TEXT: Copyright © 2015 Michael Prescott - cbna  - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
  v1.2 pg. 1/2
  The SiTuaTion
  At the apex of a mountain pass, high in the 
  Strielwall Peaks, stands a ruined fortress.
  Once a Seree garrison, it is now occupied by 
  a peaceful band of giants and the assortment of 
  people devoted to them.
  Inside, the giants work to perfect a ritual of 
  tea making, a task they see as essential to the 
  well-being of the lowlanders.
  Also, they abduct people.
  RumoRS foR neaRby SeTTlemenTS
  • 
  Strielund tinkers know a shorter route to 
  Wintwatch than by going via Tannòch.
  • 
  Rough folk have been kidnapping people 
  and taking them into the mountains.
  • 
  At the head of the Serpentfork was once a 
  pass to Noripur.
  • 
  South of High Kellan, you can be sure to 
  dream of hot tea.
  • 
  It’s said that giants live among the clouds 
  in the Strielwall Peaks.
  • 
  The street urchins of Saltbride all vanish 
  in the winter.
  • 
  The Lord of High Kellan went missing for a 
  month last autumn.
  inTo The STRielwall PeakS
  There is indeed a path leading south-east 
  through the foothills into the Strielwall, starting 
  near the spring that gives rise to the eastern 
  tributary of the Serpentfork river.
  Once in the mountains proper, the trail winds   
  around three jagged peaks before it reaches the 
  foot of the Twining Stair (see below).
  In all, the trek is nearly thirty miles.
  The Changeable weaTheR
  The Strielwall mountains have extraordinarily 
  changeable weather, each sort lasting only d12 
  hours. Roll d6:
  1. 
  Clear skies and a light breeze
  2. 
  Still air but constant, wetting rain
  3. 
  Thunderstorms from the north
  4. 
  Fluke southerly wind brings thick cloud in 
  summer, snow at other times
  5. 
  Inch-diameter hail (lasts 5 minutes)
  6. 
  The blue sky darkens to starry black (the 
  sun remains, if it’s day)
  enCounTeRS in The PaSS
  In winter, the winding pass fills with snow 
  and is unused, but at other times, trackers may 
  spot that it is regularly travelled by individuals 
  and small groups.
  Roads being what they are, most meetings 
  are with people coming the opposite way, though 
  especially fast or slow-moving adventurers may 
  meet bands going the same way.
  TinkeRS & uRChinS
  In late autumn, tinkers from throughout 
  Strielund and the Border Lands head to 
  Splitpeak to winter there; some bring d3 orphans 
  or abandoned children, usually from the streets 
  of Saltbride.
  In spring, the tinkers descend to resume their 
  dealings; the youngest children stay behind.
  In summer, the pass is busiest - tinkers can 
  expect silver prices for dried fruit, cloth and tools 
  of all kinds.
  All know the importance of keeping their 
  dealings with Splitpeak secret, and will lie to 
  dissuade explorers.
  The PReSSeRS
  Drawn from the outcasts of society (some 
  unfortunate, some unpleasant), the pressers 
  abduct people from the lowlands and bring them 
  to Splitpeak; then return them.
  Presser gangs number d6+1, and will be 
  escorting 
  d3+1 
  lowlanders, 
  ranging 
  from 
  farming folk, villagers to the occasional townie. 
  Abductees will be docile and compliant, for the 
  pressers keep them drugged with water from 
  Lady Memory’s Garden (see below).
  By their dress, manner and speech, it will be 
  obvious that the group is made of two different 
  sorts, though the pressers will invent excuses.
   Pressers are cunning ruffians, but will 
  take great risks to return their charges safely 
  (though without their valuables), as they have a 
  superstitious fear of their employers’ perception 
  and influence. Most are armed with clubs or long 
  knives. Some are very old, or very young.
  Descending presser gangs will have a dozen 
  small vials of well-water, and will have been paid 
  in gold shavings.
  The Twining STaiR
  The trail enters a great fissure in the side of 
  Splitpeak, a mountain whose top is cleft in two, 
  diving it into northern and southern spires.
  The Twining Stair winds its way up through 
  the fissure, many hundreds of feet to the top of the 
  north spire. Parts never receive direct sunlight, 
  and can be icy even in the warm months.
