Fountain of Rychaan

Ruins

By Mark Kibbe


Standing in the Great Wilderness, close to the region of Hampton, is the ruins of the Fountain of Rychaan. Legends claim that this remarkable wonder was used by ancient clerics as means of predicting the future. During certain phases of the moon, when the planets were in alignment, and the entrails were favorable, the magical waters of this fountain were rumored to glimmer with images of times ahead. Many of the water’s visions were chronicled by the clerics of the day. Such tomes still exist in the libraries of the Savant, the leading sages of Sincord.

Five centuries ago, the fountain’s caretakers were slain by unknown aggressors. Since then the waters have not displayed images other than the reflections of onlookers. Because of this, no one travels to the ancient ruins. Only an occasional adventurer has disturbed the area’s tranquillity. Some have taken pints of the fountain’s water with them to be analyzed by sages. Others have prayed to the ancient gods at this site, hoping the fountain’s magic might amplify their prayers. Still others have performed rituals and ceremonies in an attempt to stimulate the water’s magic.

Most of the time, however, the ruins are abandoned or serve as a lair for monsters. Harpies were encountered here some years ago. Another time adventurers reported a confrontation with a Hag. Still other creature sightings have been mentioned, though none can be substantiated and generally prove only to be good fireside stories.

Room #1

Standing on top of a single hill amidst a large expanse of flatland is the raised dais of the Fountain of Rychaan. Named such by the ancient caretakers, the fountain’s water is believed to be magical. Atop the dais are four cylindrical pillars standing twenty feet tall, and a perfectly smooth basin crafted from marble. The fountain’s waters are completely still and remain so regardless of wind or rain. Only when touched by humanoid hand will the waters ripple and waiver.

The Fountain is truly one of Juravia’s Wonders. Sages across the continent are working on theories surrounding these strange ruins. Researching the ancient practices, monitoring the planets, and studying old tactics of divination, the intellectual community is attempting to learn the secrets of the water and the art of prophecy. All such ambitions, however, have ended in failure.

Characters investigating this place may encounter wild animals, monsters, and other adventures. And, who knows, perhaps they will gaze into the still waters and see visions of the future.


Back to The Dungeon Architect List of Issues
Back to MagWeb Master Magazine List
© Copyright 2000 by Basement Games Unlimited, LLC
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com