Adventure Recap to 10/9/2015

The party rejoins after spending about a year tying up personal loose ends and searching out new party members who were both willing and able to join in the quest for the Pillars of creation.  While the memories of Kal and Ramas will remain forever, their loss was a grievous blow to the party and one they needed to recover from if they ever wished to complete their quest and save the Empire.  Obi decided to retire from adventuring life to pursue the study of the Rings of the Master and with his new estates near Saumya, it was easier to make that decision.

 

Ineis roamed the land, interviewing possible candidate while also beginning her role as ambassador of the Empire to the elves.  It took a while, but they finally tracked down some suitable members.  A dashing swashbuckler from the high seas (and friend to a certain high elven paladin) named Sarric joined the group; Lucien, a bookish bard whose instrument choices were… eclectic… joined the group; and the great fighter Uroz, a half orc from old orc bloodlines of the Old Kingdom answered the call to adventure with a bold plan to gain the favor of the orcs of the North.

The party then teleported to an icy glacier where they planned to defeat the hideous ice troll, Gwerhig and his enormous white dragon companion–a true beast of an animal called Icefang–in order to impress the embattled orcs of the North and hopefully convince them that they were worthy bearers of the Chalice of the Mother.  The glacier was fraught with dangers, but the party managed to pierce to the heart of the dungeon and defeat Gwerhig and Icefang, looting the massive hoard of treasure the white dragon had accumulated over the years.  In addition, Uroz found a young white dragon that he ensorcelled with a sapphire pendant to become his mount and companion.

Fighting Icefang
Fighting Icefang

 

So armed, the party departed from the glacier and pressed into the Old Kingdom (a frigid, but nonetheless heavily wooded taiga), hoping to reach the orcs before Rygar’s army of gnolls found them.  In this respect, they were not so lucky.  Rygar’s army was widespread and the party ran afoul of a few scouting parties.  Though they defeated these scouts with relative ease, the ferocity of the gnolls and their demonic powers were a bad sign of the kind of power Rygar could bring to bear.

 

During their scouting mission, they also began to feel resonances of necromancy magic in the area.  While Uroz scouted ahead, the rest of the party tracked down the source of the necromancy and found a massive grave titan–a horrific undead beast that could throw zombies at them.  The grave titan proved no match for the party, though it led the group to a hidden ruin in the depths of the forest.  This ruin stank of necromancy and exuded a palpable sense of menace.

 

Within the walls of the keep, the party faced their most challenging foe yet!  The interior of the keep was a scene of desperate battle, though one from long ago.  And in the midst of this scene was a throne raised on the dais.  Sitting in the throne was a decrepit skeleton clothed in the tattered remains of once-fine robes.  As the party neared this long-dead ruler, its skull came alive and began cackling madly.  The party had stumbled onto the remains of the once-powerful lich lord, Borcus!  Though reduced in power now as a demi-lich, Borcus nonetheless nearly proved to be more than a match for the party.

 

Borcus the demilich
Borcus the demilich

Through fierce battle, the party managed to defeat the vile creature and took away a small haul of treasure from the demi-lich’s unplundered vault.  Included in that haul was an artifact of disturbing power.  This artifact was a suit of tortured wooden armor that Borcus once wore when he was a full lich.  Lucien decided to attune himself to this artifact and the evil influences within this powerful magic item were immediately apparent as the armor seemed to try to kill him as it constricted against his body.

 

Fortunately, Lucien did not die from the effects of the artifact, but Ineis Ironleaf did not feel like this was a good development.  She demanded that he take the suit of armor off (Lucien’s face had begun to rot away alread from the evil magics trapped within the armor) and reluctantly, Lucien complied.  They stowed the armor away and prepared to depart from the crumbling ruin of Borcus’ keep.

 

They were intercepted, however, by a party of gnoll death knights and their death mage companions.  Rygar was closing in.  Though the party defeated the gnolls, they left one of the death mages alive as she provided them with key information about Rygar’s movements.  This idea may have been a bad one.

 

It was not even a day later when Rygar himself showed up, hearing of the party’s battle prowess and their quest for the Pillars.  As the current possessor of the Sword Retribution, Rygar had more than a passing interest in their quest himself.  Rygar was drawn into a duel of sorts, fighitng the entire party (save for Uroz, who had gone ahead to the orcs to prepare the way).  The terrible power of Retribution was revealed as the party battled for their lives.  With blasts of intense fire, the humming buzz of high-powered magic, and the terrible sound of sharp metal cleaving through flesh, the party fought the demonic leader of the gnolls.  Finally, Rygar was disarmed!  Though disarmed, the gnoll was no less dangerous.  He had the bard, Lucien, at his mercy.  He demanded the party return Retribution to him or he would kill their friend.

