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  20 THINGS #47:
  RAGING SWAN PRESS
  LOCAL LANDMARKS
  SYSTEM  
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  20 THINGS #47: LOCAL LANDMARKS 
  Are you a busy GM? Does session prep take too long? Do you never have time to work on the cool little details that can bring your session to 
  life? Well fear not! That’s where the 20 Things line comes in. 
  Compiled from the free 20 Things posts available at Raging Swan’s website, this short, focused compilation gives you, the time-crunched GM, 
  the tools to effortlessly add verisimilitude and detail to your adventure. Use the material herein either before or during play and bask in your 
  players' adulation. 
  This instalment provides ﬁve pages compatible with virtually any fantasy roleplaying game and is designed to help you to ﬂesh out and bring 
  to life the local landmarks in your campaign. 
  C RE DI TS 
  Design: Creighton Broadhurst 
  Development: Creighton Broadhurst  
  Art:Rick Hershey, William McAusland and Maciej Zagorski 
  (The Forge Studios). Some artwork copyright William 
  McAusland, used with permission. Publisher’s Choice 
  Quality Stock Art © Rick Hershey/Fat Goblin Games. 
  ©Raging Swan Press 2020. 
  The moral right of Creighton Broadhurst to be identiﬁed as the 
  author of this work has been asserted in accordance with the 
  Copyright Designs and Patents Act 1988. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  C O NTE NTS 
  Thank you Eric Scheid, for the topic of this book. 
  FOREWORD 
  Welcome to this Raging Swan Press System Neutral Edition 
  supplement. Herein you’ll find evocative, inspiring text designed to 
  help you—the busy GM—run better, quicker and easier games. 
   
  This book is compatible with most fantasy roleplaying games. 
  It’s impossible to create a truly system neutral book, though, and 
  some generic game terms—wizard, fighter, human, elf and so on—
  lurk within. These generic terms are easily modified to the GM’s 
  system of choice. 
   
  One special note about the NPCs in this supplement. While 
  some are magic-users, fighters, clerics and so on, others are simply 
  normal folk. Because different game systems handle normal folk 
  differently we’ve made no attempt to note their “class” leaving 
  them simply as “female human” and so on. 
  USING THIS BOOK 
  You can use these tables either during session prep or “on the fly” 
  during the actual session. Roll on the desired table and describe 
  the result. Remember: 
  •
  Some players may assume because you describe something it is 
  important. This may slow down the party’s progress through the 
  adventure. This isn’t necessarily a bad thing. 
  •
  Modify any result so it fit with your game. 
  •
  Ignore or re-roll inappropriate results. 
  •
  Have fun! 
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  Credits 
  1 
  ..............................................................................................
  Contents 
  1 
  ...........................................................................................
  Foreword 
  1 
  ..........................................................................................
  Using this Book 
  1 
  ................................................................................
  Join Raging Swan on Patreon 
  1 
  ........................................................
  1: Beaches & Bays 
  2 
  ...........................................................................
  2: Hills & Highlands 
  3 
  .........................................................................
  3: Houses & Homes 
  4 
  .........................................................................
  4: Ruins & Remnants 
  5 
  .......................................................................
  5: Wildlife & Woods 
  6 
  ........................................................................
  OGL V1.0A 
  7
  .......................................................................................
  
  1: B EACH E S & B AYS 
  Isolated coves, sheltered bays and sandy beaches pockmark the 
  coast. Well known by travellers, mariners and ﬁsherman alike such 
  locales are often important local landmarks. In such places, 
  smugglers can sneak ashore in the dead of night, ﬁshermen can 
  ply their trade and holy folk can meditate free from distractions. 
   
