Lore

/ooc:In addition to being an avid mmorpg (shoutout to the OG EverQuest!) gamer and fantasy author, I've always had a special love of Dungeons and Dragons, Pathfinder, ShadowRun, and other RPGs. 

This page offers details on the Cauldron & Compass and how you can use it in your campaign. The only thing I ask is if you use it, please tag us in a post, or leave us an email. We'd love to see it or hear about it. ~ Martin

The Cauldron & Compass

The Cauldron and Compass stands where the old trade roads meet, a beacon of civilization at the edge of the untamed frontier. Its slate roofs and timbered walls rise from the earth like a promise of warmth and safety, their eaves draped with lanternlight that flickers across the worn cobblestones leading up to its gate. Every path through the wilds seems to find its way here, as if the road itself remembers where it began.

A low stone wall rings the grounds, ivy creeping between the ancient blocks. Twin iron gates open to reveal a courtyard alive with sound and scent, roasting meats, song, laughter, and the rhythmic ring of distant hammers. Cobblestone paths split from the main road just inside the Main Gate, branching toward each corner of the compound like compass points leading to their own kinds of magic.

The Great Hall

At the heart of it all stands the Great Hall, a grand timber structure of heavy oak beams and tall windows, its doors forever open to travelers. Inside, long tables glow in the light of a roaring hearth, where merchants, wanderers, and adventurers share food, stories, and the occasional boast over tankards of spiced cider. The air hums with life, part tavern, part refuge, part legend in the making.

The West Lodge

To the west, the West Lodge is a sturdy, two-story structure where polished floors and carved banisters reflect generations of hospitality. The rooms above are small but comfortable, each marked with a carved constellation so no traveler ever forgets which door is theirs.

Open-Air Market & General Store

To the north, the cobbled courtyard opens into the Open-Air Market, a colorful sprawl of tents, awnings, and merchant stalls. Traders from across the realms call out their wares: dwarven tools, elven trinkets, potions that glow faintly in their bottles. The smell of spice and smoke lingers in the air. At the center of this lively market stands the General Store, a large, timber-framed shop whose covered porch is lined with crates and barrels. The store’s shelves are packed with supplies, adventuring gear, and curiosities from distant lands, and its proprietor seems able to procure almost anything for a price. The market swirls around it like the beating heart of the Compass, drawing in all who come to trade or simply to listen to the hum of the crowd.

The Verdant Circle

In the northwest corner, behind an ivy-covered gate, lies the Verdant Circle, a tranquil walled garden tended by druids and herbalists. A small greenhouse of glass and bronze catches the morning light, and the air is thick with the fragrance of mint, sage, and flowers that bloom only under moonlight. Those seeking healing or quiet counsel are welcome here and it is said the Circle’s peace is protected by magic as old as the forest itself.

The Iron Assembly

To the southwest, the ringing of hammers and the hiss of quenching oil mark the territory of the Iron Assembly. Its forge fires never truly fade, burning with enchanted coal that glows blue-white even at dawn. Here, artisans, shipwrights, and blacksmiths craft everything from simple tools to enchanted arms and armor. Mariners stop here to repair their wagons and carts before pressing toward distant ports, while merchants strike contracts sealed with wax and steel.

The Raven Syndicate

To the east lies the Raven Syndicate, a collection of shadowed pavilions, dark awnings, and narrow lanes where coin and rumor trade hands in equal measure. Their stalls are rich with imported silks, silvered blades, and forbidden maps inked on strange parchment. The air smells faintly of smoke and spice, and laughter often hides more than it reveals. The Syndicate’s brokers speak in soft tones and measured words, arranging deals that may shape the fate of kingdoms as easily as they sell a bolt of cloth. Their black-feathered sigil hangs discreetly over their tents, a warning and an invitation all at once.

The Arcane Collegium

To the northeast rises the Arcane Collegium, a sprawling library of rune-carved stone and aged timber. Its tall arched windows glow with steady lamplight through the night, and the scent of parchment, ink, and candle wax lingers in the air. Within, shelves climb toward vaulted ceilings, heavy with tomes and scrolls gathered from across the realms.

At the heart of the library stands a great crystal spire that shifts with all the colors of the rainbow. Its facets shimmer and pulse gently, casting prismatic light that dances across the marble floors and the worn leather bindings of ancient books. The Collegium’s keepers call it the Auroral Crystal, and they believe it resonates with the flow of magic itself, changing hue with the rise and fall of the world’s unseen energies.

