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The Burnwillow Grove

Geography

The grove is an area of the forest approximately 30 miles in diameter. Within this area, the willow trees are imbued with magic from the elemental plane of fire. The recesses in their bark glow faintly with and orangey-yellow light and the vine-like branches hang down with small, flickering flame-like leaves. If any leaves falls off the tree, they dissipate into fiery embers.   Burnwillow Trees. Burnwillow trees are immune to fire damage. Additionally, if a tree is felled, it lets off a small explosion. Each creature within 10ft. of the medium sized tree must succeed on a DC 13 Dexterity saving throw, taking 4D6 fire damage on a fail or half as much on a success. The DC and number of damage dice both increase by 2 for each size category the tree is above medium.   The Everflame. At the center of the grove is The Everflame. It is an immense, seemingly-sourceless bonfire, which rises 100ft. into the air and engulfs a mile wide area on the forest floor. It is directly connected to the elemental plane of fire and acts as a portal directly to The Sea of Fire. Surrounding the entire flame, 30ft. from the its edge, are a series of enchanted stones etched with runes. The stones surrounding the flame are enchanted to produce an antilife shell, which covers the entire flame. This is to stop any creatures from potentially passing through from the elemental plane of fire, however it does not stop the incredible heat which comes off of it. Any creature who starts their within 60ft. of the edge of the flame must make a DC 15 Constitution saving throw, taking 10D10 fire damage on a fail or half as much on a success.   Hagan's Village. Located to 1 hour to the west of The Everflame is a small village Hagan of the Wildfire created and calls his home. From here, he, Naivara and Sariel (a pair of summer eladrin aligned to him) live in humble wooden cottages where they maintain a small farm, a limber mill for felled burnwillow trees and a simple church dedicated to Pelor, the Dawnfather. The village is protected by a burnwillow treant named Char, who was created by Hagan and is deeply loyal to him for the work he does. Dotted around the village are a number of floating, jagged rocks suspended by Hagan's druidic magic, which act as a defense to any who would enter the village against Hagan's will. They are able to be activated by Hagan or Char.
  • Hagan's Stone Rain. When triggered, acting on initiative count 20 (losing initiative ties), hail of rocks pound to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within the village. Each creature in the cylinder must make a DC 15 Dexterity saving throw. A creature takes 6D6 bludgeoning damage on a failed save, or half as much damage on a successful one. The rocks turn the affected into difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.

Maps

  • Hagan's Village
Type
Grove
Location under
Owner/Ruler
Owning Organization

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