  Use this list, to add notable beaches, bays and other coastal 
  features into your campaign. 
  1.
  Bleak Cove: Accessible only by the stout ropes left by 
  ﬁshermen and egg-hunters, this hidden cove has a low-tide 
  foreshore replete with deep rock pools. Samphire grows in 
  profession on the cove’s cliffs and many seabirds nest here. At 
  high tide, the cove’s beach is almost completely inundated. 
  2.
  Willithar's Cave: Low tide reveals a wide swath of rippled 
  sand, and allows access to a part-ﬂooded sea cave buried at 
  the base of the cliffs. A chasm in the rocks above the cave lets 
  light penetrate the cavern when the sun reaches its zenith. 
  Mackerel swarm in the waters just off shore in large numbers. 
  3.
  Beacon Hill: A tumbled tower tops this blustery headland. 
  Only the tower’s ground ﬂoor remains intact, and sometimes 
  travellers shelter here from bad weather. Three cairns—said to 
  be the resting place of drowned mariners—wreathed in wild 
  ﬂowers lie further back from the cliff.  
  4.
  Elina’s Arch: A dramatic triangular rock arch overlooks this 
  wind-swept beach dotted with deep rock pools; many large 
  crabs dwell within the pools and locals comes here to catch 
  them. An elderly druid was reputed to live in a cave under the 
  rock arch, but she has not been seen in many years. 
  5.
  Deep Plunge: This high, dramatic waterfall, with a deep 
  plunge pool at its lip, tumbles onto a sheltered beach of sand 
  and shingle.  
  6.
  The Muckle: This blowhole pierces a great slab of rock 
  dominating a wide shingle beach. At high tide, the Muckle 
  blows every time a wave of sufﬁcient force reaches the beach. 
  The origin of the blowhole’s name is lost to time. 
  7.
  Namantor: Sand dunes rising up to rolling hills back this 
  long, shallow beach. At low tide, the sea retreats almost a 
  quarter of a mile leaving a glistening expanse of rippled 
  golden sand. Rocky headlands bound the bay to the north 
  and south. Minke whales and biking sharks cruise offshore. 
  8.
  Lonely Island Beach: This uninhabited rocky island lies a few 
  hundred meters offshore from a narrow, sheltered beach. 
  During storms, huge waves break over the island, sweeping it 
  clear of all vegetation and structures. A tower once perched 
  atop the island; now nothing but tumbled stone blocks and a 
  partially sand-ﬁlled, ﬂooded cellar remains. 
  9.
  The Golden Cliffs: Majestic west-facing cliffs tower over this 
  narrow shingle beach. Several half-sunken stone huts of 
  ancient artiﬁce perch atop the cliffs and afford incredible 
  views of the setting sun. A narrow sunken track leads to the 
  huts which are virtually invisible from the land. 
  10. The Drunk Man: This towering sea stack stands as high as the 
  nearby cliffs. Linked to the mainland by a narrow shelf of rock 
  that disappears at high tide, the 200-foot high Drunk Man has 
  a curious, lopsided look—the result of endless waves battering 
  the stack. High up, several narrow caves—the burial niches of 
  an old, forgotten people—pierce the stack; reaching them 