Scholars and mages come from distant cities to study beneath its glow, trading spells, histories, and philosophies. The Collegium is a place of quiet reverence, where every whisper echoes like a prayer and even the air feels alive with knowledge. The upper halls are open to visitors and students alike, but deeper chambers lie sealed behind luminous wards, accessible only to those the Crystal itself accepts.

The First Forge

In the southeast corner of the Cauldron and Compass stands a relic as old as the world’s first spoken spell, the First Forge. The structure itself is a towering monolith of black-veined stone, its bronze streaks shimmering like molten metal caught forever in mid-flow. The surface is rough yet warm, humming faintly when touched, and etched with ancient runes that flicker to life when moonlight brushes them.

Encircling its base is a ring of dark grey clay, soft and pliable, as though it has never fully cooled. Pressing a fingertip to it leaves a faint warmth, not heat enough to burn, but enough to remind one that this earth once held the breath of creation. The clay moves slightly under pressure, yielding like living flesh, then settling back into perfect stillness.

This is no common soil. The clay is said to be the residue of the Forge’s first fire, a sacred mixture of earth, flame, and will. When the first wands were shaped here, the Forge burned so hot that it melted the stone beneath, binding raw magic into the ground itself. When the fires dimmed, they left behind this strange, enchanted clay, endlessly soft, eternally warm, and steeped in the primal essence of making.

Only the proprietor of the Cauldron and Compass may harvest it, and even then, only with ritual and care. The Forge recognizes its chosen keeper and yields its fragments only to one it deems worthy.

From time to time, the proprietor gathers a small measure of the clay and shapes it into protective charms known as Fragments of the First Forge, tokens that carry a whisper of the original fire. These fragments hum faintly when held near active spellwork, as though remembering what it means to be made.

Those who would dare steal the clay court a terrible fate. Some say the ground itself rises to swallow their footprints; others tell of thieves found hollow and ashen, their eyes turned to cooling embers. The Forge’s vengeance is silent but absolute. The clay may be soft, but the will within it is unyielding.

On certain nights, the monolith glows from within, and faint ripples pass through the ring of clay like waves upon a still pond. The air smells of smoke and iron, and the faint echo of hammer on anvil drifts through the courtyard. Whether it is the Forge remembering its first spark or the clay dreaming of being whole again, none can say, and none dare ask aloud.

Together, these places form a living crossroads of craft, nature, trade, and mystery. Minstrels trade songs for supper. Merchants hawk their curiosities. Envoys of guilds whisper of contracts that can change a life. And through it all, the steady light of the Cauldron and Compass shines, a refuge for all who walk the long roads between one story and the next.

The Cauldron and Compass is neutral ground. Feuds are set aside here, for its proprietor enforces the rules with quiet but firm power. Many say the Compass itself, bound by ancient wards, refuses to abide bloodshed.

Its wards, however, are not the only safeguard. The Compass is owned and protected by Marten and Myralinna, a husband-and-wife partnership as formidable as it is unexpected.

  • Marten is a seasoned human wizard whose mastery of protective magics forms the very heart of the Compass’s enchantments. Grey of hair but sharp of wit, he can often be found in the common hall, a tome at his side and a staff leaning within reach. His wards run through the very stones of the inn, subtle and unyielding, and when trouble brews, his voice alone is enough to quell most disputes.
  • Myralinna, by contrast, is a dark elf shadow knight whose presence commands silence and respect. Clad in darkened mail that seems to drink the light, she walks the grounds like a sentinel of night. To the guests, she is courteous but distant, ensuring order with a glance. To those who would threaten the Compass, she is merciless, her blade striking from shadows as if the very darkness obeyed her.

Together, they embody the balance of light and shadow. Where Marten guides with reason, Myralinna enforces with steel. Their bond anchors the Cauldron and Compass, making it not just a sanctuary of trade and fellowship but a bastion against those who would corrupt its peace.

Many believe it is only through their stewardship, Marten’s spells interwoven with Myralinna’s vigilance, that the Compass stands untarnished at the crossroads of the world.

Expanded Rules of the Cauldron & Compass

Rest & Recovery

  • Comfortable Lodging: A long rest at the Compass restores an extra Hit Die in addition to normal benefits.
  • Healing Services: The Verdant Circle offers healing potions and herbal remedies at 10% below market value.

Neutral Ground

  • Wards of Peace: Combat within the Compass is magically suppressed.
    • Any creature attempting to make a violent action must succeed on a DC 16 Wisdom save or be restrained until they cease aggression.
    • If combat persists, Marten and Myralinna intervene personally.