  This was once a Seree fortress, and the 
  Twining Stair has many switchbacks where it is 
  overlooked by fortified posts (now empty).
  yanigal - maSTeR of admiSSionS
  A gray-skinned man of great height (9’), 
  gangly and long-limbed, but rounded by a 
  many-layered bear-fur coat. He waits at the last 
  switchback, listening for approaching groups.
  By his wrinkled face and drooping nose, he 
  would seem to be very old, but he is fit and strong.
  As with all the giants of Splitpeak, there is 
  a deep calmness to his manner. He is, however, 
  firm in his conviction that none may ascend 
  armed or armored for battle, for this is a place of 
  peace and good work.
  If necessary, he will back up this position with 
  stones hurled from a pile near his seat, and an 
  iron-shod staff.
  It’s possible he will mistake adventurers for 
  Pressers, if they look the part (lowlanders all 
  look the same to him), and may mistake those 
  who remain silent for ‘students’ (as he calls 
  abductees).
  If he senses no threat, he emerges to care for 
  new arrivals - he knows the journey is difficult.
  a Fantasy Settlement by Michael Prescott
  THE UNMENDED WAY
  noRTh Peak 
  (SPliTPeak houSe)
  SouTh 
  Peak     
  The uPPeR 
  CRoSSing
  down To 
     SlumbeRing 
        Tealwood
  The Twining 
  STaiR
  
  Copyright © 2015 Michael Prescott - cbna  - http://creativecommons.org/licenses/by-nc/3.0/ - Find more adventure locations at http://blog.trilemma.com
  v1.2 pg. 2/2
  SPliTPeak houSe
  The mountaintop fortress, once capable of 
  housing several hundred soldiers, has been 
  repaired and modified to fit the serene life the 
  giants lead.
  The corridors inside the northern peak are 
  lit by dim lamps, but numerous windows and 
  air shafts allow light in during the day; expertly 
  fitted shutters keep out the wind.
  Nineteen giants dwell within. They are 
  patient beyond measure, gentle, and faintly 
  superior - almost parental.
  Visitors that surrender their weapons to 
  Yanigal will be allowed to stay, and given leave 
  to move as they please throughout levels A and 
  E, but not further.
  Those that stray will be shepherded back, like 
  lost children. The violent are expelled.
  a. The gRand enTRanCe & hoSTel
  A firelit hall pierces the mountain. At the back 
  is Yanigal’s rest: a firepit, cauldron, and enough 
  furs to sleep a dozen people. Smells of roasting 
  goat and baking bread rise from E.
  b. yanigal’S PoST
  A small side passage opens to a small platform 
  that overlooks the Twining Stair. A small, 
  locked armory secures visitors’ weapons along 
  with those of the giants: mattocks and swords, 
  massive leather coats sewn with 
  metal plates.
  In an earlier age, they were 
  mercenaries, and can remember 
  those ways when they must.
  C. The uPPeR CRoSSing
  The 
  giants 
  deliberately 
  destroyed 
  the 
  bridge, 
  but 
  maintain another way to the 
  south peak:  twin iron chains with 
  wooden slats slung between them.
  The first line across was carried 
  by a brave, climbing gnome whom 
  the giants remember fondly.
  d. The aCCoRd
  Both peaks are capped by 
  accord stones, engraved obelisks 
  that record Seree pacts with 
  unseen powers, now broken.
  e. hall of The Tea makeRS
  A great stone hall lit by two 
  roaring fires; the area between is 
  arrayed with benches and tables. 
  Sunlight streams through an airy 
  shaft, bringing light to the plants: 
  two 
  great 
  soil-filled 
  troughs 
  line the walls, brimming with 
  vegetation.
  Knobby tubers are boiled into a sticky gruel, 
  flavourless but nourishing and is the staple food 
  of Splitpeak House.
  Bed rolls and mats are stacked in a corner: 
  the giants’ guests all live, eat and play here, and 
  above all, practice the art of tea-making.
  A good half of the indoor garden is given over 
  to Analeaf, a bitter highland herb from which the 
  giants make their tea.
  All may eat here, or sleep here, but the giants 
  insist that before each of these things, one must 
  make tea. It is the custom!
  buT fiRST, you muST bRew Tea
  Tea-making is done from fresh Analeaf. 
  Guests are patiently instructed to pick three 
  good leaves, to boil their own water, to brew the 
  tea until it is good and strong.
  Giants will watch beginners to ensure it is 
  done correctly, in particular counting out the 
  leaf-points to ensure it’s actually Analeaf (there 
  are many similar-looking plants). They fuss over 
  those that learn well, and are stern with those 
  who brew carelessly.
