7. The Blood Root Tree
of Mighty Justice – Legend has it that this huge tree is over 5000 years old. The tree is huge at over 100 feet tall, it
looms over Dustchapel Downs. The span of
the branches is almost 75 feet wide.
This tree is one of the symbols of Dustchapel Downs and the crest of the
Gasterling family. Criminals condemned
to die are hung from the tree. The tree
has seen many deaths over its many centuries.
Three hundred years ago, an inquisition swept through Dustchapel Downs
trying to purge a resurgence of support for the former Earl Darvin IV who had
been executed almost 100 years previous.
The members of the so called Umbra Order were rooted out by members of
the Red Watch. Over sixty people were
hanged from the tree with the largest group of twenty being hanged and left to
rot for five days.
Legend/Lore: This
tree is by far the oldest living thing in Dustchapel Downs. The tree has also seen a fair share of death
in its many millennium of life. It is
said that the spirits of those condemn to die by hanging on its branches do not
pass on to the afterlife, but instead become one with the tree. The tree is possessed of a strange
otherworldliness. Legend has it that on
some occasions, the spirits of the tree have themselves sat in judgment and
seek out those guilty of heinous crimes.
One night every autumn, the spirits roam the streets after sunset. On that night, the dead come for those that
have committed crimes such as murder, rape, and other such heinous acts. The next morning the guilty are found hanging
from the tree.
Items/People of note:
The tree, whilst not sentient in the manner of most creatures does
possess an awareness of a sort. It has
only seemed to thrive over the years with the waxing fortunes of Dustchapel
Downs. It is the embodiment of the town
and as such, often acts to protect the interests of the town. The tree has absorbed the souls of many of
those executed by hanging from its branches.
It can summon forth 1d8 souls at will to act to right some injustice
(unavenged murder, or other such crime). The spirits should be treated as shadows AC 7;
HD 3+1; #AT 1; D 1d6; SA drain strength, dexterity or constitution; SD +1 or
better weapon to hit and immunity from cold, poison, paralyzation, sleep,
charm, hold and mental attacks; MV 120’, Save Fighter 4, xp 250+4/hp. On the night of the new moon during the month
of autumn harvest, the tree releases 4d6 spirits to wander the streets seeking
justice. It is believed that these
spirits are doing penance before they can pass on to whatever fate awaits them in
the afterlife.
I won't be looking at my trees quite the same way again. Very kewl info, John.
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