TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  PLACES OF POWER:  
  RAGING SWAN PRESS 
  VISIONARY’S PERCH
  
   
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  PLACES OF POWER: VISIONARY’S PERCH 
  Far	from	the	nearest	shore,	an	ancient	tower	rises	from	the	cold	sea.	Visitors	who	brave	storm-lashed	and	pirate-filled	waters	to	reach	this	
  remote	island	can	gain	a	glimpse	into	the	future	or	answers	to	their	questions...for	a	price.	The	ancient	cyclops	seeress	who	dwells	here,	
  still	watched	over	by	the	elves	who	conquered	her	people,	requires	a	tribute	from	the	penitents	seeking	her	visions.	Such	prices	may	be	
  designed	simply	to	help	fill	the	tedium	of	centuries	in	her	gilded	cage,	or	may	in	fact	be	a	piece	of	a	plan	to	rebuild	her	ancient	empire;	in	
  any	regard,	they	are	non-negotiable.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Jacob	W.	Michaels		
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland,	Justin	Russell	and	Maciej	Zagorski	(The	
  Forge	Studios).	Some	artwork	copyright	William	McAusland,	
  used	with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studios)	
  This	 piece	 is	 dedicated	 to	 Gabe	 Brown.	 Thanks	 for	 the	 great	
  games	all	those	years	ago;	I	wish	we	could	have	gotten	a	chance	
  to	play	again	just	one	more	time.	
  	
  ©Raging	Swan	Press	2017.	
  	
  The	 moral	 right	 of	 Jacob	 W.	 Michaels	 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 N T E N T S  
  Visionary's	Perch	At	a	Glance	.......................................................	2	
  Notable	Locations	........................................................................	4	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  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	 Places	 of	 Power:	 Visionary’s	 Perch	 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.	
  	
  	
  
  2	
  V I S I O N A R Y ' S  P E R C H  A T  A  G L A N C E  
  Ruler	Eudonia	
  Population	20	(3	humans,	15	elves,	1	half-elf,	1	cyclops)	
  Alignments	N,	LN	
  Languages	Common,	Cyclops,	Elven,	Giant	
  Resources	&	Industry	Oracular	divinations	
  Far	from	the	nearest	shore,	this	ancient	cyclopean	tower	houses	
  one	 of	 the	 world's	 great	 seers.	 Watched	 over	 for	 centuries	 by	
  the	elves,	the	cyclops	seeress	lacks	for	nothing,	but	the	centuries	
  grow	tiresome	even	in	a	cage	as	gilded	as	hers,	and	she	chafes	at	
  its	confinement.	She	welcomes	visitors	who	share	news	of	the	
  outside	world,	though	she	demands	a	price	if	they	wish	to	learn	
  of	their	destiny.	
  L O R E  
  A	 PC	 may	 know	 something	 about	 Visionary’s	 Perch,	 its	 history	
  and	surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	
  one	 or	 more	 pieces	 of	 information	 from	 the	 list	 below.	 A	
  successful	check	gains	everything	revealed	by	a	lesser	check.		
  	
  DC	10:	Set	on	a	remote	rock	in	the	Sapphire	Sea,	Visionary's	
  Perch	is	home	to	a	powerful	seeress.	
  	
  DC	 15:	 The	 seeress	 is	 a	 cyclops,	 the	 last	 survivor	 of	 their	
  ancient	empire,	she	demands	a	price	of	those	who	come	to	learn	
  the	future.	
  	