Rage_of_demons_-_Yeenoghu_-_D&D_5
Rygar’s second form

 

Sarric and Ineis decided that their mission was more important than any one member’s life and ignored their unconscious friend’s plight as they took Retribution for their own.  Rygar mercilessly bit the head off of the unconscious bard, killing him instantly.  Then Rygar decided that enough was enough and commanded his army to attack.  Taking the better part of valor, Ineis teleported herself and Sarric to Sarric’s family’s inn, the Starflower Inn located on the southern coast of the Summer Kingdom.

 

The party rested there for a short time and Uroz was teleported to them by Obi (rather unexpectedly).  He learned that they were in the possession of the Sword and began lobbying Sarric for possession of the great weapon.  As Sarric pondered the wisdom of this course of action, his parents pondered his sanity for travelling with a wood elf.  In addition, Obi teleported another new adventurer to the party–a tiefling warlock named Amon.  Amon seemed to be a good fit for the party, though he was a bit lost on the Then Rygar and a bunch of his buddies teleported in looking to finish the job he started and take back his precious Sword.

 

They battled the demonic gnoll and his cronies for a long time.  Ineis was stricken with a terrible disease by a cleric of death that Rygar brought and this sickness rendered her unable to cast spells effectively.  Amon showed his effectiveness to the party by thinking quickly and entrapping the death knights in a force cage, but the wily cleric and death mages were able to get out of it.  Rygar himself had no trouble with this barrier.  

 

Rygar and his allies, however, proved to be no match for the full power of the party.  Without his sword, Rygar was just another scary monster–one that the party rather gleefully chopped into teeny tiny pieces, then blasted those pieces into greasy ash.  With Rygar defeated, the Starflower Inn badly damaged, and half of the party sickened by Rygar’s hideous presence, the party tried to rest and recuperate, but they were interrupted yet again by more teleporting creatures.

 

This time, the teleporting creatures were high elf arch wizards.  They had come to investigate the demonic magic they had felt from their wizards’ towers.  Once the elves found out that the demonic influence had been defeated, they parleyed with the party.  Sympathetic to their cause, the archwizards gave to the party some powerful gifts of magic items and a warning that all was not well in the Verdant Kingdom.

Naevis Alavara
A high elf arch wizard

 

Their warning was that the Verdant Kingdom had gone silent.  A powerful enchantment had been laid on the forest that prevented teleportation or scrying.  Whatever was in there did not want anyone prying into what they were doing.  Furthermore, no contact with the wood elves had been made and any who went into the Verdant Kingdom did not return.  The party promised to look into the problem as soon as they had met with the orcs.

 

Ineis teleported the party via tree (a terrifying and maddening experience for non-druids) to Dreadfort, the main stronghold of the orcs.  There, the party proclaimed their victory over Rygar, Gwerhig, and Icefang.  The orcs hailed them (well, Uroz really) as heroes and invited them to council.  In the council of the orc elders, the group explained their quest and their need for the Chalice.  The orcs agreed to aid them when the time came, and the party was left to their own devices.

 

Uroz had some family stuff to take care of, so the rest of the party decided to venture into the Verdant Kingdom and find out what was wrong there.  Ineis tree-teleported them to a copse of trees outside of the Verdant Kingdom and the party entered into the Little Blackleaf.  They quickly found that all was not well in the Verdant Kingdom as the magic that blanketed the forest dimmed the light of the sun and caused strange magical effects to manifest.

 

The group made their way to the village of Tirion and found that the village had been depopulated, perhaps violently.  There was the evidence of some kind of brutal struggle, but no bodies.  With deepening suspicious, the party made their way deeper into the forest, trying to make their way to the blessed Glad of Asari.  On the way, the party was assaulted by a small group of vampire spawn, giving the group a good clue as to what had happened in the Verdant Kingdom.  Though the party defeated the vampire spawn and made their way to the Glade of Asari, with vampire spawn, there will somewhere be a vampire master…vampire_spawn_by_melrubi-d5of6m6

 

 
 
 
 

Halcyon Magic Items

Magic Items

 

Link to Google Docs page

 

Amulet of the Guardian

This amulet functions as the amulet required to control a Shield Guardian.  In addition, there is a tiny metal figure that resembles a shield guardian which can only be removed once the amulet is attuned to the wearer.  Once the amulet is attuned, the figure can be removed; as the figure is removed, it transforms into a full-sized Shield Guardian and functions as the wearer’s Shield Guardian.  If the wielder wishes it, the Shield Guardian can be transformed back into a figure and reattached to the amulet.  However, if the wearer transforms the guardian back into a figure, they must wait until completing a long rest before returning the shield guardian back to its full size.

