Bouldersproke

Wherein the Dead Shall be Watched Over

A shroud of grief descends upon the sullen brow of Bouldersproke, where a sorrowful procession bade farewell to those who now forever sleep.

For full three days thereafter, and full three nights, shall the sunless departed be tested by eager shadows.

None shall regard this tombish slumber ‘cept for brave and temperate guardians; stout Heroes whose resolve shall a thousand times be tested by ten thousand spectres ill starved and foul teeming.

’Pon fourth day’s dawning shall the dead ascend with gratitude, on t’wards the heaven-set campfires of ancestors afar, as the thirst of our Heroes is quenched by the lofty Horn of Bouldersproke, their honour spun brightly across the many peaks and far beyond.

  • A small village in a remote valley famed for carrying their dead in great processions to a mountainous plateau.

    It is there that, within a Kapela - a triangular stone construction resembling a cavernous mead hall topped with an enormous boulder - tradition dictates the dead be watched over by visiting warriors for three days and three nights before the spirit of the deceased embarks upon its final journey towards eternity.

    The reward to those partaking in this ritual of Passing is rumoured to be great, for the Villagers are said to offer the weight of the dead's soul in coin and gem-stones; a reward known as the "Horn of Bouldersproke".

  • Use this section as a quick reference during play, or at the start of a Session to refresh your GM senses!

    Sights
    Scree and scattered rock.

    Patches of snow here and there untouched by sunlight.

    Birds of prey circling high above.

    Patches of scruffy mountain grass, and brightly speckled lichen.

    Semi-wild goats and sheep.

    Sounds
    Near constant whistling of alpine winds.

    Distant tumble and scattering of rocks.

    At last and first light, the distant rumble-roar of the Bouldersproke Karnyx.

    Bleating of mountain-animals.

    Smells
    A herby, mossy aroma.

    Crisp, earthy scents of snow and earth.

    Incense and torch-fire.

    Honeycombs and flowers decorating the deceased.

  • Life in the village in the valley below is closely entwined about the alpine seasons; goats and sheep supply much, as do the small lakes and streams dotted high about them.

    All that is needed can be found within walking distance of the village, and that which cannot is of little to no use here.

    The higher places of the surrounding mountains are seen as sacred - a place only for animals, beasts, spirits, and the dead, and only occasionally explored for rare ceremonial herbs and roots.

  • Several times through the seasons, warriors and Adventurers somehow find themselves in Bouldersproke, where they are invited to sit with the dead through the passing of their spirit.

    This Ritual of Passing takes place at the Kapela; cavernous, three sided structures of mountain rock and moss, topped with enormous triangular boulders, filled with darkness and charcoal smoke.

    It is rumoured that many warriors, and many Adventurers, do not return from the passing of spirits. Villagers are quick to assure any who might enquire that the attendants of the dead simply chose not to return to the village, departing after their ceremonial duties were completed.

  • Naught much but the spirits of the dead, as they ascend to the camp-fires of the ancestors in the darkness of night above.

    Some outsiders covet the rare roots and herbs that can be found in the high places, but most would make do with lesser balms, salves and concoctions, as prices for Bouldersprokian ingredients are eye-wateringly steep.

  • Those who come to watch over the dead - though treated with quiet respect by all - find their stay is shrouded in much superstition.

    As such, no offer of lodgings in the village should be expected, for it is believed that the spirits linger too closely to outsiders.

    A bed of moss is the best one might expect, with a pillow of reeds, and a blanket of dew.

    But rest well, dear Traveller, for once you have entered the cavernous Kapela of Bouldersproke, no sleep shall be found, and no rest shall be had.

  • The village in the valley below the tomb-like Kapela is home to many families, with a tradition of a hereditary chieftain/chieftess that rules all.

    Unusually, there is no religion here, and no belief in the gods. Visitors who proclaim such adherence are met with curiosity, and may expect a great many (respectful, courteous) questions on their faith.

    Regarded above all else in Bouldersproke are the spirits of the departed, and a great many complex and seemingly archaic rituals and observances tied to the dead are intertwined with almost every aspect of village life.

    Helpful and mischievous, malevolent and devious, sorrowful and cruel; many are the spirits that roam and occupy the superstitions of the villagers, enchanting, cursing, blessing, and bewildering.

    Note to the GM : perhaps consider using the 101 Demigods of Zarratolpa to assist with these minor spirits.

    Some seek the wisdom and insights of the Hyælshens - blind and naked soothsayers that wander the perimeters of the village - to guide them through the arcane oscillations of these spirits.

    Others stick to familial rites and rituals, ne'er daring to deviate from the ancient ways.

  • Life in Bouldersproke may seem perhaps a little backwards to those Travellers and Adventurers who have spent time in larger towns and cities.

    Life here is uncomplicated, with nought much to speak of beyond the raising of goats and sheep, and the harvesting of wild crops and berries.