  DC	 20:	 Elves	 watch	 over	 the	 island,	 though	 whether	 they	
  serve	the	seeress	or	serve	as	her	wardens	is	unclear.		
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 ordinary	
  individuals.		
  § 
  Appearance	The	elves,	lean	and	fit	and	with	a	military	bearing,	
  wear	their	dark	hair	tied	back	in	utilitarian	style.	
  § 
  Dress	Layers	of	well-made	wool	clothes	keep	residents	warm;	
  those	working	outside	don	an	oilcloth	outer	layer.	
  § 
  Nomenclature	male	Ahednill,	Lahoal,	Oleriut;	female	Danabah,	
  Rosatildr,	Talgaerel;	family	Erineri,	Keroniy,	Rehaneh.	
  Some	of	the	inhabitants,	however,	are	notable:	
  Chelindra	 'Songbird'	 Seawright	 (location	 5;	 NG	 female	 human	
  bard	 4)	 Chelindra	 is	 Eudonia's	 closest	 companion	 and	
  entertainer.	
  Eltheirell	 Bararisi	 (location	 2;	 LN	 male	 elf	 knight)	 Eltheirell	
  commands	the	elven	forces	on	the	island	
  Eudonia	 (location	 5;	 N	 female	 cyclops	 cleric	 8)	 Eudonia	 is	 the	
  visionary	last	scion	of	an	ancient	cyclops	empire.	
  Lenalis	 Idihani	 (location	 3;	 LN	 male	 elf	 priest)	 Lenalis	 is	 the	
  keeper	of	the	tower's	vault	of	gifts	
  E V E N T S  
  While	the	PCs	are	at	Visionary's	Perch,	one	or	more	of	the	below	
  events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	monstrous	storm	looms,	turning	the	sky	black	as	far	as	
  the	eye	can	see.	No	ship	can	leave	for	several	days.	
  2	
  Eudonia	summons	the	PCs	to	tell	of	a	vision	she's	had	of	
  them,	which	she	shares	without	payment.	
  3	
  An	 elven	 holiday	 prompts	 a	 celebration,	 with	 a	 great	
  feast,	in	Elvenhome.	Even	Eudonia	attends.	
  4	
  An	ostentatiously	rich	merchant,	clearly	shaken,	asks	the	
  PCs	to	help	avert	the	foretelling	he's	just	received.	
  5	
  Three	ships,	with	sails	as	black	as	night,	are	spotted	on	
  the	horizon	sailing	directly	toward	the	tower.	
  6	
  An	 item	 from	 Eudonia's	 vault	 is	 discovered	 on	 the	 PCs'	
  boat	as	they	prepare	to	depart.	
   
  W H I S P E R S  &  R U M O U R S  
  While	in	Visionary’s	Perch,	a	PC	may	hear	one	or	more	rumours.	
  A	PC	making	a	DC	10	Charisma	check	learns	one	rumour	from	
  the	table	below.	A	PC	exceeding	this	check	learns	an	additional	
  rumour	for	each	5	points	by	which	he	exceeded	DC	10.	
  D6	
  RUMOUR	
  1*	
  Eudonia	 seeks	 items	 to	 allow	 her	 to	 restore	 the	
  cyclopean	empire,	with	herself	as	its	empress.		
  2	
  "The	elf-guard	may	be	mostly	for	show	these	days,	but	
  that	don't	make	them	any	less	dangerous,	you	know."	
  3	
  "Lady"	 Peleny,	 captain	 of	 the	 Spume	 Princess,	 has	 an	
  arrangement	with	the	seeress	(true),	using	visions	to	lead	
  a	campaign	of	piracy	across	the	region	(false).			
  4*	
  A	sea	dragon	lurks	near	Visionary's	Perch,	demanding	its	
  own	tribute	of	any	ships	that	wish	to	approach.	
  5	
  Horrific	storms	lash	the	area,	driving	ships	with	unwary	
  captains	and	crews	onto	the	cliffs.	
  6*	
  "An	 elf-door	 connects	 to	 the	 elven	 kingdom.	 Some	
  people	say	it's	lost	or	broken,	but	I	don't	believe	that."	
  *False	rumour	
  
  3	
  N O T A B L E  L O C A T I O N S  
  Most	of	Visionary's	Perch	comprises	locations	of	little	interest	to	
  adventurers.	A	few	locations,	however,	are	notable:	
  1. The	Beach:	The	rocky	beach	on	this	nearby	island	provides	a	
  place	 for	 launches	 from	 anchored	 ships	 to	 land.	 It	 can	
  accommodate	up	to	three	boats	at	a	time.	
  2. Elvenhome:	 This	 stately	 stone	 building	 houses	 the	 elves	 of	
  Visionary's	Perch.		
  3. The	 Working	 House:	 This	 building	 houses	 the	 various	
  industries	needed	by	those	who	live	on	the	island,	from	library	
  and	offices	to	smithy	and	woodshop.	
  4. Gate:	This	gate	serves	as	a	bottleneck	the	elves	can	use	to	seal	
  the	Seeress'	Tower	from	any	outside	forces.	
  5. The	Seeress'	Tower:	A	massive	structure,	built	to	giant	scale	in	
  the	fashion	of	the	ancient	cyclops	empire,	houses	the	seeress.		
  6. Greenhouse:	In	this	small	building	grows	a	supply	of	fresh	fruit	
  and	vegetables.		
  7. Watch	Post:		This	small	watch	post	offers	an	expansive	view	of	
  the	back	of	the	island.	
  	