  requires magic or impressive climbing skills. 
  11. Church Island: An ancient, battered stone causeway connects 
  this tidal island to the mainland. Only useable at low tide, the 
  causeway is in poor repair. Extensive ruins on the island are 
  the tumbled remnants of a monastery dedicated to The Storm 
  Mistress. The monastery was sacked by raiders a century ago. 
  In the winter, pufﬁns nest on the island’s rocky shores. 
  12. Wreckers’ Cove: A narrow islet stands at the conﬂuence of 
  several powerful ocean currents. Consequently, the chill 
  waters of this narrow cove are often thick with ﬂotsam, jetsam 
  and wreckage. Beachcombers scavenge here for valuable 
  items amongst the sea’s leavings. Sometimes bloated corpses 
  wash ashore amid the wreckage. 
  13. Bone Beach: Fast-eroding cliffs overlook this sandy beach. A 
  chapel once stood on the cliffs, but it collapsed onto the 
  beach long ago. Now, the chapel’s graveyard is also falling 
  prey to the sea and perceptive visitors can make out bones 
  sticking out of the cliffs or (occasionally) littering the beach. 
  Unsurprisingly, legends of ghosts, hauntings and sinister 
  doings hover thickly about Bone Beach. 
  14. The Three Sisters: Three jagged sea stacks tower above the 
  surf of this wild, rugged beach. Several powerful riptides lurk 
  just off shore making waterborne investigations of the Three 
  Sisters difﬁcult and dangerous. 
  15. Passage Cove: This small cove boasts a narrow tunnel hewn 
  through the surrounding cliffs by long-dead smugglers. The 
  gently shelved sandy beach is a perfect spot to bring ashore 
  contraband and the like. 
  16. Short Sands: Crudely carven steps provide access to this 
  wild, sandy beach interspaced with rocky shelves. A grotto 
  pierces the cliffs and a dilapidated stone cottage overlooks 
  the beach. 
  17. Jetty Cove: A stone jetty juts out into this sheltered cove’s 
  waters. A substantial rambling stone building stands at the 
  end of the jetty and is home to an extended family of slightly 
  inbred ﬁsherfolk. The family do not tolerate guests, and wild 
  rumours accuse them of smuggling, wrecking and worse. 
  18. Sea Queen’s Grotto: A large tidal cave pierces the cliffs at the 
  base of this inaccessible stretch of tidal shingle beach. Inside 
  the grotto, a large stone throne—or at least a chunk of rock 
  that looks suspiciously like a throne—rises from the middle of 
  the grotto’s pool. Locals often throw offerings into the sea 
  from atop the cliffs to placate the fey sea queen said to dwell 
  therein. A crude pile of stones atop the cliffs marks the spot 
  directly above the grotto’s entrance. 
  19. Strangler’s Head: Named for the grisly murder of a customs 
  agent years ago this spit of land commands sweeping views. 
  20. Mermaid’s Haven: Local legend has it that mermaids come 
  to this secluded bay to cavort at the summer solstice. A huge 
  rock arch stands to the east; at dawn on the summer solstice 
  the sun shines through the arch, bathing the whole beach in 
  golden light. 
  2
  