 

Auto-Injection Syringes

Auto-injection syringes that provide the following bonuses:

+1d6 Strength, +1d6 Constitution, and +1d6 Dexterity.

The user’s maximum hit points increase by 25.

-1d6 Intelligence, -1d6 Wisdom, and -1d6 Charisma.

The effects last for 1 day, then the user is afflicted with 1 level of exhaustion.

The effects do stack, but if Int, Wis, or Cha is reduced to 1 or lower, the user must make a DC 20 Wisdom saving throw or enter a rage and attempts to kill any who are nearby, starting with the closest creature.  The user may make this save at the end of each of their turns.  A successful save ends the condition and applies 2 levels of exhaustion.

If someone were to inject more than one of the syringes, there is a 25% chance that they will enter the berserker rage regardless of their mental attributes.  For each syringe injected, the user will gain another level of exhaustion once the effect ends.

 

Babel Worm

A parasite that attaches to the players tongue and slowly eat away and replace it. In return, it gave the ability to speak any language.  However, the player doesn’t understand the responses if he does not also speak that language naturally.

Badass Eyepatch

Badass Eyepatch:  This unassuming black leather eyepatch is hiding a powerful magical enchantment which instantly makes the wearer appear to be a true badass.  Others quail in response to the wearer’s merest glower and ladies (and gents) tend to swoon in the presence of the wearer.

 

Mechanically, so long as the eyepatch is worn, it grants proficiency and advantage in the Intimidate skill.  If the wearer is trying to use diplomacy, the eyepatch grants advantage on Diplomacy checks so long as the target of the Diplomacy check is attracted to the wearer’s gender.  The Badass Eyepatch also does not impede vision at all.  If the wearer is male, they instantly grow a five o’clock shadow.

 

Value:  1,000 gp (Rare, requires attunement)

 

Blade of Grass

+2 scimitar.  This scimitar is a uniquely magical blade which is made out of a single blade of razorleaf grass.  It is extremely sharp and extremely strong.  In addition, when not in use, it curls around the wielder’s wrist like a bracelet.  When the wielder wants to use it, the blade instantly straightens out to become rigid.

 

While the Blade of Grass is an excellent weapon, it does have an inherent weakness: fire.  If the blade is ever thrust into a fire, it will burn just like any normal blade of grass.  For each round the grass is on fire, it takes a cumulative -1 to its damage.  Once it reaches -5, the Blade of Grass is destroyed.  So the wielder must take care not to allow it to come into contact with fire.

 

A Blade of Grass can be regrown from its ashes if the wielder waters the ashes with purified water, as the water purified by a purify food and drink spell.  It takes a month of watering to get the blade back, but many consider this an even exchange.

Blood Forged Hammer of War

Blood-Forged Hammer of War.  +3 Maul; when used as a primary weapon, the Blood-Forged Hammer of War gives the user the ability to use the Charging feat at will.  If the user activates the Barbarian’s rage ability while wielding the Hammer, then they gain +2 AC while raging.

 

Bone Armor

Scale Mail +1. This unhealthy-looking armor is made of interlocking metal scales and human bone.  It allows the wearer to cast the Bane spell 1/day.

 

Bone Shard Sword

Two-Handed Sword +1. This disturbing sword writhes in the hands of those of good alignment.  Its handle is made from the femur of a human and its crossguard seems to be made of human pelvic bones.  The long blade is pitted and scored and writhes with worms and maggots.  The sword smells of grave dirt and casts a cold green light in a 5 ft. radius.  On a critical hit, the sword deals an additional 2d10 poison damage and the target must make a DC 15 Constitution save or it becomes poisoned for 1 hour.

 

Boots of Levitation

The Boots of Levitation are made of sky blue leather and come up to mid-calf.  They have been embossed with a wing pattern at the top of the boot and are of a generally sleek design.  One interesting thing is that they do seem to have a rather high heel for a boot, being an inch and a half.

 

Mechanically, these are Boots of Levitation from the DMG on page 155.

 

Burning Wheel of Fire

The Burning Wheel is a mithril chakram with a +1 magical enhancement bonus.  When thrown and the command phrase yelled (by the player), the Burning Wheel ignites and streaks toward its target like a falling star.  It has a 30 ft. range and travels in a straight line, burning through all enemies in the line.  It does the same thing when it returns.  The Burning Wheel does not burn non-enemy targets (like walls, wood, or other environmental things.  It only burns monsters.)  Its damage is 1d8+1 slashing, considered fire damage, and the weapon is considered to be light.  The command phrase is, “Ashes to ashes!”

 

Chainsword

+2 Greatsword on a crit, the sword deals an extra 5d6 slashing damage.