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  T H E  B E A C H  
  Nearly	sheer	rock	cliffs	surround	the	island	beneath	Visionary's	
  Perch	and	its	closest	neighbours.	Rock-strewn	treacherous	seas	
  preventing	 any	 ships	 from	 getting	 too	 close.	 The	 only	 non-
  magical	 means	 of	 ascent	 is	 on	 a	 nearby	 island,	 which	 slopes	
  down	to	a	small,	rocky	beach	suitable	for	a	small	landing	party	to	
  come	ashore.		
  2 :  E L V E N H O M E  
  Pulled	by	magic	from	the	island's	rock,	this	elegant	manor	bears	
  the	 flowing	 lines	 and	 curves	 typical	 of	 elven	 architecture.	 It	
  serves	as	the	residence	for	the	15	elves	at	Visionary's	Perch,	as	
  well	 as	 the	 three	 humans	 and	 a	 half-elf	 child,	 Parthenia	 (NG	
  young	female	half-elf	commoner).	Inside,	rich	furnishings—from	
  the	 carpeting	 on	 the	 floor	 to	 the	 artwork	 on	 the	 walls	 to	 the	
  crystal	chandeliers	hanging	from	the	ceiling—make	it	feel	as	if	
  the	building	were	in	the	centre	of	a	wealthy	metropolis,	not	on	a	
  remote	island.	
  	
  Other	than	cooking	and	basic	sewing	and	other	such	tasks,	
  little	 work	 is	 done	 in	 the	 house,	 which	 is	 a	 place	 for	 rest	 and	
  relaxation.	The	one	exception	is	a	guard	(LN	male	or	female	elf	
  guard)	who	is	stationed	at	all	times	in	a	cupola	at	the	dome's	
  height.	Here	panoramic	views	of	the	surrounding	waters	allow	
  early	warning	of	any	approaching	ships.	
  	
  When	 not	 engaged	 in	 other	 duties,	 the	 commander	 of	 the	
  elven	guard,	Eltheirell	Bararisi	(LN	male	elf	knight)	often	spends	
  his	time	here.	The	longest-serving	elf	on	the	island,	he	takes	his	
  duties	almost	too	seriously,	little	trusting	any	visitors.	Though	he	
  knows	 the	 long-ago	 pact	 between	 the	 seeeress	 and	 the	 elves	
  means	he	must	allow	access	to	Eudonia,	he	is	constantly	alert,	
  not	 only	 for	 attempts	 to	 harm	 or	 abduct	 her	 but	 also	 for	 any	
  efforts	 on	 her	 part	 to	 escape.	 He	 brusquely	 questions	 any	
  visitors,	caring	little	for	how	they	may	react.		
  3 :  T H E  W O R K I N G  H O U S E  
  This	 stone	 building,	 though	 finely	 built,	 is	 far	 more	 utilitarian	
  than	neighbouring	Elvenhome.	The	original	barracks	of	the	elven	
  guards	 stationed	 at	 Visionary's	 Perch	 during	 the	 war	 with	 the	
  cyclops,	the	building	now	serves	as	a	workspace	for	the	various	
  industries	supporting	the	island’s	residents.	
  	
