Saturday, 31 August 2019

The Fields of Calliope

In th' fields of Calliope
Life's but a dream
There are a great many

Sights to be Seen!

O! th' fields of Calliope
Fiddle-di-dee!
Just make sure you're back home
In time for your tea!



Here's some extra bits you can use with my demiplane setting Calliope, or just put in your game however.

Landmarks
1: Farm
2: Farmhouse
3: Tree
4: Hill
5: Water
6: Oddity

Farm
1:
A scarecrow asks you to carry him to see his love, who is in another field. The farmer will berate you for taking the scarecrow, if he spots you.
2: Full of cows. They can predict the weather.
3: A tall crop of wheat, infested with light-fingered imps. Somewhere deep within, a rabbit is having a tea party - his tea cures madness.
4: An orchard of hat-bearing trees. One could start a new fashion by crossbreeding a top with a bowler. The farmer laments - she only wished to grow apples.
5: Towering piles of large brass needles, bundled together like hay. A scarecrow in the next field sold a piece of her straw to the porcelain witch who lives there, and wants it back.
6: As the old song goes: This scarecrow is laden with magpies and ravens/ they don't find him scary at all. Perhaps you could teach him new tricks, or find him some more frightening attire?

Farmhouse
1: The farmer is impressed by adventurers, and wants to marry off her three sons. They are pretty useless, but she is a weather-witch who dotes on any new family.
2: A dozen pigs have broken into the farmer's house while he is away, and made a mess of the place with their revelry. If you help them clean up and replace a broken gravy boat before dinnertime tomorrow, they will give you a gold coin which always lands on its edge.
3: A witch lives here, but doesn't seem to be home...
4: Little mice work the mill and kitchen, baking fresh bread. They want to start delivering to the castle town, but need a non-mouse liaison to set up a route via which they can carry their bread undisturbed and leave it on the baker's table each morning.
5: A sunflower has sprung up through the floorboards and burst out of the roof! By day he is too busy soaking up the sun to hear reason - uproot him carefully by night and find a better spot to plant him so that the farmer can have their home back.
6: This farmer despairs, as his turnips uproot themselves and escape every night. Find a reliable way to keep them contained, and he'll teach you how to sing a campfire into life.

Tree
1:
This tree's branches are laden with ripe crab-apples. Three friends argue beneath the boughs - a cat who wants to make jelly with them, a dog who wants to eat them whole, and a donkey who will offer his labour to anyone who can make his friends stop fighting.
2: In a nest at the top of this tree sits a taunting magpie. She is an able thief, but will only steal something if the payment for her services is an even more valuable treasure.
3: By night, the branches grows delicious white apples that shine like the moon. By day, the apples disappear.
4: The Come-Around Tree. Sticks taken from it will, given half chance, fly back and reattach themselves to its branches. Children play at snapping off twigs, wrestling them to the ground and then letting them go - the more adventurous ones try to ride whole branches as if thy were a witch's broom.
5: This tree is lost, and wants to go back to his spot in the forest. Moving a whole oak may prove difficult.
6: Home to squirrels who desperately want to see a play. They can offer nuts aplenty in exchange for tickets and an escort, along with their fiercest warrior as an ally.

Hill
1:
A standing stone atop this hill is a meeting-place for young children who play an elaborate game. They have found a magical sword, but will not give it up lightly.
2: A young couple sits on a blanket, picknicking. Nearby are some bumblebees, plotting to steal their jam. Pick a side - the couple will offer a slice of pork pie with healing properties in exchange for dismissing the bees, while the bees are good to have on your side in a heist.
3: At the weathered peak of this hill is a gravestone, haunted by the melancholy spirit of the man buried there. He cannot pass on until he remembers the smell of a freshly baked blackberry pie.
4: Large woodlice roll down the slope for fun, but would like an easier way to get back up again once they reach the bottom. Solve their problem and they'll gladly join you on your next quest.
5: This hill is in fact a giant, recently woken, who wants to roll over and go back to sleep. The trouble is he had been sleeping for so long that fairies have made homes in the mushrooms that had grown from his belly button. Find them a new home, so that he doesn't crush them. The fairies like any house that is far prettier than its surroundings.
6: Atop this hill is an anchor and chain, mooring a little flying boat hidden by cloud. The captain wants to stock up on cheese before his next flight, and will pay in stories of an imminent visitor From Foreign Lands.

Water
1:
A nymph in a pool wants to wed the most eligible member of your party. They would live out the rest of their life beneath the surface, but their child would inherit their wealth and possessions, as well as some of the nymph's power, and be free to roam.
2: A bridge, guarded by a dimwitted troll. Some goats want to cross over, but risk being eaten - they offer their strongest son as a mount should you help them.
3: By the shore of a lake sits a painter with an easel and brush. They will offer their walking footstool in exchange for paints - anything that leaves a stain is good enough, in three different colours please.
4: A puddle has formed in a large footprint. A frog wants to live there, but her wife is worried that whatever giant made it may stomp this way again. If she could only meet a person or creature that big, she might be calmed to know that not all giants are horrible and settle into this new home. As a reward, the frogs offer the secret of a kiss that, with true love, turns royalty into one of their kin and back again.
5: There is a little house that only exists in the reflection of this pond. By aligning one's own reflection just right and miming a knock on the door (or through some similar scheme), one can call the occupant to the door, who will appreciate the visit and teach a spell that tricks mirrors into ignoring you.
6: Frog-men race lilypads down this creek. A fine oar or sail is of great use to them, or even yet a wild duck, captured and tied down. They can tame any waterfowl into obeying a single, one-word command from its owner.

Oddity
1:
A really big egg.
2: A great fish, fallen from the sky. Take them to the highest point you can and they can catch a breeze back home - they'll pay in a shower of sparkling scales.
3: It is this young ostrich's dream to be trained as a knightly mount within the castle town, but he's far too cowardly. If you can help him overcome his fear, you'll have a friend for life within the castle guard.
4: A mole has sprung up to complain about the noise above - there isn't enough of it! Make some music or find a band to play for him, with at least three musicians to ensure a sufficient volume, and he'll let you use his tunnel into the castle town.
5: A little dragon who delights in causing mischief by turning things it touches invisible. Keep it contained so it can't do any more harm! Once it matures a little it'll see the error of its ways, given the proper guidance.
6: Some squirrels have constructed a man-sized mechanical effigy of the late prince. They plan to con the king out of all his acorns - oh, and money. The old coot is just barmy enough to fall for their ruse, but despite their confidence anyone else will see at a glance that this is not a man at all, but several squirrels operating a series of pulleys. The only solution is to get the squirrels, with their contraption, to the king, alone...


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