Finder’s Archive – Bonder’s Enclave

Hi everyone, and welcome back to the Finder’s Archives.

In this column, we take some of the lands from Magic: The Gathering and turn them into something you can use for your fantasy games.

The stats given in each entry assumes that you’re using Pathfinder 2 for your games, but they can easily be converted over into any fantasy system. This week we find our wild side at Bonder’s Enclave.


Bonder’s Enclave

Bonder’s Enclave is a slightly strange area. It is buried underground, in a gigantic cave, with an opening that’s open to everyone. Upon entering the cave mouth, visitors are separated into two: Those who have a bond with beasts, and those who do not. Those who do not are all sent to a normal, if enormous, cave. It has a small spring in it, but that is the only point of interest in it.
Those who do have a bond with animals and beasts are sent to a different one – one that visually appears the same, but which emanates a strange aura that calms wild beasts and enforces peace within the cave. No one can break the peace – though no such peace is enforced once outside the cave. This has led some creatures to wait others out while inside it.

Lay of the Land

Bonder’s Enclave is likely the largest cave on the planet, and it is filled with animals and beasts of all kinds. All over the walls are smaller caves, terraces, and platforms for animals to rest on. Sleeping here is restful as well since anyone can be certain that creatures will not incite violence. While animals and beasts are included by this and safe – humanoids are not. Any humanoid coming here is at GRAVE risk unless accompanied or protected by an animal.

In the middle of the cave is a spring filled with pure water that invigorates anyone drinking it (animals or otherwise), healing smaller cuts and such – though it has no major healing powers.

Dangers

As mentioned, humanoids are at risk here, even if animals and beasts are safe. However, an order of rangers and druids known as the Circle of Wilderness work to keep everyone else safe, guiding them in as best possible, and ensuring that no one breaks the peace. Woe betide those who do, as while the order subscribes to the same peace as the animals, they’re not magically bound by it, and they’re more than willing to “take things outside” to sort out anyone causing trouble. This is not to be taken lightly either as most of these people are retired adventurers, and more than capable of handling themselves.

Deep within the cave sits a creature of enormous proportions as well. Originally the Circle of Wilderness thought that they’d stumbled across the nest of the Tarrasque, but the creature doesn’t look anything like the Tarrasque and is much bigger. It resembles a snake-headed Thanatotic Titan but is almost 100 feet tall. No one knows what it is, but they are certain they don’t want it to wake up either.

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Kim Frandsen

40 years old, and a gamer since I was 13. These days I freelance as a writer for various companies (currently Fat Goblin Games, Flaming Crab Games, Outland Entertainment, Paizo, Raging Swan Games, Rusted Iron Games, and Zenith Games), I've dipped my hands into all sorts of games, but my current "go-to" games are Pathfinder 2, Dungeon Crawl Classics and SLA Industries. Unfortunately, while wargaming used to be a big hobby, with wife, dog and daughter came less time.

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