  2: HI LLS & HI G HL ANDS 
  Hills and ridges dominate the landscape. Meeting places, vantage 
  points and—sometimes—refuges hills and ridges loom large—both 
  literally and metaphorically—over the landscape. 
   
  Use this list, to add notable hills and ridges into your 
  campaign. 
  1.
  Chapel Hill: The crumbling ruins of an old chapel stand atop 
  this wooded, cliff-ﬂanked hill. Barely visible through the trees, 
  the chapel is a small, humble affair. Rumours of ancient 
  hidden crypts below the ruin abound among local folk. 
  2.
  Bone Point: This splintered spur of rock juts outwards from 
  the surrounding hills. From some angles, the spur looks like a 
  broken leg bone—hence its name. A skirmish was fought here 
  along ago when a band of raiding orcs were trapped and 
  killed on the hill. Their weathering bones still lie amid the hill’s 
  sparse undergrowth. 
  3.
  The Giant’s Wall: Surrounding by mature oaks and elms alive 
  with birdsong and topped by a thick hedge of brambles and 
  gorse this earthwork encircles a bare hill top. Perceptive 
  explorers can discover the vague outline of a building atop 
  the hill, but whatever was here has long since rotted away. 
  4.
  Jumpers’ Lake: Now a lake this once-quarry ﬁlls a hidden, 
  grassy amphitheatre. Rock ledges—perfect for sunning one’s 
  self or jumping from—surround the lake. In the summer 
  months, locals come here to swim and relax. 
  5.
  Crystal Caverns: Three cathedral-sized caverns, hand-cut by 
  dwarves long ago, radiated outwards from the crystal-clear 
  aquamarine waters of a subterranean lake. Sometimes brave 
  locals explore the sloped entrance cavern and swim in the 
  lake, but none have dared the deep caves in years. 
  6.
  Dunholm: Built into the cliff ages past Dunholm was once 
  linked to ground level by a precarious stone stair, but this 
  collapsed several decades ago. Rubble from the stair lies 
  scattered on the ground below Dunholm, which is now 
  abandoned. A local family owns the surrounding land, and 
  would happily part with Dunholm if the price was right. 
  7.
  Star Hill: This conical hill offers incredible views of the 
  surrounds and the night sky. Astronomers, wizards and other 
  folk obsessed with the stars come here on cloudless nights to 
  gaze up at the sky and make their calculations or plot their 
  schemes. Sometimes ﬁres blaze atop Star Hill, and when they 
  do the common folk stay well away. 
  8.
  Dread Drop Quarry: Cut into the side of a hill, this deep 
  quarry pit is named for the likely fate of anyone straying too 
  close to the edge. Strong winds often gust around the hill, 
  and more than one walker has told of being suddenly thrust 
  toward the pit by an unseen force. 
  9.
  Salmon Leap: Nestled in a hollow between several hills, 
  numerous tiny streams feed these ﬁve linked plunge pools 
  which cascade into one another. For much of the year, the 
  water’s temperature in the pools is barely above freezing. 
  10. Finale’s Leap: Legend has it, the mad gnome Finale built a 
  small clapper-style bridge over this narrow, deep gorge to 
  escape a pursuing demon. When the demon rushed across 
  the bridge the stone cracked in the middle and the demon 
  fell into the gorge where it has remained trapped ever since. 
  Wherever the truth of the story, the bridge’s splintered 
  remains yet jut out across the gorge. 
  11. Hound Rock: Viewed from certain angles, this strangely-
  shaped chunk of bare stone looks like a dog’s head. 
  12. Windy Ridge: Concentric rings of earthworks surround a 
  chunk of rock rearing from the surrounding hills. The ridge 
  itself has a wide and deep sunken hollow at its centre that 
  allowed the people once dwelling here to escape the 
  murderous wind at this exposed spot. Careful searching of 
  the hollow reveals the presence of post holes, long lines of 
  overgrown stones that may have once been walls and the like.  
  3
  