Curiosities Market

  • Once per long rest, a character may roll on the d20 Curiosities Table.
  • Guild stalls may offer unique services (see Guild Interactions below).

Guild Interactions

Each guild has a leader NPC, downtime activities, and adventure hooks. See below for stat blocks and services.

NPCs

Marten, Proprietor of the Compass

Medium humanoid (human), lawful neutral

Armor Class 15 (Mage Armor)
Hit Points 136 (16d8+64)
Speed 30 ft.

STR 10 (+0) | DEX 14 (+2) | CON 18 (+4) | INT 20 (+5) | WIS 16 (+3) | CHA 14 (+2)

Saving Throws Int +9, Wis +7
Skills Arcana +13, History +9, Insight +7
Senses passive Perception 13
Languages Common, Elvish, Draconic, Infernal
Challenge 10 (5,900 XP)

Spellcasting. Marten is a 14th-level wizard (spell save DC 17, +9 to hit). Prepared spells include:

  • Cantrips: Mage Hand, Prestidigitation, Fire Bolt, Minor Illusion
  • 1st (4 slots): Mage Armor, Shield, Detect Magic, Magic Missile
  • 2nd (3 slots): Misty Step, Suggestion
  • 3rd (3 slots): Counterspell, Dispel Magic, Fireball
  • 4th (3 slots): Greater Invisibility, Stoneskin
  • 5th (2 slots): Wall of Force, Telekinesis
  • 6th (1 slot): Globe of Invulnerability
  • 7th (1 slot): Teleport

Arcane Wards. While within the Compass, Marten may cast Counterspell or Dispel Magic as a reaction without expending a slot (3/day).

Actions

  • Arcane Bolt. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 21 (6d6) force damage.

Myralinna, Shadow Knight of the Compass

Medium humanoid (elf, drow), lawful neutral

Armor Class 18 (half plate)
Hit Points 162 (19d8+76)
Speed 30 ft.

STR 18 (+4) | DEX 14 (+2) | CON 18 (+4) | INT 12 (+1) | WIS 14 (+2) | CHA 16 (+3)

Saving Throws Str +8, Con +8, Wis +6
Skills Athletics +8, Intimidation +7, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Undercommon
Challenge 11 (7,200 XP)

Shadow Step. As a bonus action, Myralinna teleports up to 30 ft. to a space in dim light or darkness.

Magic Resistance. Advantage on saving throws vs. spells.

Actions

  • Shadowblade Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d8+4) slashing + 14 (4d6) necrotic.
  • Dreadful Presence (Recharge 5–6). Each creature of her choice within 30 ft. must make a DC 15 Wisdom save or be frightened for 1 minute.

Verdant Circle – NPC: Sylwen the Greenheart

Medium humanoid (elf druid), neutral good

  • CR 6 (2,300 XP)
  • HP 84 (13d8+26), AC 14
  • Spellcasting: 10th-level druid (focuses on healing and plant control).
  • Abilities: Can conjure plants to restrain foes, brew healing draughts, and calm beasts.
  • Personality: Gentle but firm, treats wounded adventurers as part of the natural order to mend.

Iron Assembly – NPC: Vargan Stonehammer

Medium humanoid (dwarf veteran/merchant prince), lawful neutral

  • CR 7 (2,900 XP)
  • HP 110 (13d8+52), AC 17 (breastplate + shield)
  • Wields a blacksmith’s hammer enchanted as a +1 Warhammer.
  • Special Action: Call the Assembly — once per day, can summon 1d4 veterans or marines to assist in battle.
  • Personality: Gruff, practical, but fair. Loves contracts and hates broken deals.

Raven Syndicate – NPC: Seraphine “Blackwing”

Medium humanoid (half-elf rogue), chaotic neutral

  • CR 8 (3,900 XP)
  • HP 92 (16d8+16), AC 16
  • Sneak Attack (5d6), Evasion, Cunning Action.
  • Master of poisons and forged documents.
  • Personality: Charming, dangerous, plays both sides. Keeps a raven familiar that spies for her.

Arcane Collegium – NPC: Magister Caelthys

Medium humanoid (tiefling wizard), neutral

  • CR 9 (5,000 XP)
  • HP 105 (14d8+42), AC 15 (Mage Armor)
  • Spellcasting: 13th-level wizard (specialist in Illusion).
  • Abilities: Can craft scrolls, summon illusory duplicates, and weave reality-bending experiments.
  • Personality: Arrogant, obsessed with arcane theory, sees adventurers as “field researchers.”