  The	 lower	 level	 contains	 a	 smithy	 and	 woodshop	 where	
  residents	can	make	minor	repairs	to	basic	goods	and	maintain	
  the	 guards’	 weapons.	 Upper	 levels	 contain	 areas	 for	 magical	
  study	 and	 crafting,	 as	 well	 as	 an	 office	 holding	 records	 of	 any	
  visions	 and	 foretellings	 known	 to	 the	 elves.	 The	 records	 also	
  detail	 the	 contents	 of	 Eudonia's	 vault.	 These	 records	 and	 the	
  vault	itself	are	maintained	by	Lenalis	Idihani	(LN	male	elf	priest),	
  a	young	(for	an	elf)	scholar	who	was	brought	to	Visionary's	Perch	
  to	 be	 a	 calming	 counterpart	 to	 the	 commander	 of	 the	 elven	
  guard.	Instead,	to	everyone's	surprise	including	his	own,	Lenalis	
  found	 himself	 entranced	 by	 the	 wilder	 aspects	 of	 his	 new	 life.	
  When	"Lady"	Peleny	(CN	female	human	bandit	captain),	captain	
  of	the	pirate	ship	The	Spume	Princess,	was	stranded	by	a	storm	
  for	several	days	at	Visionary's	Perch,	he	was	irresistibly	drawn	to	
  her.	Their	eventual	union	resulted	in	a	daughter,	Parthenia	(NG	
  young	female	half-elf),	now	eight,	who	brightens	the	spirits	of	all	
  but	 the	 dourest	 of	 the	 elves.	 	 Parthenia	 has	 the	 run	 of	 the	
  islands,	 and	 is	 as	 often	 found	 in	 the	 Seeress'	 Tower	 or	 the	
  Working	House	as	she	is	in	her	own	room	in	Elvenhome.	She	is	
  watched	over	by	all	on	the	island,	who	care	for	her	as	if	she	were	
  their	own.	She	often	finds	herself	in	the	Watch	Post,	searching	
  I N  Y O U R  C A M P A I G N  
  Visionary's	 Perch	 is	 intended	 to	 be	 placed	 in	 any	 remote	
  stretch	 of	 sea,	 and	 should	 work	 particularly	 well	 in	 a	
  nautical/pirate	 campaign.	 In	 a	 more	 land-bound	 campaign,	
  Visionary's	 Perch	 can	 be	 moved	 with	 some	 adjustments	 to	
  just	off-shore,	 with	the	 bridge	to	 Area	1	 instead	 leading	to	
  mainland	cliffs	in	a	remote	area.	
  	
  While	 Visionary's	 Perch	 serves	 an	 obvious	 purpose	 of	
  giving	 PCs	 access	 to	 higher-level	 divinations	 and	 other	
  sources	 of	 information,	 it	 can	 also	 serve	 well	 as	 a	 quest-
  giving	location.	Eudonia	may	demand	specific	payments	that	
  could	 lead	 PCs	into	 exploration	of	remote	locations	to	 find	
  cyclopean	empire	ruins	that	hold	forgotten	lore,	or	may	offer	
  a	 vision	 of	 some	 crisis	 that	 only	 the	 PCs	 can	 prevent.	 In	
  addition,	 it	 can	 serve	 as	 a	 source	 for	 uncommon	 magic	
  items—Eudonia	 could	 easily	 have	 foreseen	 the	 PCs'	 needs	
  for	 some	 item	 and	 demanded	 it	 in	 payment	 from	 some	
  previous	visitor	with	the	intent	of	trading	for	some	item	or	
  service	from	the	PCs.	
  D A I L Y  L I F E  A T  V I S I O N A R Y ' S  P E R C H  
  Most	days	at	Visionary's	Perch	provide	little	new	for	the	full-
  time	 residents,	 the	 day-to-day	 tasks	 broken	 only	 by	 the	
  frequent	 storms	 and	 occasional	 visitors.	 During	 their	
  downtime,	 residents	 attend	 to	 basic	 chores	 and	 drills,	
  keeping	 up	 with	 the	 mundane	 work	 of	 running	 Visionary's	
  Perch.	 When	storms	come,	most	of	the	residents	 gather	 in	
  Elvenhome,	passing	time	with	food	and	music.	
  	
  Visitors,	 typically	 spotted	 well	 before	 their	 arrival	 by	
  lookouts	perched	in	Elvenhome's	cupola	or	the	Watch	Post,	
  bring	a	different	energy	to	the	islands.	The	guards	form	up	to	
  keep	a	wary	eye	on	the	proceedings,	while	those	who	have	
  no	reason	to	interact	with	visitors	retreat	to	Elvenhome.	
  