  3: HO US E S & HOMES  
  Not everyone dwells in a village, town or city. Some folk make 
  their home far from others either through choice or necessity. 
  Hermits, shepherds, hunters, charcoal burners and more all often 
  live far from their neighbours.  
   
  Use this list, to add such notable houses and homes into your 
  campaign. 
  1.
  Jorma’s Hut: This quirky hut built from the remains of several 
  wagons is home to Jorma Markku (CN old male human). 
  Jorma is widely regarded as mad—not least because of his 
  penchant for dressing up like a dryad, prancing about the 
  woods and spouting terrible poetry at all those he 
  encounters. 
  2.
  The Bush Inn: Once a noble’s hunting lodge, this stockaded 
  building now serves as a traveller’s inn. An air of decrepitude 
  hangs over the place, and many of the outbuildings are in 
  danger of collapse. The canny landlord—Riku Purho (N 
  middle-aged male human thief 4) lives here with his large 
  family and maintains ties with several local bandit gangs. 
  3.
  White Mill: Named for the raging waters powering its wheel, 
  this picturesque mill house and cluster of four cottages stand 
  hard against the banks of a swiftly-ﬂowing river. The miller—
  Tuevo Rintala (LN male human wizard 5)—is also a keen 
  alchemist and uses the mill to power his experiments. The 
  cottages house his workers, two apprentices and several 
  mercenary guards. 
  4.
  Tower Hermitage: A mostly ruined chapel lurks in the midst 
  of a small wood. The chapel’s tower was once a small keep 
  and is still largely intact. A hermit—Viljo Itkonen (LG middle-
  aged male human cleric [Darlen] 6) lives within and works to 
  slowly rebuild the ruin. He welcomes visitors—but refuses all 
  help with his task which he sees as atonement for some past 
  sin of which he will not speak. 
  5.
  The Stag’s Head: Standing amid walled orchards of plum, 
  pear and apple trees the Stag’s Head is widely renown for its 
  ciders. A ﬁre is always reputed to be burning in the Stag’s 
  Head’s hearth. The inn’s two common rooms are replete with 
  souvenirs of the hunt—stuffed bears’, wolves’ and deers’ heads 
  hang from their walls. The centre piece—an immense 18-point 
  set of deer’s antlers—hang above the inn’s main bar. 
  6.
  Tithe House: This stout stone building is in excellent repair, 
  but stands empty. It overlooks a lonely stretch of road and 
  sometimes travellers use it to shelter overnight. A sign written 
  in Common encourages folk using the house to leave a tithe 
  for the privilege. Legend has it, mischievous pixies live in the 
  house, and traveller’s sleeping within without paying a tithe 
  often ﬁnd their coin purses gone when they awake. 
  7.
  Thorn Keep: At the end of a potholed sunken lane, screened 
  by an overgrown hedge and ﬁeld of thistles and brambles, 
  stands Thorn Keep. The castle is a shell keep and was built 
  long ago by the crown to protect the area from bandits and 
  raiders. A poor knight—Laila Salonen (LG middle-aged female 
  human paladin 4) is lord of Thorn Keep. She commands a 
  paltry garrison of 17 men-at-arms. 
  8.
  Stony Heap: Once a large stone-lined barrow, this home has 
  been extensively dug out, renovated and expanded by a 
  family of gnomes who care nothing for the strange rumours 
  of odd-doings that local people attribute to the site. The 
  barrow-home stands at one end of a grassy meadow which 
  the gnomes use to graze their cattle and grow vegetables and 
  the like. The family, led by their matriarch Erfanna Raeren (LG 
  middle-aged female gnome illusionist 3), are friendly and 
  welcome guests. 
  9.
  The Shaded Steps: A winding set of cut and dressed stone 
  steps zig zag downwards into a shadowed, deep-sided 
  sinkhole. A stone cottage stands at the bottom of the stair by 
  a tranquil pool of pure water fed by water dripping down into 
  the sinkhole. The cottage is a front for a small cave system 
  descending deeper into the earth. The friendly, but reserved, 
  Armas Laitnen (CG middle-aged male human werebear), 
  dwells here. Armas can control his condition and does not 
  reveal his heritage except in extremis.  
  10. Rock Inn: Built between two chunks of rock rearing from the 
  ground, Rock Inn is aptly named. Under the inn’s thatched 
  roof, Erivar Farnoen (LN male dwarf ﬁghter 3) bids visitors 
  relax in the cramped common room. Rock Inn is well known 
  for its Warren Pie—its famous rabbit pie—and strong dwarven 
  ales brewed in the inn’s extensive cellars. 
  4
  
  4: RUI NS & REMN ANTS 
  Civilisations rise and fall. Peoples come and go. Whether it be 
  crumbling walls, moss-wreathed burial cairns or sunken lanes 
  these earlier people leave their mark upon the landscape. 
   
