The Lonesome Village
Place of healing. Place of peace. A place to go if the world has harmed you too much.
A Lost is someone that has experienced so much terror and grief, that its soul has broken. What stays behind are broken remains of the former person. Burn-out syndrome at its strongest. A blank look, seldom talking, if ever. Cannot take care of self, surviving through kindness of others, unable even to defend itself. Should such a person be confronted with the terror that caused this ailment, running away in panic and hiding somehow can be expected. Rarely, the person could blindly attack the cause of its fear and torment. This condition cannot be cured with simple magic and is cured (if ever) through a long and careful treatment.
Now, try to imagine:
a) an asylum that takes care of such people and
b) a small village nearby composed of former patients
The Asylum:
Not far from the village is the asylum, a great manor with a large garden, where the troubled are taken care of. The asylum is even less interested in undesired visitors disturbing its calm waters.
Sometimes one of the patients is treated back to health. Still, it is rare for someone to leave back into the wild unpredictable world. Some stay in the asylum even after the cure, some stayed in the woods nearby. Slowly, a minor village emerged.
The Village:
This small settlement is probably not on any map and can be far from any important trade routes and towns , where villages are likely to be found.
The people here have abandoned their past - the parts of it they could remember - and are trying to live peaceful lives, without any kind of disturbance from outside or inside. There are no children here, and the few couples are mostly not married.
Most are farmers, there is only one craftsman (a smith), no inn. There is not much money to be found, and little interest in luxury items.
This should be the most quiet village the PC's will find anywhere. The people are relative friendly, but generaly keeping to themselves and have no interest in any heroic stories and stuff - a guaranteed shock for most heroes :-).
If needed, travellers can stay overnight, but are expected to leave soon.
Notes:
- This place has probably some kind of guardian(s) ready to intervene.
- If looking for a lost person , this may be the right place to find her. But to persuade her to leave this peaceful place and simple life may be an almost impossible task.
- A few legendary heroes may live here. They would most likely reject anyone asking for training, but can you resist the chance to train with xxx the Mighty?
- This would be a great roleplaying opportunity if one of the village or asylum residents held the key to a major ongoing campaign. It would take a great deal of care to extract the info without upsetting or unbalancing the person. An excellent chance for the party to use diplomacy. (Thanks Anonymous!)
- One of the patients could be someone who learned some dark secret and now lives in denial of the awful truth he knows. (Thanks Agar!)
- On such a small scale like an isolated village, a very viable communist community could work. I don't imagine they would even need anything like money, just the smith fixes the broken tools and the farmers raise the food, and everyone helps each other out. If the smith has to work on something you own so much he can't get his own food, you own the broken tool, so you provide for him.
When the players come into town with their coins and specialized skills, they have nothing to offer them for any supplies or services they need. The town would already be self-sufficient, it would have to be, there would be very little work that needed to be done that the players could do to contribute. (Thanks to Agar again!)
- A peddler might come occassionally, every month or less, to bring the few goods the community cannot produce, making it unnecessary to leave.
- High-level overmighty heroes may be bothered by their employer with simple jobs like removing a few orcs fast, but silently and with discretion.
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? Responses (7)
A neighbor to Asylum or a smaller scale version, easy to put into a campaign.
What causes one to be lost? More specifically, why are there so many that someone had to make a special place for them?
Was there a great Evil that came across the land?
If monsters were responsible, then a number of ex-adventuring types would be there. Perhaps they are the mcguffin that brings you there.
What noble ruler (or was it a church) that ran/ runs the hospital/ asylum? And why do they run it? Is it guilt that motivates them or is it altruism?
Questions, Question, and more questions. Nice concept and easy to impliment
If your world has some horrible forces alien to the human mind, this might be the result of meeting them. But we don't need Cthulhu for this. Even in a 'ordinary' war, some cannot bear the burden of things they have seen and maybe commited themselves. Also, some special monsters can drive you insane.
Why there are relatively many? Hm, good question. It may through the presence of these horrors. It may be a quirk of the world, that makes many who suffer horribly into the Lost. Maybe there is some spell or curse (possibly divine), that disrupts one's mind in this way.
If this happens from time to time, and adventurers are prime candidates, I can well imagine an adventurer's guild to be among the sponsors. Maybe someone wealthy hopes in curing of a close person. And the village can cover a part, if there is food in surplus.
A little bit like Vietnam vets after the war. They didn't even get recognition, and most of them suffer from emotional problems (i.e. Shell-shock, depression, alcoholism, amnesia)
In a fantasy world, there are so many things that can drive you mad ... you think napalm is bad? Have a dragon incinerate your village. You thing being violated in a back street is horrible? Have a demon do it. Family problems are already enough to unhinge a mind - now try and imagine knowing that one of the quarrelsome family members is possessed/a doppleganger, and find out which - they all behave irrationally already!
*shudder*
It does not take much to reduce one to a gibbering wreck!
5/5
Excellent points EchoMirage! Manfred, this is a splendid village with many plot-hooks to go.
Great work!
Just found this!
I really like the feel of the village, as a strong self sufficient community, with former disillusioned heros and knights, having seen the horrors of the world and retiring to a remote location.
Questions about the past are unwelcomed here...
The asylum is a really nice touch too. And I can definitely see the guild funding it.
I can also see this palce used as a horror location, with everybody in the normally peaceful asylum going homicidally insane, and the village overrun by homicidal maniacs after a demon incursion or other serious mis-happening, etc... this could be why the PCs are sent in. Find what went wrong, contain, sanitise... will they come out of it with their sanity intact?
5/5 i really like it.
PS:(the aptly named: 'The Village' by M. Night Shyamalan might give an idea how the community would work, although i expect the demographic in your village will be different)
There are days where I would like a place like this. This could be a good place for a sometime mentor to dwell, and the PCs must come and go occasionally, getting to know the people and perhaps appreciating it.
They may even care if it were to somehow come under threat.