  5	
  for	sign	of	a	visit	from	her	mother,	who	continues	to	regularly	
  stop	 at	 the	 island.	 While	 some	 of	 the	 elves	 accept	 the	
  pirate	captain	is	there	to	maintain	her	role	in	her	odd	
  family,	others	fear	she	has	her	own	reasons,	possibly	
  involving	the	vault	or	Eudonia's	visions.	Eltheirell	even	
  wonders	 if	 the	 seeress	 may	 be	 using	 the	 pirate	 as	
  part	of	an	effort	to	corrupt	her	elven	captors	(and	
  thus	watches	both	Lenalis	and	Parthenia	with	some	
  suspicion).	 The	 seeress	 inevitably	 meets	 with	 Peleny	
  for	a	time	during	each	visit,	but	has	never	revealed	
  the	substance	of	their	discussions.		
  4 :  T H E  G A T E  
  This	 stone	 gateway,	 built	 to	 cyclopean	
  scale,	 dates	 to	 the	 original	 tower's	
  creation,	 though	 it's	 not	 clear	 if	 it	 was	
  intended	 to	 keep	 intruders	 out	 or	
  Eudonia	 in.	 Though	 almost	 always	 kept	
  open	these	days,	the	gates	are	preserved	
  by	 magic	 and	 remain	 in	 excellent	
  condition,	
  swinging	
  closed	
  with	
  a	
  command	 phrase	 known	 to	 all	 the	 elven	
  guards.		
  5 :  
  T H E  
  S E E R E S S '  
  T O W E R  
  The	 seeress'	 tower	 soars	 gracefully	
  above	 the	 rocky	 crag	 upon	 which	 it's	
  perched,	the	grand	scale	and	elaborate	
  beauty	 of	 the	 cyclopean	 construction	
  unchanged	 by	 the	 passing	 centuries.	
  The	 tower,	 created	 by	 magic	 as	 the	
  ancient	cyclopean	empire	began	its	
  fall,	
  was	
  designed	
  to	
  be	
  a	
  comfortable	exile	for	a	respected	
  seeress	 who	 angered	 her	
  fellow	 leaders	 with	
  her	 warning	
  that	
  the	growing	elven	forces	would	destroy	her	people	if	they	didn't	
  retreat	 and	 take	 a	 lesser	 role	 in	 the	 world.	 Eudonia's	
  words	were	proven	right,	but	her	punishment	proved	
  her	 salvation:	 When	 the	 elves	 found	 her	 tower	 and	
  entered	girded	for	war,	she	instead	surrendered	and	
  promised	her	aid,	giving	advice	that	would	save	as	
  many	 on	 all	 sides	 as	 she	 could.	 She	 remains	 in	 the	
  tower,	watched	over	by	the	elves,	even	as	she	doles	
  out	advice	still	to	any	who	can	pay	her	price.	
  	
  The	tower	features	several	grand	chambers,	from	a	
  seeing	 room	 for	 Seeress	 Eudonia	 (N	 female	 cyclops	
  cleric	8)	at	its	heights,	her	living	chambers	immediately	
  below	 that,	 and	 a	 grand	 ballroom	 and	 dining	 room.	
  Magical	 wards	 protect	 a	 vault	 built	 into	 the	 island	
  below	 the	 tower	 that	 contains	 the	 items	 brought	 to	
  Eudonia	 as	 payment	 for	 her	 visions.	 Many	 of	 its	
  contents	 are	 antiquities	 dating	 to	 the	 cyclopean	
  empire,	 but	 magic	 items	 are	 not	 at	 all	 uncommon,	
  especially	 rare	 ones	 not	 regularly	 found	 or	 crafted,	
  which	she	has	demanded	from	previous	supplicants.		
  	