  Use this list, to add ruins and remnants of elder civilisation into 
  your game. 
  1.
  Barrow Clump: Wreathed with a crown of gnarled and 
  twisted oaks, hornbeams and elms, this rocky, time-worn hill is 
  widely believed to be a burial place of the Old Folk. 
  2.
  Sparkwell: Legendry hangs thickly about this secluded 
  water-ﬁlled shaft of unknown depth. Reputedly the site of an 
  ancient battle between powerful wizards both swallowed by 
  the ground itself at the height of their struggle strange events 
  are often reported here. In the recent past, mists and 
  scintillating lights of strange, otherworldly hues, have been 
  reported emerging from the well’s waters. 
  3.
  The Dancing Pools: Three deep, spring-fed pools nestle in 
  the centre of a wide set of 56 standing stones. Some of the 
  stones lie on their sides, and many of them yet bare faded 
  pictograms of animals, birds and the like. A few larger 
  pictograms, not visible from ground level, atop the standing 
  stones depict things of altogether more sinister mien. Druids 
  sometimes come here to enact their wild, orgiastic rites. 
  4.
  The Hanging Pit: A crude stone bridge buttressed at both 
  ends spans this natural 30-foot deep chasm. A hanging 
  scaffold once protruded from the bridge, but this has long 
  since rotted away. In olden days those condemned to death 
  were brought here to be hung—the long drop gifting instant 
  death to the condemned. Wind blown detritus and bones 
  cover the pit’s ﬂoor. 
  5.
  Gillon’s Pit: Overgrown ruins surround the remains of this 
  failed mining venture. The mine’s main passage descends 
  steeply into the cliff for about 100 feet before ending in a 
  collapse. Several side galleries radiate outwards from the 
  main tunnel, but none venture any appreciable distance into 
  the cliffs. Bats dwell in the mine and come forth at night to 
  hunt the surrounding woodlands. Local legends whisper of 
  vampires and ghosts dwelling in the mine. 
  6.
  Warren Tower: Extensive rabbit warrens and badger sets 
  riddle the ground under this ruined wizard’s tower. Local 
  legend tells how the wizard once dwelling therein was 
  engaged in blasphemous experiments and that the local 
  druids objected to his foul practises. Their rabbit servants 
  undermined the tower so much that it collapsed, killing the 
  wizard and destroying his experiments. 
  7.
  The Old Mine House: Standing near an old, played out mine 
  this small stone building is the only occupied building in a 
  small hamlet of ramshackle buildings. Norren Dwojyr (LN 
  female dwarf ﬁghter 2) lives here and believes there is wealth 
  yet to be pulled out of the nearby mine. 
  8.
  Deer Bridge: Nothing more than a length of long, smooth 
  stone this clapper-style bridge crosses a swiftly ﬂowing 
  stream just upstream from a deep plunge pool perfect for 
  swimming. The bridge is undeniably ancient, but sturdy. 
  9.
  Long Barrow: Dug into the side of a grassy knoll this ancient 
  stone barrow has three side chambers radiating from a 
  central crawlway. Adventurers have repeatedly explored Long 
  Barrow and it is widely assumed nothing of value remains 
  within. A double line of carven stone obelisks—some now 
  leaning at drunken angles—lead up to the barrow’s entrance.  
  10. Stone Wood: A wild river ﬂows through this atmospheric and 
  ancient stretch of woodland which clings to a steep swath of 
  ground leading down from a nearby hill range. Old stone 
  ruins—crumbling walls, drunken chimney stacks and the like—
  dot the woods. The river has a strong current, and those 
  falling in are likely to be swept away. 
  11. Holy Well: Local legend marks this crumbling ruin as a holy 
  place. The ruins are extensive, and cover over half an acre. 
  This was clearly once a place of high status; at the ruin’s 
  centre lies a wide, steep-sided pool of clear, spring water. To 
  who or what the ruin and well are dedicated is a matter of 
  local conjecture, but the architectural style suggests an elven 
  origin. 
  12. Slaughterford: A fortiﬁed mill once stood just upstream from 
  this ford, but it burnt down long ago. Slaughterford itself is 
  named for a battle fought a century ago. Hastily 
  dug defensive earthworks are still evident on 
  both sides of the river as are the communal 
  burial cairns of the fallen. 
  5
  Type to 
  
  5: WI LD LIFE & WOO DS 
  Ancient trees, ﬁelds of wildﬂowers and strange vegetation can be 
  little more than locales of curiosity. They can also be important 
  local resources, serve as boundary points or meeting places. 
   