 

Chitin Mask

When worn, the Chitin Mask causes the wearer’s skin to become as hard as magical plate mail (20 AC, magical) with none of the penalties of plate mail, the wearer’s strength becomes 25, and the mask gives the wearer the ability to climb on surfaces as per the spider climb spell.  These abilities last for 5 rounds.  Once the 5 rounds have ended, the Chitin Mask becomes inert and the wearer loses all special abilities granted by the Chitin Mask and the mask becomes dry and dull.  To recharge the mask, the wearer must subsist on a diet of insects for 5 days while wearing the mask.  Once it’s recharged, the mask once more becomes supple and lifelike.

 

Cloak of Incarnations

Cloak of Incarnations.  While wearing this cloak, the wearer gains +1 to their AC and can use the wild shape ability one more time per day.  At the wearer’s option, they may choose to forgo the bonus wild shape and the AC bonus and instead use the wild shape ability to transform into a beast whose CR level is equal to their own level (as per the normal wild shape ability).  Once this ability has been used, the cloak does not grant the user any further powers until she has completed a long rest.

 

Cloak of Invisibility

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Cryo Capsule

The cryo capsule is a bead of near-absolute-zero material suspended in a magnetic field within a metal container.  There is a timer device on the capsule which can be set for anywhere between 1 second and 1 hour.  When the timer expires, the magnetic field deactivates and the frozen material is freed, dealing 10d6 cold damage to any creature within a 15 ft. sphere.

 

Daern’s Instant Fortress

Daern’s Instant Fortress is a small black metallic cube with no markings or scratches on it whatsoever.  It is surprisingly heavy to carry.  If the cube is exposed to a significant heat source, then a word slowly becomes visible on it.  The word is “Abode”.  Within the fortress, there is tasteful wood furniture and a fully stocked larder that holds enough hearty food to feed a group of ten for a week.  There are two books on an end table near a red leather easy chair.  These two books are the journals of an adventurer named Flynn and detail his adventures up until he encountered the remorhaz.  The entries date back twenty three years ago.

 

Mechanically, this is a Daern’s Instant Fortress from pg 160 of the DMG.

 

Darkling Dagger

+1 daggers, which, on a critical hit give the target blindness if they fail a DC 15 Will save

 

Deadly Sling

+1 sling which creates its own ammunition; the wielder can decide to sacrifice 5 or 10 HP to add 5 or 10 damage

 

Desolation Proton Phasing Cannon

+2 2-handed ranged weapon, range 1 km/4 km. 5d6 radiant damage and 5d6 force damage in a 30 ft. diameter sphere (reflex save DC 15 for half).  The DPPC must charge for 1d6 rounds after each time it is fired.  Roll 1d20 each time the DPPC is fired.  If the d20 comes up 1-4, the cannon overheats and must cool for 1d20 minutes before it can be used again.  It takes 1d4 rounds to deploy the cannon for use.

 

Dragonslayer Short Sword

The Dragonslayer Short Sword is a wickedly serrated short sword that has been stylized into the shape of a dragon’s skull.  Etched into the hilt of sword is a list of dragon’s names that have been slain by the sword.  The pommel of the sword holds an opal that is cracked, as of that of a broken dragon egg.  When the sword kills a dragon (the killing blow is made by the sword), the dragon’s name magically appears alongside the other dragon’s names on the crossguard.

 

Mechanically this is a Dragon Slayer sword from the DMG on page 166.

 

Drow Eyedrops

Eye drops that allow the user to see through magical darkness and grants the user darkvision to 120 ft.  The drops last for an hour.  There is enough in the bottle to allow for 5 doses.

 

Enitha’s Ravenous Spinner

A brass spider-automaton with the head of a ram which can be fed plant matter once a week, after which it will produce enough silk to be turned into several balls of twine, a rope, or a tunic or pair of hose. If fed the equivalent of 20 coins of iron or precious metal, it will spin extremely durable metal thread instead; metallic tunic and hose are the equivalent of +1 but non-magical leather armor (AC 15). If fed metal more than once a week, each feeding has a 1 in 6 chance of enraging the Ravenous Spinner, causing it to attack as a 4 HD creature with armor equivalent to chain (AC 16.) If it kills its owner, it goes feral and carnivorous, turning

corpses of its victims into meat-thread. A slain Spinner will no longer function.

 

Fleischer’s Staff

A carved ebony staff which has the following abilities (this is not a +1 weapon, it just has the abilities listed):

Gives the user +10 ft. speed.

Increases the range of all spells that have a range value and use the staff as a focus by 50 ft.