    An age ago, the Bouldersprokeans were, it is said, a fine caste of warriors who guarded the wild frontiers against incursions of any who sought to probe or threaten.

    Tales and legends of this time pepper the old myths, and there is much pride in the retelling, with old sages and wizened bards likening the campfires around which the enraptured listeners sit with the twinkling stars above.

    Some stories speak of how the old warriors stood not against invading or marauding tribes or kingdoms, but against a plague of great and ancient evil. It is from this time that the ritual of departing souls observed today are said to be derived.

  • Roll 1d8 on the table below to discern a superstitious practice observed by the Party as they arrive in the village.

    Remember to describe the following with no fanfare occurring; these practices are quite normal here, after all!

    1 - Dessan : the practice of burying knives in the earth after they have been used to slaughter animals for the table.

    2 - Pracken : the practice of hanging dried herbs in the windows so that benevolent departed spirits can find their way from house to house.

    3 - Broshen : the practice of burning dried dung in specially made head-adornments to keep malevolent spirits away from young-folk.

    4 - Hask : the practice of pouring spoilt milk across a pathway to feed the spirits of livestock.

    5 - Prosst : the practice of blowing out all candles and relighting them seven times to confuse malevolent spirits who would seek to poison food upon the table.

    6 - Eest : the practice of dressing with one's back to the door, to keep the spirits from barring your path.

    7 - Prasten : the practice of the head of the home singing before sleep, to keep the spirits from the dreams of those residing.

    8 - Mald : the practice of smearing animal fat upon the cheeks of the young as they go to gather berries, thus keeping sun-sprites from making mischief.

    These are just some examples, and we encourage you to come up with many more of your own!

  • Within the Kapela, where the body of the dead is watched over by brave Heroes, a great many trials awaiting.

    It is here that the shadows take root; where all things unknown become known.

    Night of the First :

    The Party shall face strange spirits and ghosts that will taunt and tease them, whispering falsehoods to each of them, hoping to turn them against one another.

    Night of the Second :

    The Party shall be met with the spirits of those who have loved them. Some are truly the dearly departed. Others are charlatans; dread ghouls who wish only to bring heartbreak and misery, and to sow discord.

    Night of the Third :

    The spirit of a long dead god shall come, hungry for fresh hearts and swinging a furious night-blade, and attended to by a cruel retinue most abhorrent.


    Survive these three nights and the spirit of the deceased over whom the Party has watched shall be free to join the campfires of the ancestors in the stars above.

    Most importantly, the Party shall live to see the dawn, and become legends in Bouldersproke.

  • Roll 1d6 to forage in the alpine wilds of Bouldersproke!

    legends and tales exist for each, and many a superstition, too.

    1 - Nishus : a spiky green root that entirely numbs the skin and its underlying nerves.

    2 - Polldunn : a milky white shrub that brings great, vision inducing euphorias, along with a temporary blindess.

    3 - Isstolln : the downy leaves of this tall weed give - when boiled into a brew - the sensation of flight to the drinker.

    4 - Teek : the yellow petals of this delicate, small wildflower are good for tooth and stomach ache. They also increase one's hearing tenfold.

    5 - Millen : a stubby, bitter root best chewed over long periods of time. It dulls the sense, slows the blood, and brings one as close to death as possible without the crossing.

    6 - Scifftack : a highly flammable, apomictic seed that expands rapidly upon igniting.

  • This list is by no means exhaustive, and is intended simply to stir the pot of your own imagination.

    Use what follows as starting-points, or ignore them entirely in favour of your own Adventure Hooks!


    Roll 1d6 or choose from the Table below :

    1 - A dear Boulderspokean friend and/or companion has passed, and the Party are honour bound attend to their Kapela. Here they shall be beset upon by spirits for 3 days and 3 nights, guarding the body of their friend before its soul can safely depart.

    2 - A wise Mage has foretold a powerful, and potentially threatening, assembly of spirits accumulating high in the mountains. The Party is tasked with investigating.

    3 - A rare mountain herb is essential in saving a powerful patron of the Party from a curse. This herb is found only in the region of Bouldersproke.

    4 - Rumours of relics once possessed by Giant-folk are sought by a wealthy mercantile collector. Their research suggests that the Kapelas were once entrance-ways to subterranean vaults guarded over by minions whose descriptions seem strikingly close to much repeated in the Bouldersproke legends of the Villager’s ancestors.

    5 - A Party member must confront a great many spirits as part of their initiation into a secretive order. The Kapela rituals of Bouldersproke offers an unparalleled opportunity.

    6 - Bouldersproke, being bereft of the influence of the many gods, is the ideal place for a Party member to prove their mettle without divine interference or assistance.

  • ROLL 1d20 for a BOULDERSPROKE TRINKET

    1 - Snail shell holding the final breath of a departed soul.

