The Whispering Plains
Topic: Tarawn
Links: https://www.reddit.com/r/DnDBehindTheScreen/comments/bxkbn5/steal_my_location_the_whispering_plains/
Tags: #places #tarawn #wild-magic
On the western outskirts of Tarawn, close to the wall bordering Thynnon, lie the Whispering Plains, a boundless sea of tall grass, and a barrier to the living. Those who have business on the other side prefer the long way round, lest they be driven mad by the powers that inhabit the countless miles of featureless, rolling hills. Only the desperate or foolhardy traverse the plain, traversing the persistent drone of unintelligible whispers and alien encounters that assail their minds.
There used to be a town here, long abandoned, and obliterated by the sorcerer's energies a century ago.
Whispers: Anyone attempting a long rest in the plains must make a Fortitude save (DC 12). On failure, they do not benefit from their long rest as the voices keep them awake, and they are fatigued for 2 hours the next day. If they fail again, the next day they are exhausted for 2 hours, then fatigued for 2 hours.
Setting
The whispers for which the plain gets its name are generally calm, subdued... as if many muffled voices speak softly in the distance. At first, it may be mistaken for the mere rustling of grass. The voices are tantalizing, as if just a little extra focus or effort would allow a traveler to understand their message... but meaning is ever out of reach. Occasionally as travelers encounter the strange phenomenon within the plain, these whispers grow in intensity. Becoming hundreds, thousands, of voices billowing forth in concerted anger, sorrow, or regret. While within the plain, the whispers prevent any telepathic or magical communication in or out. Sending and message result only in an intensification of the whispers, and no messages reach their intended target.
The plain itself seems calm and quiet. Ordinary. But an observant eye will realize that the tall grass sways and shifts without or against the wind. No living creatures can be seen, no birds or beasts, or even the smallest insects. Deeper within, travelers will see strange depressions moving through the grass, pressing it down momentarily before it springs back up behind. As though invisible creatures of various number and size are passing through, moving quickly, though closer investigation reveals nothing is physically present. These unseen passersby continue on, apparently unaware or uninterested in mortals. And the ever-present drone of whispers continues on...
Encounters
The Caravan
The party encounters three wagons that apparently attempted to take a shortcut through the plain. Inspection of the wagons themselves finds sun-bleached and dry rotted wood with faded paint. The goods within long spoiled. But the five bodies around the campsite are fresh, the blood still wet, as if they had died mere moments ago.
Investigation reveals one of the dead men killed the others, most in their sleep, before killing himself. Speak with dead works normally for all but the murderer. The victims who weren't killed in their sleep may reveal the murderer went mad, fighting and kill them with deadly, but silent, efficiency.
Attempting to speak to the deceased killer results in the caster being suddenly overwhelmed by the whispers, and forced to pass a will save (DC20) or be driven mad, suddenly attacking their party. This state of madness is removed by greater restoration or unconsciousness.
Invisible Pilgrims
If anyone in the party stands in the path of the unseen things passing through the grass, they must make a will saving throw (DC15). On a failure, they take 4d8 psychic damage and fall unconscious. A creature can use its action to wake them. The victim wakes with a vague, dreamlike sense of fleeing... something, and with an uneasy feeling that they were someone else.
Branching Memories
At random or DM's discretion (or on a nat 1 CON save during long rest) while sleeping in the plains, a traveler in the plains enters a vivid dream that seems entirely real to them. They revisit a pivotal and/or traumatic moment in their past, one from which they narrowly escaped. In this dream, they don't. In reality they could have escaped slavery or prevented the deaths of loved ones. In the dream, they are recaptured or watch as the ones they care about are slaughtered. In the dream, they live out their life seemingly years after these events were changed.
The affected individual will not wake on their own, but will if the party wakes them the following morning. The individual must make a wisdom save (DC15 or dependent on intensity of the events in their dream) or not recognize their party or this reality. This save can be reattempted each night, with DC slowly dropping (or quickly dropping if party members handle it well and try to help bring them back to reality).
A Visitor
At night, a traveler keeping watch may see the grass nearby part to reveal a black silhouette. Make a wisdom save (DC20). On a success, they see only blowing wind and the strange figure has disappeared. On a failure they wake hours later, alone, lying on their back with a single jet black orchid on their chest. They and the party must find a way to reconnect (tracking, flying up to scout, etc).
The jet black orchid can be used to succeed a single mental save (Wis, Int, Cha), after which it turns pure white and loses its magic. May only be used by the one to whom it was gifted.
A Memory of Conflict
While sleeping mortal travelers may begin dreaming of an unfamiliar conflict, ancient or imaginary. The travelers find themselves in a fight (undead, demons, or random beasts - all twisted and unrecognizable). When the battle concludes, the party awakes to find the injuries sustained in the dream carried over to waking reality. Strange ancient weapons or artifacts recovered in these dreams may appear at the traveler's side upon waking.
A Lost Age
The travelers may stumble upon a clearing in the plain. A ruined village or conclave, so far gone that only the foundations remain. The whispers become intense, nearly unbearable. If the party investigates they may uncover hidden cellars with ancient treasures and preserved parchment scribed with a long dead language. But with each discovery the whispers grow louder.
Over time as the party searches and investigates, they make consecutive wisdom saves against the whispers (start at DC15 and rising). Each failure results in increasing psychic damage, along with exhaustion levels. Three consecutive failures result in unconsciousness for 24 hours. The whispers lessen as soon as the party leaves the area.