Has 10 charges/day(roll a d20 each day and the staff will recharge 1d10 charges [to a max of 10 charges], on a 1, the staff cracks and becomes a regular quarterstaff)

1 charge to cast Expeditious Retreat

1 charge to cast Mage Armor

1 charge to cast Shield

 

Forest Lord’s Horn

The Forest Lord’s horn is long and razor sharp.  It acts as a +2 spear and grants the wielder the ability to cast Conjure Woodland Beings 1/day, Plant Growth 2/day, Barkskin 3/day, and Speak With Animals 4/day.

 

Frag Grenade

Range 30/60, considered magical for the purposes of overcoming damage resistance, 3d6 piercing damage and 2d6 fire damage.

 

Fury of the Red

This pendant is a crystallized drop of red dragon’s blood hung upon an adamantium chain.   Once attuned, this pendant will give the wearer the ability to breathe fire, as per the Dragonborn ability (Breath Weapon phb 29).  If the wearer is a dragonborn, the pendant changes their breath weapon to the fire type, doubles the effective range of the breath weapon and adds +1d6 damage to the normal damage of the breath weapon.

 

Grasshopper Boots

Grasshopper Boots:  These bright green calf boots have thousands of mithril grasshopper legs on the soles of the boots.  They grant the user the ability to jump great distances and cling to walls like an insect.  They don’t function on ice or other slick surfaces.

 

Mechanically, this changes the user’s movement speed to 45 ft. and the user can jump up to their movement speed from a standing start (including straight up).  Additionally, they gain advantage on Athletics and Acrobatics checks and do not suffer falling damage if falling distances under 100 feet.

 

Value: 2,500 gp (Uncommon, requires attunement)

 

Heartchar

Heartchar is a very well-made broadsword with a black steel hilt.  The pommel has a large ruby that has been carved into the shape of a (biological) heart.  An imperfection in the stone has made the ruby appear to be charred and blackened in places.  When a creature is killed with the sword, that creature’s heart flashes into ash and the wielder gets a thrill of excited bloodlust.  The command word for it is etched into the blade of the sword, “Lok’tar”–Orcish for Victory.

 

Mechanically, Heartchar is a +2 Flame Tongue longsword (pg 170 of the DMG)

Ioun Stones of Sustenance

You don’t need to eat or drink while this clear spindle orbits your head.

 

Laser Pistol

Laser Pistol +3 ranged weapon, 60/180, 4d6 radiant damage.  25% chance that the laser pistol will explode dealing 8d6 damage to all within a 30 ft. diameter sphere, reflex save DC 15 for half damage.

 

Laser Rifle

(+2 light crossbow) range 200/600, one target, 3d6 radiant damage.  Does not require ammunition.

 

Living Maul

+2 maul.  The Living Maul is a hammer made entirely of dense ironwood and a living cutting from the mother tree of the Grand North Woods.  Even with its powerful magical enchantment, however, the Living Maul possesses more unique abilities.  While the owner possesses the Maul, it grants a portion of the Mother Tree’s life essence to the owner.  The owner becomes half plant and is immune to poison, sleep, and fear effects.  However, the owner also becomes vulnerable to fire damage.

Nice Jacket

The Nice Jacket is a very dashing long coat made of black leather with silver buttons.  It looks dashing.  When worn, it grants the user an 18 Charisma.  If worn in conjunction with the Nice Hat, the Nice Jacket also functions as +2 leather armor and its pockets become mini Bags of Holding, capable of holding up to fifteen pounds (2 cubic feet) of items.

 

Pnemonic Charm

This mithril charm bracelet has 5 spaces for charms on it.  The Pnemonic Charm is used by casting a spell of any level upon it.  Depending on the level of the spell, a different charm with a specific power appears on the bracelet.  If the user wishes to use the power of the charm, he plucks it from the bracelet and uses it as a spell component in a spell he wishes to cast.  Only one charm may be created for the bracelet per day.

 

Level 0-2: Golden Star: The spell’s area of effect is increased by 10 feet or its damage may be increased as if the caster had cast it at one level higher than it was cast.

Level 3-4: Silver Meditating Man: The spell may be cast without the verbal component.

Level 5-6: Onyx Spider: The spell is cast as a reaction.

Level 7-8: Brass Treasure Chest: The spell may be cast without the material component.

Level 9: Platinum Tome: Any spell between level 0-6 may be cast, no matter the source.  This charm may not be used in conjunction with any other charms.

 

Portable Shield Generator

This device creates a protective dome over a 15 area which has 50 hit points.  The shield intercepts all attacks against those within its protective barrier and requires a DC 20 Strength check to pass through.  Once the shield has taken 50 damage, it fails and the shield generator breaks.  The shield can be turned off before it takes the damage, though it cannot be turned back on.  This is a single-use device.

 

Powered Armor

+2 plate mail.  The armor, when worn, also grants the wearer 25 strength.