  Also	 living	 in	 the	 tower	 is	 Eudonia's	 closest	
  companion,	 Chelindra	 "Songbird"	 Seawright	
  (NG	 female	 human	 bard	 4),	 whose	
  performances	 and	 tale-spinning	 help	
  pass	 the	 days	 between	 visitors.	 A	
  measure	
  of	
  sadness	
  lies	
  beneath	
  Chelindra's	
  demeanour,	
  though	
  she	
  refuses	to	speak	of	the	tragedy	that	led	her	
  to	 the	 tower.	 The	 elves	 whisper	 Eudonia	
  was	 so	 disturbed	 by	 what	 she	 saw	 in	
  response	 to	 Chelindra's	 question	 that	 she	
  set	 a	 price—remain	 to	 entertain	 her	 for	
  50	 years.	 She	 did	 this—so	 they	 say—to	
  prevent	 the	 bard	 from	 ever	 acting	 on	
  the	vision,	or	at	the	very	least	give	her	
  time	 and	 wisdom	 to	 turn	 from	 the	
  future	the	seeress	saw.	
  	
   
  
  6	
  6 :  G R E E N H O U S E  
  Though	 small	 compared	 to	 the	 other	 structures	 on	
  Visionary's	Perch,	this	outbuilding	is	nonetheless	built	to	
  cyclopean	 scale.	 Wide	 glass	 windows	 allow	 sunlight	 to	
  nourish	 rows	 of	 soil	 beds,	 where	 fruit	 and	 vegetables	
  grow	 in	 a	 protected	 environment.	 A	 cunning	 hydration	
  system	funnels	pure	rainwater	to	the	plants.	
  7 :  W A T C H  P O S T  
  This	building,	which	like	the	greenhouse	was	built	to	giant	
  scale,	was	intended	to	house	servants	when	Eudonia	was	
  first	exiled.	It	now	serves	as	a	watch	post	to	the	rear	of	
  the	island,	offering	views	of	an	area	that	would	otherwise	
  be	blocked	by	the	Seeress'	Tower.	Two	elven	guards	keep	
  watch	from	here	at	all	times.	
  S E E R E S S  E U D O N I A  
  N	female	cyclops	cleric	8	
  	
  Appearance:	A	tall,	slender	cyclops,	Eudonia	wears	a	
  spotless	 white	 robe,	 its	 simplicity	 belied	 by	 the	 wide	
  golden	belt	and	other	ornate	jewellery	accompanying	it.			
  	
  Distinguishing	Features:	A	gold	mesh	veil	hangs	across	
  Eudonia's	single	clouded	eye	from	a	bejewelled	headband	
  across	her	brow.	
  Personality:	 Despite	 her	 quiet	 and	 reserve,	 Eudonia	
  fills	 any	 room	 she's	 in	 with	 her	 mere	 presence.	 She	 has	
  absolute	faith	in	her	visions,	a	certainty	that	whatever	she	
  sees	will	come	true,	which	can	make	her	at	times	seem	
  cold	 in	 her	 matter-of-factness.	 Despite	 that,	 she	 has	
  little	 wish	 to	 inflict	 any	 pain	 or	 suffering	 and	 tries	 to	
  guide	 supplicants	 in	 a	 way	 that	 protects	 the	 most	
  people	 possible.	 She	 uses	 her	 own	 abilities	 to	
  determine	prices	she	should	set	for	her	foretellings,	
  often	demanding	items	to	avert	the	worst	possible	
  outcomes	 she's	 foretold.	 Despite	 her	 general	
  desire	 to	 avoid	 harm,	 she	 does	 tire	 of	 life	 on	
  Visionary's	Perch,	and	shapes	her	visions	
  and	prices	to	further	a	long	plan	to	gain	
  her	 freedom	 and	 some	 measure	 of	
  greater	power.	
  	
  Mannerisms:	 Eudonia	 almost	 never	
  looks	directly	at	someone	talking	to	her,	
  preferring	 to	 train	 her	 clouded	 vision	 on	
  any	 other	 strangers	 in	 the	 room.	 If	
  questioned,	she	says	this	lets	her	hear	the	
  truth,	 as	 her	 visions	 have	 already	 let	 her	
  see	it.	
  	
   
  
  7	
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  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Places	of	Power:	Visionary’s	Perch.	©Raging	Swan	Press	2017;	Author:	Jacob	W.	Michaels.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Places of Power - Visionarys Pearch.pdf