    2 - Seven cats tongues tied into a bundle.

    3 - A pair of bone dice that only ever roll odd numbers.

    4 - A small lantern containing the two flickering lights, blue and yellow, of an Ignus Fatuus.

    5 - A tiny book, bound in unusual leather, full of curses scratched into the vellum pages with a needle point.

    6 - An obsidian mirror that holds the reflections of the dead.

    7 - A pot of blood-coloured ink.

    8 - A garland of periwinkle blooms.

    9 - A wand of raven feathers.

    10 - A jar full of moths.

    11 - A petrified hand, covered in unusual tattoos.

    12 - A lyre fashioned from bone. Its notes sound silently ... at first.

    13 - A scarlet ribbon upon which is inscribed a plague-poem.

    14 - A flute fashioned from a rib bone.

    15 - A pouch full of brightly coloured ashes.

    16 - A small bird shaped whistle with a sound resembling an assembly of pained screams.

    17 - A pouch of beads fashioned from lamb's teeth.

    18 - A small hand-axe that emits bright sparks when swung through the air.

    19 - A goat's skull that mutters frightening prophecies and terrifying secrets.

    20 - A many-legged insect that emits a dense cloud of mist when startled.

  • Roll 1d8 for a Kapela Encounter :

    1 - Half of dozen child-spirits descend upon the Kapela, unleashing all manner of cruel mischiefs and misdemeanours.

    2 - A three-legged dog appears from the shadows, and barks incessantly at one of the Party members.

    3 - Personal belongings of the Party disappear and reappear, many of them flung violently at the body of the deceased.

    4 - A voice outside of the Kapela screams in agony and begs for help. If the Party do not go to its aid, it begins to beg to be let in.

    5 - The severed head of a giant-stag is thrown upon the fire, appearing as though from nowhere. As it burns, it begins to scream, and a cloud of flies erupts from its mouth.

    6 - Visions of long lost friends and relatives plague the Party, their ghosts seeming to apparate within the Kapela, urging them to abandon the watchful Rite of Passing.

    7 - A growing cacophony of whispers echo, first distant and then very close.

    8 - A god of Death arrives, wishing to engage the Party in a game.

Residents of Note:

Ancestries have not been allocated, allowing the GM to assign as appropriate.

  • The hereditary "elder", and head of the Village, despite being a mere child.

    Despite this supposed disadvantage, they carry themselves with great poise and nobility, along with a blunt cruelty that spares none.

    Cloaked in black robes and bear furs, they are attended to by a flock of chattering ravens, and kept close to the warming fires of the village mead-hall.

  • A wild-haired Hyælshen (soothsayer), muck-caked, blind and naked, perched upon a low boulder some few hundred feet from the entrance to the Kapela.

    They offer prayers and riddle-strewn proclamations, along with small garlands of mountain blossoms, to those warriors who come to watch over the dead.

    Helpidius is frequently pelted with small stones, as though from nowhere, and their back is heavily welted with hundreds of scars from an ancient whip long ago lashed

  • A tense and skittish villager who has recently suffered a terrible loss, and now awaits the Kapela procession so that they may bid farewell to those they have lost.

    Lesstro'at wishes soon to leave Bouldersproke, and quietly rages against what they deem to be the petty, spiteful superstitions of their fellow-villagers.

    The birth-mark upon their face makes them easy to spot, as does their fiery-red hair, and the tall staff crowned by shrew skulls that they carry with them.

  • roll 1d6 when in need of a random Villager, or choose from the Table below :

    1 - Mysk; short, well presented, and with thick black hair, this exceptionally self-confident individual seeks only an investment of coin for their fortunes to turn.

    2 - Rirken; a wiry, intense, verbose individual with a deep distaste for the hereditary leadership of the village, to whom they pen violent diatribes that are nailed upon tree-stumps here and there about Bouldersproke.

    3 - Nower; a tall and kindly sort whose kitchen pours forth stews and soups to feed any who should hunger. Nower wishes only goodwill and harmony upon all things.

    4 - Vasten; their face pocked with piercings and scars, they are a cruel and violent individual who delights in extolling bizarre punishments on behalf of the young Korven.

    5 - Enilje; rotund and balding, and forever in a hurry, spitting as they talk, their arms flailing as they shout curses to those who have not paid their rents and taxes.

    6 - Stroimiko; a shy and hidden sort, born with no tongue, and with a curse of natural magic in their hands, they hide - naked aside from their long, flowing white hair, amongst the livestock and muck-piles, watching much and seeing all.

Albyon’s Final Notes for the GM
pull apart this location so fantastically strange,
toss aside all that irks to better rearrange
the unspooling inspirations, the pearls of our trade,
to stitch anew an Adventure, & a Quest freshly made,
t’wards a tale of your Party's own
Bouldersproke

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