Mournfall

## Statistics

**Government:** Totalitarian (military rule by Ethergaard) with communal/tribal history

**Population:** 749 (village): Elf (41%), Human (11%), Kenku (10%), Gnome (9%), Halfling (8%), Goblin (7%), Half-elf (4%), Kobold (3%), Lizardfolk (3%), Genasi (2%), Other (2%)

**Notable Guilds and Organizations:** Amaranth Druidic circle, other unknown

**Notable Churches (function similiarly as guilds):** Tezcatlipoca (indigenous), Pholtus (church installed by Ethergaarde), Corellon Larethian/Sehanine Moonbow, others unknown

The West Gate of Ethergaard leads to a treacherous, twisted path. Winding its way to the coast, where the sea of Bethera heaves and spurts, a mountain range and a waterfall are the first things you see when you near a strange hamlet just a quarter mile inland. The next sign is no less ambiguous: a brown sign with the word MORNFALL crossed out, corrected as MOURNFALL. Here, the remnants of an indigenous, multiracial tribe (known as the Hechiceros) live under the surveillance of the Ethergaards. The entire village has been built to make the most use of sunlight, even employing mirrors to create a dazzling homage to their wounded god Tezcatlipoca. But much like the town's name, an irony has befallen the once proud community: the mirrors and hut placement may make the most of the sun, but at night, Eterna's eerie rays are also reflected throughout the village, basking the hamlet in a milky white layer of fog and soft light.

## Guide to Mournfall

Below is a guide to the colonized ruins of Mournfall.

### 1. Guard Tower

A tall, wooden tower guards a path that leads into the Onca Range of mountains. This area is known for wandering monsters and even invaders from up north, so the defensive structure here has been well tended to. Arrow slits are carved into the platform, with archers at some. Others see Ethergaardian modifications, including a working cannon. At this time the troops do not permit coming and going from this direction.

### 2. Blocked Road

This path leads out to the Repsorian sea, a twisted road of palm trees, passion fruit, and butterflies. Here a blockage of excavated lime has blocked the path. It is patrolled by a number of Ethergaardian troops who see this as the northern extension of the Plains of Exile. While Mournfall villagers once saw this as a sacred road, known as Orchid Way, it has now been blocked off to prevent vengeful spirits from entering.

### 3. House of the Witch

A small ziggurat extends behind a cabin. It is here where the witch Nensat lives in a house surrounded by chimes. The ziggurat behind it once held several great mirrors, the Fire Mirror, Water Mirror, and Jade Mirror. These have been taken from the ziggurat. The witch is known to have a vengeful disposition for these thefts, and is left alone. Some children dare each other to get as close to the 'witch house' as possible. Some say she was a part of a larger coven.

### 4. Stellar Platform

Carved stone slabs here form a facsimile of the stars and their alignment, the slabs adorned with carvings that are some of the last available depictions of early Mornfall society. This raised stone edifice is a draw to traveler and villager alike.

### 5. South Group

A small stone ring surrounds the south group with eight seperate entrances, a reference to the eight astrological signs of Mournfall. Indigenous huts fixed with masks are here, with a limestone mosaic.

### 6. The Foundry

A palatial building forged into the very foothills was erected for the smelting of copper. Now, valuable serpentine powder is produced here from charcoal from Thornmoor willow trees, sulfur, and saltpeter made from niter found in the Onca Range. The Foundry used to be a sacred place but now smells of rotten eggs, its interior a dismal production.

### 7. Great Pyramid of Mournfall

The great temple of Mournfall stretches all the way to the peak of the canopy. Here, nine levels have been constructed in reference to the nine hells, with a tenth level escaping these, reserved for the burial of the Mournfall nobility. The pyramid has been magically sealed since the fall of the area, with no one knowing how to even enter anymore. It is said that it would re-open only in a time of great cataclysm. Masks adorn the top of the pyramid. The whole structure looks out onto the village center, a rectangle where the Great Burning was done, with Mornfall's literature and art burned upon a great pire. Blue everburning torches and mirrors surround the limestone rectangle and look up at this massive staircase and pyramid.

### 8. Pholtian Temple

What was once the mirrored artifice of the temple of **Tezcatlipoca i**s now the place of Lord Skipta. The original deity is present here in the carefully carved stone serpents set in geometric patterns undulating across the façade. The rooms are double vaulted and contain a bathhouse. The massive temple overlooks the incredible village center. Inside is a worship room, a store room, a dungeon and more. Now, the huge ornamental holy symbol of the Mournfall God has been replaced with the full moon and crescent moons of Eterna and Teshaltar, the symbol of Pholtus. The temple has become a place for the higher ranking Etherknights and colonizers that live here.