 

Really Nice Hat

Gives the wearer advantage on diplomacy rolls

 

Rod of Resurrection

To be returned upon completing the mission to the Verdant Kingdom.  The rod has 5 charges. While you hold it, you ·can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges). The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.

 

Rod of Security

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

 

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

 

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.

 

RPG

A rocket-propelled grenade launcher with 4 rockets.  RPG (+3 ballista), range 250/500, 30 ft. radius, reloading.  5d10 piercing damage, 5d10 fire damage to all within the radius that fails at a DC 15 Dexterity save.  Success means half damage.

Spellguard Shield

+2 Spellguard Shield (while holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

 

Staff of Healing

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of    its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Staff of the Woodlands

Staff of the Woodlands (requires attunement by a druid)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

 

The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.

Spells. You can use an action to expend 1 or more of the staff’s charges to cast one ofthe following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).

 

You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command,

word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

 

Stumbling Shortsword

+1 shortsword which, on a crit will make the target attack at disadvantage until the wielder’s next turn

 

Sunblade

This magical treasure can be found in the same drawer as the spell scroll and the philter of love.  It is a hilt of black metal with an efreet theme of flames.  When activated, the sun blade’s hue is a bright orangey red, as if it were made of roiling flames.

 

Suntstring

This bowstring is made of solid light.  It has the tensile strength of a steel cable an inch in diameter, and gives the arrows it shoots the radiant damage property.  In addition, you can extend the string to a length of 50 feet by pulling on it and it will remain that length until you want it to return to its original length.  It sheds dim light in a 30 ft. radius, so it’s not ideal for sneaking around with.

Tooth of Ragnarok

Greatsword +3.  The wielder of the Tooth may designate a target which then suffers under the Wrath of the Wyrm.  The wielder then makes attacks against the target with advantage.  If the wielder deals the deathblow to the target of their Wrath, they regain hp equal to the value of the damage dealt by the attack which resulted in the target’s death.

 

Weaponmaster’s Gloves

These supple leather gloves appear to be simple but high quality leather gloves worn to protect fencers’ hands.  In reality, they hide a subtle yet extremely useful glamour.  The wearer is able to instantly send a single weapon into an extra-dimensional pocket, effectively safely storing it.  The weapon can be recalled as a reaction.  Only one weapon may be stored in such a way.  Furthermore, the wearer cannot be disarmed of the weapon which he has stored so long as the gloves are worn.

 

White Dragon Scale Mail

White Dragon Scale Mail:  This scale armor includes a helm, greaves, and vambraces all made of white dragon scales.  The helm is styled in the shape of a roaring dragon and there are spikes on the pauldrons made of dragon horn.  The armor always feels chill to the touch, bordering on cold.

 

Mechanically, the armor functions as +1 scale mail that grants the wearer resistance to cold damage and advantage to saving throws against the Frightful Presence and breath weapons of dragons.  Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor.  This special action can’t be used again until the next dawn.

 

Value: 6,000 gp (Very Rare)

 

Cyphers

Cyphers are limited-use magical items that do a very specific thing before either needing to be recharged or are destroyed.

 

Amulet of the Bear

A copper amulet with a picture of a bear. When worn and activated (can be used as a reaction), the cypher grants you advantage on your next strength save.  When used, the bear roars loudly and then oxidizes and crumbles away.

 

Arrows of Teleportation

When the arrows impact, the shooter and anyone touching him are transported to the location of the arrow.

 

Card of the Star

An ivory card, marked with a star. When used, you gain a +2 bonus to any chosen ability score (max 20).  The card flashes and disappears and the star symbol appears on the user’s forehead.

 

Clairvoyant’s Stone

Clairvoyant’s Stone: A polished shard of translucent black crystal. When held and activated, the cypher allows you to project your sight until the end of the session. You can project your point of view up to five feet in any direction, and through small openings such as a keyhole.

 

Dark Torch

These are special torches treated with alchemical reagents and enchanted with minor enchantments.  When the torch is lit, it briefly flashes, then appears to go out.  However, if the user holds it up, it grants them darkvision out to 40 ft.  No one else but the user can see this way.  The torch is used up after 4 hours.

 

Deadeye Shard

A jagged platinum shard etched by acid. When held and activated as a bonus action, the cypher grants you a +1 bonus on ranged attack rolls for 2d6 rounds.  Once used, the shard turns into platinum powder worth 50 gp.

 

Flamethrower

A griffon’s claw etched with iridescent ichor. When held and activated as a bonus action, the cypher conjures a spray of flames (range 15 feet, 6d6 fire damage, Dex save DC 15 for half).  Can be used three times before the claw burns away.