  Drinking is less important - if adventurers 
  refuse, the giants accept this with a shrug and 
  their usual calm.
  “It the making that is 
  important, that is enough.”
  Eventually, they will begin 
  gently waking visitors in the 
  night, one at a time, to test 
  their brewing while they are 
  half-asleep.
  “Let us see what you have 
  learned.”
  The long woRk
  Once all the lands were 
  ruled by the Sidhe. Lords of 
  Memory poisoned the streams 
  and rivers with their tears, 
  and those that drank grew 
  docile. Towns fell, roads grew 
  over. Most folk lost their wits 
  completely and returned to the 
  wood to live as animals.
  The Sidhe are not gone 
  from the world, and the giants 
  know they will try again. They 
  know that Analeaf infusion 
  protects against Sidhe poisons, 
  clearing the mind. When one 
  person awakens, others follow, 
  and a tiny spark of civilization 
  begins to grow again. This has 
  happened many times.
  By teaching people to brew, they hope to 
  make it habitual for as many people as possible, 
  thereby protecting the lowlanders from the 
  snares of the Sidhe, who can wait forever.
  This is the giants’ long work.
  f. hall of bRewing in SilenCe
  The abductees are brought here by the 
  Pressers, where the giants tend to them 
  carefully. It is eerily quiet, for the abductees are 
  kept drugged with water from Lady Memory’s 
  Garden (below) and seldom speak.
  The giants move among them, whispering to 
  rise, to eat, to bathe, to sleep, and to brew tea, 
  over and over again. (The final brew is always 
  switched, to prevent them awakening.)
  After several weeks the actions are automatic, 
  and the giants summon the Pressers to return 
  them home. “Safely, if you please.”
  When the process goes well, abductees 
  remember nothing of their time here, but the 
  habits remain.
  A tapestry here shows a map of Tealwood, 
  unwooded, and dotted with hundreds of villages 
  (these are now all abandoned and hidden by the 
  trees of the Tealwood).
  SlumbeRing Tealwood
  From the peaks there is an unobstructed view 
  south for many leagues.
  On a clear day, nearly the entire Tealwood 
  valley system can be seen: the cascade of foothills 
  leading down from the Strielwall, the enormous 
  wooded swath stretching from the black trees of 
  the Grinvolt and the steel-gray water of Near 
  Soont, past the serpentine Nall river. On clear 
  mornings, distant Wint Lake in the east catches 
  the rising sun and turns to molten gold.
  Occasional rainstorms can be seen marching 
  up the valley from the Near Soont.
  “It is asleep,” the tea-makers say sadly, if 
  asked about any of it, and warn that none who 
  go there return.
  you aRe noT Ready
  The tea makers will be very firm that 
  adventurers should not go to Tealwood, and 
  should stay awhile to consider their decision.
  “Your tea-making is not yet good enough,” 
  they may say. Those that insist are taken to the 
  garden.
  g. lady memoRy’S gaRden
  A high-walled garden: fruiting trees, many 
  herbs, a natural  spring, a stone bench.
  Within is a Lady of Memory, a shade of 
  surpassing power. In life, a Queen of the Sidhe, 
  now an immortal herald of their return, poisoner 
  of waters.
  She can withstand the sight of the living, but 
  like all Sidhe, if confronted she becomes aware of 
  her deathly state and attacks with the fury of a 
  sorceress beyond death.
  (For this reason, the giants never allow more 
  than one person in the garden at a time, and 
  under no circumstances any weapons.)
  Otherwise, she lives as ghosts do, lost and 
  unaware of her surroundings, weeping.
  Her tears have poisoned the garden, and any 
  who drink from the water fall under the spell 
  of the Sidhe, living placidly in the garden as 
  animals.  (Such folk do not trouble the Sidhe.)
  Within the garden is firewood, a kettle, and 
  many herbs (including Analeaf).
  The giants have a test: abstain from tea for 
  three days, then enter the garden and drink 
  from the well. If you have learned brewing well 
  enough, you will awaken within a few days.
  Those that do are deemed ready to venture 
  into Tealwood.
  Those who do not emerge within a few days 
  are retrieved by Yanigal, fed tea and a warm 
  meal and put to bed until they come to.
  
SOURCE: textdata/thevault/Trilemma Adventures/Trilemma 14 Unmended Way.pdf