### 9. West Group

The west group was a diverse community, finding Drow, Kenku, and Lizardfolk adding to its splendor. It incorporates these outside architectural influences and has some of the richest decoration in the group. Above a central arch is an interesting mosaic stonework throne with a feathered canopy containing an anthropomorphic figure of a turtle with a human head.

### 10. House of Doves

An inspiring observatory with a long open decorative roof dome. Some of the front portions of the House of Doves have collapsed, but the interior is largely untouched. Wood and stone and lintels comprise the building material. Several layers have been set up. It is well known that a group of goblins have taken the house, so it is no longer desirable as an area. A hobgoblin warchief known as Rorberaz the Reckless rules the top of the observatory, with a collection of other hobgoblins and goblins below him.

### 11. Ballcourt

A large stone court stands on the thin soil, with spectator's seating all around. Animal skulls are festooned about this area, along with the skull of one of the greatest champions to ever play, the wild elf Aixchel. Here, the Mournfall game of "Hipball" is played, a game where only the hips, no hands or feet, are used to propel a ball made from rubber trees. The idea is to push the enemy out of their own court. Allowing the ball to drop while in possession is a score for the opposing team, while a goal is worth 3 points. Goals are scored through a stone ring at either end of the court. It is said that it was customary for the losing team's captain to be decapitated. These days, it is more customary for a food item to be given to the winning team, but this does not mean the games do not still become violent.

### 12. Cemetery

For all who are not of noble birth or who have lost their privileges, a cemetery stands with all graves pointed west, to where the land seems to stretch on, a call-out to the infinite. Here are the graves of the common folk, limestone headstones encrusted with jade. There is a small pyramid in the middle surrounded by lower mausoleum structures.

### 13. Northwest Group

Inventory

Home of Silver Sun Provisions, a general store now managed by Ethergaardian citizens. Known for having a younger population, the northwest group has become more integrated in recent years. The proximity of the ballcourt and its ability to draw Mornfall and Ethergaardian youth alike to its field makes this a popular hang-out spot for the youthful and athletic. Other than this, the huts here are of the traditional Mournfall style.

### 14. North Group

The very edge of Mournfall ends with a series of conical huts on stilts, swamp land underneath and the bracken and thorns of plants obscuring the terrain. This group of hovels lay claim to some of the hold-outs of Mournfall's population that have the advantage of being out of sight of the goings-on of Ethergaardian troops. The end result is a folksy clinging to old ways. The people have cultivated this image successfully in the sense that they are seen as harmless folk that, while not well-adapted to their conquerors, are at least peaceful. Behind them rises the peaks of the Onca Range, a medium-elevation set of mountains that ensconce the town.

### 15. Pyramid of the Magician

A tale holds that when a certain gong was to sound, the city of Mournfall was destined to fall to a boy “not born of woman”. The gong was struck, one day, by a gnome that was born unto no mother, but rather hatched from an egg by a childless, old woman (according to popular tales, this egg was an iguana egg, and the woman a witch). The sound of the gong struck fear into the city's ruler and the gnome was ordered to be executed. The ruler reconsidered the death sentence, though, and promised that the dwarf's life would be spared if he could perform three seemingly impossible tasks. One of the tasks was to build a massive pyramid, taller than any building in the city, in a single night. The gnome ultimately completed all the tasks, including the construction of the pyramid. The gnome was hailed as the new ruler of Mornfall and the structure was dedicated to him. It is said though, that the curse came true: to build the pyramid, he gave himself to a dark power, working with a magician of corrupting influence. The action would trigger a series of events culminating in the Mournfall Wars.

### 16. Wilderness

Dense jungle land sprawls here, the air heavy and misty, the canopy tall, the vines and creepers everywhere. The jungle is a dangerous place and many from Mournfall don't risk going to deep into it.

### 17. Entrance

Here is an entrance hut for town visitors, but mostly set up for shakedowns and questionings. The comings and goings of contested land is contentious indeed.

### 18. Barracks

For everyday Ethergaard troops, the barracks is a home, an armory, and a place for getting away from the strange tongues and culture of Mornfall. Here, they've brought as much of Ethergaard back as they could, even adding a giant barrel as a copy of the Heavenly Cabbage. There are holding cells here for transfer to the temple.

### 19. Nunnery

The Nunnery Quadrangle. Of course this has nothing to do with nuns, and its name, like many others throughout the area, is a colonial misunderstanding. Mournfall tribes do not have convents--this area was simply a town meeting place.

### 20. Fields

Pieces of ruins spiral out into the open fields, this area once a part of cosmopolitan Mournfall but now completely retaken by heavy grasses and Ceiba trees. This largely open area is prone to wandering monsters and is a place where the young go to test their mettle.