Role in the Campaign

The Cauldron and Compass can act as:

  • A Safe Haven between quests.
  • A Quest Hub where guilds offer jobs.
  • A Marketplace for unusual items.
  • A Neutral Ground where rival factions meet.

Its neutrality, diversity of guilds, and magical protection make it an excellent “anchor” location for campaigns — a place to return to, invest in, or even inherit should the party rise in power.

Adventure Hooks & Quests for the Cauldron & Compass

General Compass Quests

  1. The Broken Ward – A faint shimmer in the Compass’s wards flickers. Marten asks adventurers to investigate strange runes carved into the nearby crossroads. Are rival guilds testing the defenses… or something worse?
  2. The Lost Minstrel – A beloved bard vanishes after leaving the Compass. Clues suggest they were lured into the woods by fey lights.
  3. Supplies Gone Missing – Food and goods have disappeared from the storerooms. Tracks suggest it isn’t thieves but hungry creatures slipping past the walls.
  4. The Shadow in the Market – A mysterious figure stalks the night stalls, scaring merchants. Myralinna suspects an assassin is testing the Compass’s resolve.

Verdant Circle Quests

  1. Seed of the Ancients – Sylwen the Greenheart hires the party to retrieve a seed from a cursed grove. The seed is protected by a guardian treant corrupted by blight.
  2. The Poisoner’s Trail – Someone has been selling tainted herbs in the Compass market. The Circle tasks the adventurers with finding the culprit before more travelers are harmed.

Iron Assembly Quests

  1. Caravan in Peril – Vargan Stonehammer’s shipment of ore and crafted goods never arrived. He hires the party to track down the missing caravan, last seen in troll-haunted hills.
  2. The Stolen Forgefire – A magical coal that fuels the Assembly’s forges has been stolen. Rumor says it’s been taken to a rival guild’s stronghold.

Raven Syndicate Quests

  1. Feather and Fang – Seraphine “Blackwing” offers gold if the adventurers can silence a rival who betrayed Syndicate secrets.
  2. The Whisper Ledger – A book of coded contracts has been stolen. The adventurers must recover it before a noble discovers their own name inside.

Arcane Collegium Quests

  1. Experiment Gone Wrong – Magister Caelthys’s apprentices have accidentally released an illusion-beast into the Compass’s courtyard. The adventurers must subdue it before panic spreads.
  2. The Vanishing Tome – A spellbook of rare planar magic has disappeared. Clues point toward a patron who left the Compass only hours before…

Major Story Arcs

  1. The Guild War – Tensions between the Raven Syndicate and Iron Assembly boil over when both claim rights to a newly discovered mine. The Compass is caught in the middle, and Marten and Myralinna beseech the adventurers to mediate before blood is spilled.
  2. The Shadowed Compass – Strange cracks appear in the wards that protect the Compass. Myralinna believes a forgotten enemy from her past has found them, while Marten suspects a planar rift. Both implore the adventurers to investigate.
  3. The Relic Beneath the Crossroads – Old maps hint that the Compass was built atop a buried temple. Guild leaders begin offering adventurers coin and favors to retrieve relics unearthed below — but something ancient stirs beneath the foundations.

Cauldron & Compass Curiosities Table (d20)

RollCuriosity
1Lantern Moth in a Jar – A small glass jar containing a living moth that glows faintly, shedding dim light in a 5-foot radius for 8 hours when uncorked.
2Iron Assembly Token – A stamped coin; once, reroll a failed Strength or Constitution check.
3Verdant Charm – A pressed flower in resin; grants advantage on one Nature check.
4Raven Feather Sigil – Black feather etched with silver runes; grants advantage on one Deception or Stealth check.
5Collegium Rune Shard – A cracked fragment of carved crystal; once, cast Detect Magic.
6Traveler’s Brew – A small flask of spiced cider; drinking it restores 1d4 temporary hit points.
7Compass Stone – A smooth stone etched with a compass rose; once per day, points unerringly north.
8Whispering Coin – A coin that, when flipped, whispers “heads” or “tails” before landing.
9Nullstone Pebble – Advantage on one saving throw vs. necrotic damage.
10Silvered Leaf – A leaf that never wilts; advantage on one saving throw against charm effects.
11Warding Knot – A leather cord tied in a complex knot; automatically succeed on one Concentration check.
12Glass of Echoes – A thimble-sized vial; when opened, faint voices of the last conversation in the area can be heard for 1 round.
13Veilglass Shard – See invisible creatures for one round when held to the eye.
14Raven’s Whisper Charm – Once, cast Message to someone you can see.
15Herbal Sachet – A fragrant pouch of herbs; inhaling restores 1d4 hit points.
16Arcane Spark – A pinch of glittering dust; once, cast Prestidigitation.
17Traveler’s Blessing – A charm inscribed with a compass; roll a d20, on 15+, gain Inspiration.
18Runed Die – A six-sided die that always lands on the number the roller silently wishes for. Useless for gambling (others can tell).
19Lantern Stone – A smooth gem that glows with candlelight for 1 hour when rubbed.
20Oddity (DM’s Choice) – A bizarre, seemingly useless trinket (tiny music box, petrified mouse, eyeless doll) that may later prove valuable.