 

Flatulence Cube

A broken obsidian cube engraved with strange glyphs. When thrown at a target, the cypher explodes into a cloud of noxious gas (4d6 poison damage and poisoned, Con save half and negates).

 

Gorag’s Instant Growth Formula

A jagged shard of sapphire containing a drop of iridescent ichor. When impaled into flesh, the cypher dissolves and increases your size (one size category, advantage on strength checks, +1d4 weapon damage) until you take a long rest.

 

Healing Shard

A jagged shard of gray crystal containing a mote of light. When impaled into flesh, the cypher dissolves and grants you 4d8 temporary hit points.

 

Hearn’s Healthy Hypodermic

A jagged shard of green glass smeared with golden ichor. When impaled into flesh, the cypher dissolves and grants you 4d8 temporary hit points.

 

Hell’s Bell

An adamantium bell with the word for “Stone” written in abyssal.  The clapper is encased in a velvet sleeve, which prevents the bell from sounding.  If the velvet sleeve is removed and the bell is rung, it will summon 1d4 earth elementals which will appear within 15 feet of the summoner under the summoner’s command.  The elementals will remain for 1d8 rounds before they crumble into unmoving rock.

 

Imperfect Disguise Amulet

A mangled orichalcum gauntlet on a leather cord. When worn and activated, the cypher allows you to alter your appearance for 2d6 rounds.

 

Lightning Darts

A small silver case with 5 darts in it.  When thrown, the dart is expended, but on a successful hit, the dart transforms into a sixth-level lightning arrow dealing 7d8 lightning damage on the target and 5d8 lightning damage to each creature within 10 feet of the target (Dex save DC 15 for half damage).

 

Lightning’s Bite

A dragon’s tooth smeared with black ichor. When held and activated, the cypher conjures a bolt of lightning (range 100 feet, 6d6 lightning damage, Dex save half).

 

Magical Equalizer

A glass spindle filled with silvery liquid. When broken over a weapon, the weapon is transmuted into a similar metal. It deals an additional 2d6 points of damage until the end of the session, after which the weapon disintegrates.

 

Magical Litmus Paper

This paper can be used as a standard action by rubbing it on an object. It either detects no magic and can be used again, or changed color and brightness to reflect the school(s) and strengths of magic on the object.

 

Mini Protector

A doll-sized shirt of mithril chain mail. When worn and activated as a bonus action, the cypher grants you resistance to necrotic and poison damage for 1 minute.  The cypher can be used once per day.

Personal Space Mark 1

A hydra’s tooth engraved with geometric patterns. When held and activated, the cypher pushes an adjacent creature 10 feet away from you on a failed DC 14 Strength saving throw.

 

Personal Space Mark 2

A jagged iron shard engraved with incoherent labyrinths. When held and activated as a bonus action, the cypher pushes an adjacent creature ten feet away from you (Str save DC 17).  Crumbles after three uses.

 

Personal Space Mark 3

A kraken’s tooth on a leather cord. When held and activated as a reaction, the cypher pushes all adjacent creatures thirty feet away from you (Str save DC 15).  This can be used three times per day.

 

Pervert’s Eye

A pristine topaz carved in the shape of an eye. When held and activated as an action, the cypher allows you to see through clothing and armor until you take a short rest.  The topaz eye can be used once per day.

 

Sehanine’s Arrow

A shimmering silver moonstone.  When thrown at a target, the cypher wounds it (attack roll, 4d6 force damage).  The moonstone appears to turn into a flashing silver arrow when thrown and disappears after use.

 

Smokestone

A bloodstone shard smeared with crimson blood. When thrown at a target, the cypher explodes into a cloud of concealing smoke.

 

Specimen Jar

Any organic tissue placed in the Specimen Jar is preserved perfectly until the jar is opened.  Once the jar is opened, the tissue ages as normal.

 

Spiderweb Stone

A malachite fragment smeared with crimson blood. When thrown at a target, the cypher explodes into a burst of spiderwebs (grappled, Str or Dex save negates).

 

Swallow’s Blessing

A silver amulet with of a swallow in flight. When worn and activated as a reaction, the cypher grants you advantage on dexterity saves until you take a long rest.  When used, the swallow flashes with blue light, tweets once, and then disappears.

 

Traveler’s Feast

A jagged shard of ruby on a leather cord. When held and activated, the cypher conjures a table of good food and wine for seven.

 

 

Tortured Wood Armor

Tortured Wood Armor

Armor, artifact (requires attunement)

 

This suit of wooden armor was once Borcus’ chief protection.  Carved from the heart of a Blackwood Oak, the armor was then bathed in the blood of seven dryads and not allowed to see the sun for a year.  Vile necromancy spells combined with twisted druidic magic was cast over it every day during the winter, causing the armor to attain a sort of bizarre undeath unique in the world.  The armor that was once the heart of a living tree had become an undead horror that obeyed the will of Borcus.