  Use this list, to add small woodlands, notable trees and the like 
  into your campaign. 
  1.
  The Bound Oak: Blackened and hollow, the trunk-shard of 
  this massive and ancient oak serves as a way-marker, natural 
  boundary post and meeting place. Local myths place a magic 
  portal to the faerie realm in the tree’s hollowed trunk. 
  2.
  The Fat Man: This massive yew’s bulging trunk is hollow and 
  often serves as a refuge for travellers sheltering from storms, 
  hiding from pursuers and the like. Local lore ages the tree as 
  hundreds of years old. 
  3.
  Solalith’s Dell: Mosses and ferns give this narrow wooded 
  valley a primitive, primeval atmosphere. A small stream 
  gurgles forth to birth a small pool all but blocking access to 
  the dell. Only a narrow shelf of rock allows explorers to reach 
  the dell without getting wet. 
  4.
  The Old Giants: Bluebells and primroses grow amid this 
  stand of ancient oaks and sweet chestnuts. Sparrowhawks 
  dwell in the vicinity, and several owls lair high up in the trees. 
  5.
  Duke’s Oak: This ancient, massive oak tree has a girth of over 
  ten meters and is reputed to have been planted by the ﬁrst 
  duke 500 years ago. 
  6.
  Dead Man’s Ditch: Named for a bloody border skirmish this 
  muddy, tree-fringed ditch ﬂoods after bad weather. 
  7.
  The Red Lake: Fringed by red-stone cliffs and gnarled, 
  shallow-rooted beech trees this lake is a well-known camping 
  spot. A low, wooded island peaks above the lake’s water. 
  Ducks and swans are commonly seen on the lake and several 
  monstrous pike are thought to dwell in its deeper reaches—
  certainly no water foul dare the lake's southern stretch. 
  8.
  Pluck’s Gorge: Named for the legendary parrot companion 
  of the pirate-king Vilimzair Aralivar who was once thought to 
  dwell within, Pluck’s Gorge is a deep, enchanting place 
  enclosed by rocky, moist walls festooned with lichens and the 
  like. Within the gorge, stunted trees grow amid a ﬁeld of 
  moss-wreathed boulders. 
  9.
  The Three Ugly Giants: Three totem poles—replete with 
  carvings of hideous old men and more horrible creatures—of 
  magically hardened wood have stood watch over this tree-
  fringed clearing for a century or more. Set into a large triangle 
  they are centred on a stone block of weathered stone lying at 
  the clearing’s centre. Local legend credits the totem poles 
  with channelling the natural energy of the land onto the 
  weathered stone block (which is a portal to the faerie realm). 
  10. Murky Hollow: This low-lying stretch of woodland is 
  perpetually mud-choked. Locals know to avoid the region’s 
  cloying ooze and rapacious stinging insects as little of value 
  or worth lies in this sunken morass. Sometimes outlaws and 
  the like hide on several small islands rising above the muck. 
  11. The Lych Way: This sunken lane runs arrow-straight through 
  the woods before petering out among tumbled stones 
  surrounding an isolated plunge pool. Local legends—of 
  course—proscribe the Lych Way’s origin to the ghostly tread of 
  a lich leading his army to do battle with his arch-rival. The 
  stories tell how every winter solstice the long-slain lich rides 
  forth at the head of his undying host. 
  12. Cofﬁn Wood: Ages ago, a small church stood at the centre of 
  what is now known as Cofﬁn Wood. The church has long since 
  fallen into disuse, and its stones have been used in the 
  construction of several local buildings. The church’s graveyard 
  remains, however, and every now and then the trees’ questing 
  roots bring bones and fragments of cofﬁns to the surface. 
  6
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
  1. Deﬁnitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material 
  including derivative works and translations (including into other computer languages), potation, modiﬁcation, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, 
  transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and derivative works under copyright law, but speciﬁcally excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural 
  abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identiﬁed as Product identity by the owner of the Product Identity, and 
  which speciﬁcally excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products 
  or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and 
  otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this 
  License. You must afﬁx such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the 
  exact terms of this License to Use, the Open Game Content. 
   
  5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation 
  and/or You have sufﬁcient rights to grant the rights conveyed by this License. 
   
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open 
  Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. 
  The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that Product Identity. 
   
  8. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed under any version of this License. 
   
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 
   
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the 
  Contributor to do so. 
   
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial 
  order, or governmental regulation then You may not Use any Open Game Material so affected. 
   
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License. 
   
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 
   
  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  20 Things #47: Local Landmarks. ©Raging Swan Press 2020; Author: Creighton Broadhurst. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
  characters, artwork and trade dress are product identity as deﬁned in the Open Game License version 1.0a, Section 1(e) and are not Open Content. 
  Open Content: Except material designated as Product Identity, the contents of 20 Things #47: Local Landmarks are Open Game Content as deﬁned in the Open Gaming License 
  version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.  
  To learn more about the Open Game License, visit wizards.com/d20. 
  Thank you for purchasing 20 Things #47: Local Landmarks; we hope you enjoy it.  
  If you did, please consider leaving a review. 
  If you didn’t, did you know Raging Swan Press offers a money back guarantee?
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SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan 20 Things/Raging Swan 20 Things #47 Local Landmarks.pdf