The Lanternroot Exchange
The gatekeeper offers passage to the party’s desired destination, but demands that they settle a dispute between two ...
- A circular brass gateway etched with twelve destination sigils
- Root-choked benches surrounding a dry fountain
- A cracked wayfinder obelisk that softly hums near magic
- A curious neutral gatekeeper spirit bound to the wayfinder obelisk
- Travelers, scavengers, or emissaries awaiting the next portal opening
- The gatekeeper can open any destination whose sigil is supplied with a personal memory
- One sealed arch leads to a forgotten vault, but its sigil has been deliberately scratched away
- The glowing leaves record whispered conversations and replay them at midnight
- A pouch containing eighty-seven silver trade tokens from vanished kingdoms
- A brass compass that points toward the nearest active portal
Once a neutral meeting place for mages, merchants, and planar travelers, the Exchange now opens unpredictably to destinations shaped by whoever activates its central gate.
The gatekeeper offers passage to the party’s desired destination, but demands that they settle a dispute between two travelers before opening the gate.
A vast tree grows through the station’s cracked stone roof, its roots wrapped around brass doors and its leaves glowing like suspended lanterns. Dusty signposts point toward distant cities, though each bears a different name when viewed from another angle.
GM Notes
- Portals may lead to helpful, dangerous, or politically sensitive locations.
- The station remains neutral unless someone damages the tree or attacks the gatekeeper.
- Use the gatekeeper as an information broker with incomplete but valuable knowledge.