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Yggwilv's Hut
An illustration of the outside of the hut. It does not capture the illustrious, yet clumsy movement that is typically observed.
Type A Hut
Government Dictatorship, run by Yggwilv
Location Due to the chicken legs, it wanders.
Inhabiting Race A single witch, her larvae, and whatever else she captures.

A walking, chicken leg possessing hut that wanders Quelmar. It is currently inhabited by a witch named Yggwilv.

What is the Hut?[edit | edit source]

The Hut is a large assuming structure that at first glance, both confuses and strikes fear into the hearts of travelers who gaze upon it. On the outside, it looks rather decrepit. It appears as a small-ish looking, worn down, log cabin style hut. However, what denotes it from other huts as The Hut are the two large chicken legs that seem to be attached beneath it. The Hut seems to have control over the legs in some sort of sentient manner. It can walk around and traverse both the material plane of Quelmar, and due to Yggwilv's abilities, across the multiverse and to other planes as well. Upon muttering a special phrase, worthy travelers may convince The Hut to lower itself to them, so that they may enter.

The Rooms[edit | edit source]

The Hut itself has manifested a variety of strange interiors (it is bigger on the inside, after all), but the account below describes the hut as encountered in Isonhound in 825 PR.

Upon entering, visitors are greeted by one large central chamber. In this room, thee are various shelves covering nearly every inch of wall space. upon the shelves are various mismatched and unmarked jars containing dozens upon dozens of alchemy ingredients. Off this main room were four other doors, along with a trapdoor in the floor.

One of the doors leads to a very disorienting room. It seems to flicker in and out of existence, switching between a celestial endless void, and a horrific room, with the floor littered with a carpet of bones. In the center of this room is an extremely large bowl, with a spinning, rotating, glowing sigil that seems to be constantly shifting and changing. It is nearly impossible to decipher the symbols and characters into this sigil. Inside of the large bowl are countless dead bodies, all of differing genders, races, and ages. It seems to be a feeding bowl for a pet of sorts, filled by the people who attempt to sneak and break into The Hut.

Another door leads to a very simple room, fairly dim and dark. In the room is a single, simple metal cage, painted in bright rainbow colors. Inside the cage are somewhere between 20 to 40 infants. Yggwilv identifies them as her larvae. The larvae feature grub, insectoid bodies with humanoid heads and faces. Yggwilv has to graze and feed her larvae at various points in time, often roping in adventurers to complete this chore for her. The larvae are also bound to The Hut and the cage, and when killed, will appear back in it.

Another door leads to a greedy torture room. The walls and carpet are a dark red color, presumably stained that color from the various victims who try to press their luck there. The lights seem to blink on and off, seemingly in sync with the many, many rotating blades that are featured in the room. Willing victims can choose to play a risky game for the coins also visible and featured in the room reach for the money in time with the spinning blades and try to avoid suffering harm.

The trap door in the center of the first chamber leads to a stable of sorts. Yggwilv keeps a variety of larger animals there, mainly intended to be used as rideable animals and mounts for the various quests she sends adventurers on. They don't seem to hold particular importance to the witch, nor is she actively mistreating them.

The final door off the main chamber leads to Yggwilv's chambers. The room is very well lit, and overall more warm and welcoming than the other rooms. It is also the most conventionally decorated, with many tapestries adorning the walls. The tapestries depict different races, different scenes, and most often, differing types of dragons seen and encountered all across Quelmar, particularly Isonhound. She is often there weaving, working on the newest tapestry, telling the newest story.

History[edit | edit source]

Delivery of the Green Stag Head (825 PR)[edit | edit source]

After a dragon known as The Green Stag seemingly offended or took something from Yggwilv, she placed a bounty on his head all over Isonhound, she was far too busy for meager things like Dragon Slaying, after all.

 A few weeks after the great dragon known as The Green Stag was slain, one of the heroes responsible, Delphi, took the head in hopes of claiming the posted reward of three wishes, granted by Yggwilv, on the condition that the heroes collecting the bounty also spent three nights with her in her hut. Delphi's original partner, Vadath, was called away to aid one of his other companions, leaving the dragonborn to ask for some extra help of her own. She requested help from two of her allies, Durian and Ensign. Together, the three made their way deep into the woods, to the last known location of The Hut. It didn't take long for the three to find The Hut, moving and dancing through the woods. Through some significant trial and error, the three were finally able to gain entrance into the sentient structure.

When the three entered, they were greeted by two other adventurers, Herneldo and Cynthia. The pair explained that they too saw the bounty posted for the Green Stag, but being unable to slay it themselves, instead managed to kill a younger, smaller dragon. Yggwilv was not pleased by this trickery, and sent them off to her pet's feeding bowl instead. Herneldo and Cynthia had woken up in a large bowl filled with dead bodies, in a room filled with bones, seeming to flicker in and out of this dimension. The pair had stumbled out and escaped, where they met the other three heroes,

As the party was getting acquainted, a teasing, goading voice was heard, almost echoing throughout The Hut. This voice promised them that they could help the party with whatever they wish, and to aid them in attempting to find Yggwilv herself, in exchange for evoking their name and playing their game. Ensign was the first to agree, with the others following shortly after. The voice identified themself as Silent, and goaded them to find them. Just as the party started investigating to find Silent, the witch made her presence known, and invited the party to her personal room. There, the party talked to Yggwilv, learning things for each of their personal interests and quests. After a while, Delphi inquired about claiming the wishes and gives the witch the head. Yggwilv then informed the group that, in order to claim the wishes, they must help her feed her larvae and keep them alive. One successful feeding night would earn one wish.

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