are often collected by visiting pilgrims. Those with something to trade can get a more ornate amulet made of a thicker disc of copper that is held in a braided cord from thread made from the seers spinning wheel. They’re said to bring good fortune and clarity of choice to those possessing them.

  6. Talking fish - customs dictate that when catching fish in the lakes here you check if they can talk, as a few rare ones do. Outsiders always think that this means if you can catch a pair of talking fish they’ll grant you a wish you be able to answer any question you ask of them - perhaps confusing them for different talking fish somewhere else in the realm - locals know that eating them will just strike you mute for a week or so though.


Sparks

  1. Contented buzzing

  2. Idyllic haven

  3. Perfumed breeze

  4. Mighty trees

  5. Ground mist

  6. Dappled shadows

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