The First Forge

Magical Landmark (Unique Artifact Site)

Location: Southeast corner of the Cauldron and Compass
Appearance: A towering stone monolith veined with bronze, surrounded by a ring of soft, dark grey clay that remains warm and pliable to the touch. The air near it hums faintly, and faint motes of light drift upward when the moonlight strikes its runes.


Legend

The First Forge is said to be where the first wands were ever crafted, when the world itself was still cooling from creation. The clay surrounding it holds remnants of that primal fire — earth infused with divine spark and mortal will. Only the proprietor of the Cauldron and Compass can safely harvest it, shaping fragments into powerful charms.


Magical Properties

Aura. Strong transmutation and evocation magic. Detect Magic or similar effects reveal threads of arcane energy connecting the Forge to the surrounding earth.

Divine Recognition. The Forge is semi-sentient. It senses intent within 30 feet. Any creature approaching with greed, malice, or deceit feels a sudden pressure in their chest (DC 14 Wisdom saving throw or become frightened for 1 minute).

Clay of Creation. The clay at the base of the Forge is infused with raw magic. If harvested under proper ritual by the proprietor, it can be shaped into a Fragment of the First Forge. These tokens act as minor magical charms (see below). Attempting to take the clay without permission immediately triggers the Wrath of the Forge (see below).


Wrath of the Forge

When a creature attempts to steal or damage the Forge or its clay, the magic within the ground awakens.

  • Trigger: A non-proprietor touches, removes, or harms the clay.
  • Effect: The creature must make a DC 18 Constitution saving throw. On a failure, their skin hardens like cooling glass, taking 8d6 fire damage and 8d6 force damage, and they become petrified for 24 hours. On a success, they take half damage and are frightened until the end of their next turn.
  • Secondary Effect: Once per day, the Forge can emit a pulse of molten light (30 ft. radius). All non-proprietors within range must succeed on a DC 16 Dexterity saving throw or take 6d6 radiant damage.

This wrath leaves no visible destruction, but faint scorch marks and the smell of smoke linger for hours afterward.


Blessing of the First Forge (Requires Attunement by a Spellcaster)

A creature who meditates near the Forge for one uninterrupted hour and succeeds on a DC 16 Arcana check may receive a faint echo of its creative spark.

  • Once per long rest, the attuned creature may add +1 to their spell save DC or add +1d4 damage to a single spell of 3rd level or lower.
  • Additionally, any spell they cast that creates or shapes matter (such as MendingFabricate, or Creation) is automatically cast as if using a spell slot one level higher.

The blessing fades if the creature acts against the Compass or its proprietor.


Fragment of the First Forge (Item)

Wondrous Item, uncommon (requires attunement)

A small charm molded from the enchanted clay of the First Forge. It feels faintly warm and hums when held near active magic.

  • While attuned, you gain advantage on one Arcana or Spellcasting Ability Check per day.
  • Once per long rest, you can cast Identify without material components.
  • If used as a focus for wand creation, the wand gains a subtle glow and a unique spark of personality (DM’s discretion).

Adventure Hooks

  1. The Stolen Fragment: A rare Fragment of the First Forge has gone missing, and the Compass’s wards flicker ominously. Marten and Myralinna fear someone intends to awaken the Forge’s dormant power.
  2. The Silent Clay: The clay has gone cold for the first time in centuries. The proprietor believes an ancient imbalance in the Weave is bleeding through the land.
  3. The False Keeper: An impostor claims to be the rightful proprietor and demands to harvest the clay. The Forge’s reaction could reshape the entire compound.
  4. The Cracked Rune: One of the runes on the Forge’s face splits after a nearby explosion. Strange heat pulses radiate across the grounds, drawing unwanted attention from beyond.