The 2-4 Line Treatment

Might as well sneak something new in here.

So, three posts above this one I played with a Volo’s Guide Index and generated some place names. Let’s see if they can’t be fleshed out a little.

How? We’ll use the 2-4 line treatment: You generate at least two descriptive sentences about the place, but no more than 4. Just bang ’em out. It’s like you’re running sprints: you run, you rest, you run again.

The fun part about this method is that if you lay out like 20-30 index-generated place names and then apply the method, at some point you’re not going to want to stop at four sentences–and I mean you’re really not going to want to stop.

When that happens, just keep running. You can get back to the rest of the list later and see if it happens again.

As always, everything that follows is assumed to be in or very near to Cormyr, in the year 1479 DR (The Year of the Ageless One).

And here’s a link to the best map of Cormyr yet…that is, until all the sub-maps in my sourcebook are completed and I put them all together in one grand map of awesome–so you can get an idea of where the locations that follow may be found.

1. Blackwater’s Provisions.
Blackwater’s is a provider of miscellaneous goods and services. It’s also a moving target. Blackwater’s consists of no less than three enormous wagons (sometimes as many as six) that roam up and down the Thunder Way from the prison city of Wheloon to the nominally independent village of Highcastle. Traders and travelers alike on the Way know to look for the Blackwater wagons (their wagon canvas all painted black), as they are sure to find good deals and a safe encampment to rest at overnight.

2. Felsharp’s Bonepile.
For all the work done by Suzail’s Dung-and-Bone Wagoneers to cart human waste, refuse and animal carcasses out of the city, there remains a substantial amount of bone to be had from Wormpits to the west. Felsharp built his business by finding and selling the bones that even the dung collectors refused to keep for themselves (to be sold off to necromancers, or boiled to produce grease for wagon wheels), and it has steadily grown to the point that the dung collectors are finding better pay in selling bones to Felsharp. Felsharp’s Bonepile is located one gently rolling hill before Wormpits, and mercifully upwind from the stench. Felsharp possesses an encyclopedic knowledge of his collection, and is rarely mistaken when it comes to a particular bone’s provenance.

3. The Thirsty Death Knight.
In its current form The Thirsty Death Knight serves as a roofless, three-walled structure little taller than its occupants and with its back to the Dragonmere. The entrance consists of a total lack of wall on one side, and its interior walls are painted over in metallic colors with flowing scenes from a play about an undead knight from Monksblade that found peace at last by slaying the descendant of the knight’s arch rival living in Marsember, that was once enacted regularly over a five year period by a succession of bored Marsembans, starting around 1450 DR. (At that time the noble slain at the end was always the least popular among the nobility in the City of Spices.) Now the “Thirsty Knight” (as the locals call it) is a gathering place where Marsembans of high and low birth come to mingle day or night, but mostly in the daytime whenever the sun peeks through the clouds to shine of the walls and warm the structure.

4. The Abbey of Dancing Fire.
An unusual collection of squat stone structures comprise this abbey dedicated to the worship of Kossuth; no two are alike, and the occupants come from all over the continent of Faerûn. The abbey’s location along the eastern coast of the Wyvernwater (roughly equidistant from Junirill and Hultail) has not spared it the attention of the Crown: Led by Swordcaptain Hannifae Rowanmantle, and based out of Junirill, a ride of forty mounted Purple Dragons visits the abbey once every tenday. For their part, the followers of the Lord of Flames cooperate with the Dragons, and otherwise go about their business venerating their deity. New followers from beyond Cormyr that seek the Abbey are oft escorted by the Dragons to the location, and are given a pointed lesson on Cormyr’s laws and customs during the ride.

5. The Tower of High Leaves.
The Tower of High Leaves was fashioned out of an enormous dead Ironwood tree that stands between the southern border of the Hullack Forest and the northeastern coast of the Wyvernwater. The tower was not constructed so much as formed of the hollowed out trunk of the dead tree. Established less than a decade after the onset of the Spellplague, the Tower remains an important school of arcane learning and forest lore. In the decades since the Tower was established the bottom portion of the tree has been slowly hollowed out and reinforced to allow for additional rooms for students, as well as the completion of an inn for the exclusive use of trusted friends and former students of the Tower.

Going to pause here. That’s some good work for the night. See you tomorrow.

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