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LOCATIONS

The Collosal's Rift


Deep in the forests of the Feyal ranges, 5 days south of Alfheim, lies a rift
between the Fey Realms and the mortal plane. The rift connects to a part
of the fey realms where space is distorted. As a result giant creatures with
feyblood have made their way into the forest and lurk in its overgrown
wilderness.
Reports of mammoth sized insects, gargantuan gorillas and beetles bigger
than a castle dwell in the overgrown trees. This has become a favoured
hunting spot for monster hunters, safari tourists and big game collectors.
The druids of the local region are worried that this increased interest will
lead to smaller, natural animals also beong mistreated and have begun
research to discover ways to close the rift. No methods have proven
successful at this stage.
The danger exists that these creatures may begin to make their way
through the forest to other areas. Reports that some winged monsters
have already made it as far east as Dark Gem Pond have created fear in
the local communities.
-Arjade

The Temple of Gurin Takona


Gurin Takona was a mortal tiefling who created a religion worshiping
himself and ascended to the level of a lesser demon by the end of his life.
Gurin was slain by a party of paladins who saw his false religion for what
it was. After murdering Gurin and all his cultist followers the Paladins left
the temple as it stood. Having a moral code that prevented them from
owning personal wealth the paladins did not take the hoards of gold or
magical items, with the exception of those that were demonic in nature.
That was over a century ago and the temple still stands in the depths of
the forest. Many locals have sought the treasures but few are skilled
enough to avoid the traps and monsters that have made the dungeon their
home. Rumour has it that any item removed from the temple is cursed by
the demons that were being summoned into the world through the
religion. The weapons and armour are considered unholy and many
worry that should they fall into their possession, bad luck will befall them.
-Arjade

Castle Ironspike
Castle Ironspike was constructed to defend the local inhabitants from
Wyvern attacks. It is located in the mountains to the east of Kernberg and
has been a military outpost for the better part of two centuries.
The humans who built it serve as gatekeepers protecting the greater
plains of Borigon from the attacks of the Wyvern menace. By having the
ominous, spiked castle near their eerie they draw attention away from the
much further farms and villages. Even if wyverns would go for the easier
prey to the east, the castle guards attack them mid flight, causing them
into a frenzy of attacks at the castles well defended walls.
Every few months the castle is delivered supplies from the near dwarven
town of Kernberg, and often convoys of letters and military orders come
from Borigon to the East. Both of these journeys are often trecherous and
adventurers are often hired to protect the convoys to the mountain castle
-Arjade
[Threat] [Deity] Kerastes, The Wyrm That Crawls Beneath

Kerastes, also known as He Who Hungers, and The Wyrm That Crawls Beneath, is an immortal and
undying Dragon, perhaps the first Dracolich. He dwells in the Realm of the Dead, and devours the
souls of the unwary dead. It is the duty of the Lady Nïa to defend and shepherd them from his
depredations.
Kerastes is an ancient and infamous monster, who depredated much of the mortal world before
making his lair in the realm of the dead, burrowing deeper and deeper into its abysmal depths
where he could not be rooted out and destroyed. It is not known how he made his transition into
an undying creature, and indeed many myths exist of heroes who ventured into the realms of the
dead and slew him, and yet he has re-emerged many times. It is thought that he not only pioneered
the ritual of becoming a Dracolich, but spread it to mortal servants in order to create mighty
creatures in his own image on the mortal planes.
Worshippers of Kerastes often wear a bracelet of silvered bones about their left wrist, and
recognize each other by animated tattoos upon their left wrists, which seem to 'burrow' out from
the skin onto the wearer's palm when they wish it. When gathering, they wear robes of greys, and
powerful cults are often led by liches. They plan to 'turn' nearby dragons, whether Good or Evil,
into dracoliches under the control of the cult, and will often hire adventurers to attack a dragon's
lair, in the hope that they will weaken or wound it and make it more tractable. They will then often
approach the dragon and force it or offer it a poisoned broth, to drive the change into an undead
creature.
Statistics: Kerastes is a Neutral Evil minor deity, with small cells of cult members scattered all over
the world. His worshippers have access to the Dragon, Evil, and Undeath domains.
How you can use Kerastes, The Wyrm That Crawls Beneath in your game:
- Adventurers might be hired unsuspectingly by a cult of Kerastes to slay a dragon. While the
reward offered is sizeable, the dragon is much more so than promised, and your PCs may have to
beat a hasty retreat. If they're watching carefully, they might spot their employer heading in the
main entrance to the cave, clutching some kind of bubbling potion.
- Servants of Kerastes might attempt to poison a nearby Good-aligned dragon for their own gain.
Those who have dealt with the dragon might try to assist it in overcoming whatever ailment has
been inflicted upon it, especially before the servants of Kerastes are able to carry out their vile
plans. The cultists might attempt to interfere with your PCs in gaining the rare ingredients needed
to cure the dragon's poison.
- A Dracolich which has fully attained undeath is likely to have a cult of Kerastes either controlling
it, or serving it, depending upon its power and willingness. If you are planning an adventure with a
Dracolich, perhaps include a cell of warriors and spellcasters who can defend it, make up for some
of its weaknesses, and abscond with its phylactery so that it can return to them if defeated.
Tatoo of the The War Serpent
The ritual tattooing of the warriors of the Kord gives them spiritual strength of the Omniboa, the
guardian of the tribe of Kord. The tattoo must be performed by an elder shaman of the tribe. The
decorations are placed in certain locations of the body to strength particular areas.
Left arm: defensive strength, increase to ac
Right arm: offensive strength, increase to attack
Left chest: health increase to hp
Right chest: strength increase to damage
Left ankle: increase to initiative
Right ankle: increase to movement speed
Left calf: increase to balance
Right Calf: increase to jump height
Left face: increase to spot
Right face: increase to listening
Spine: increase to will/wisdom
Lips: increase to spellcraft
The skill of the shaman making the spellcraft check determines the bonus.
Spellcraft dc bonus
1-5 +1
6-10 +2
10-15 +3
And so on
-Arjade
[Location]
Shindurii Temple
The Shindurii Temple is located in the Feyal Forest an hour from the border with Tarasath. Before
the God Wars this temple was home to several Gods of the Kami faction. They believed in the
powers of nature and purity and were in charge of the minor portfolios related to those areas.
When the God Wars broke out, most of the Kami faction went their separate ways and sought
solitude rather than join the needless fighting.
The Temple, although long since abandoned by the old gods, still is a place of great healing.
Because of this many animals still flock to its walls and springs when they are injured or suffering
from disease. The cleansing waters of the springs that flow from the temples gardens are a natural
source of healing and will remain so forever.
Druids and Rangers local to the area know of this power and often will guide injured parties there
for temporary accomodations. A small group of monks from Tarasath now tend the temple but
mostly as a means of protecting outsiders from destroying they natural springs or exploiting the
gifts from the gods.
-Arjade

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