 

When Borcus became a lich, he used the armor less and less, until finally, he decided that he was invincible enough without it.  He put the armor in storage, thinking that the artifact would be useful if he ever found himself in combat again.  Locked away in his secret and hidden treasure room beneath his throne, he forgot about it.

 

Any creature that tries to attune to the armor must make a DC 17 Constitution saving throw.  On a successful saving throw, the creature takes 5d6 bludgeoning damage and 5d6 necrotic damage as the armor attempts to constrict the life out of the creature.  On a failed saving throw, the creature dies and rises as a zombie.

 

Worn by one attuned to it, the armor can be used as +3 magical plate mail which only requires proficiency in light armor.  The armor also deals 2d6 piercing damage to any creature that hits the wearer with a melee attack as blackened thorns grow out of it in response.  This damage is considered magical for the purposes of overcoming damage resistance.  

 

The living armor has the following properties:

 

Beneficial Properties

  • Use an action to cast Bestow Curse.  Roll a d6.  On a roll of 1-5, you can’t cast it again until the next dawn.
  • While attuned to the artifact you can cast Antilife Shell.  Roll a d6. On a roll of 1-5, you can’t cast it again until the next dawn.
  • While attuned to the artifact you can cast Create Undead.  Roll a d6. On a roll of 1-5, you can’t cast it again until the next dawn.
  • While attuned to the artifact, you gain proficiency in Intimidation.

 

Detrimental Properties

  • While attuned to the artifact, other living creatures can’t take short or long rests while within 300 feet of you.
  • While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn’t a creature.
  • While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, fingertips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A regenerate spell restores lost body parts

 

Protection.  You gain a +3 bonus to armor class while wearing the Tortured Wood Armor.

Spells.  While wearing the armor, you can use an action to cast one of the following spells (save DC 18) from it: Blight, Contagion, or Grasping Vine.  Once you use the armor to cast one of these spells, you can’t cast the spell again from it until the next dawn.

Spirit of Borcus.  While the armor is worn, you add a d10 to your initiative at the start of every combat.  Your movement is increased by 15 while wearing the armor and you cannot be grappled, restrained, or prone.

 

Seeds of Evil

Seed of Evil

The Seed of Evil is a deadly and potent magical item created by Maras the Broodmother.  

 

If placed in the ground, covered with grave dirt, and Unhallowed,  the Seed of Evil begins:

 

  1. Sending out powerful pulses of necromancy, drawing in the lifeforce of everything within several square miles.  

 

  1. It then perverts this life energy and uses it to reanimate any corpses of sentient beings in that area.  This happens over the course of 1d10 days.  

 

Once the Seed is placed in the ground, the only way to neutralize it is to dig it up, sprinkle it with holy water, remove it from the ground without touching it, and then cast Remove Curse on it after pouring enough holy water over it to completely remove any clinging dirt.  

 

If the Seed remains out of the ground without having the ritual performed on it, then it will eventually turn into a flameskull monster with the ability to create undead.  A lead box with Glyphs of Warding and a Magic Circle inscribed upon it will allow the seed to remain out of the earth without it turning into a flameskull, but this is a temporary measure as the evil contained within begins to corrupt the magic of the box.  After 1d10 days, the spells begin to warp and change.  After 1d4 x 5 days, the corruption is complete and the spells which contained it have become completely twisted until the Glyph of Warding has become Bestow Curse and the Magic Circle becomes a spell of Feign Death (which can target an unwilling creature– Will save DC 15 to resist– and lasts for 6 days).  These spells are cast on the person who opens the box next.

 

 

I am no scholar.  It was never my calling in life.  I was called by Mother Etra long years ago to be her humble servant and an arbiter of her will to those in pain.  Until these terrible creatures who call themselves the lich lords rose up to beset our fair empire with death and subjugation, I was content to be a travelling healer.  Now… my faith is tried every day.  But I cling to it that much more tenaciously.  I have done battle with undead horrors that will haunt me to my very grave, yet I believe that I have done what Mother Etra would have me do.

 

It is through this lens of faith that I have been able to find the Seeds of Evil that Maras the Broodmother has planted.  Through constant prayer and the miracles of my goddess, the Great Mother, Etra, the sites of these terrible evils have been revealed unto me.  If this threat ever rises again, I pray only that the heroes of that dark day will have the strength of faith that I was forced to maintain.  Truly, only those in the highest favor of their gods will be granted the miraculous vision that only true divination can provide.

 

I have finally found a way to subdue and neutralize the Seeds of Evil that Maras has planted through the ruins of this once-beautiful empire.  Let me record the method here so that there will always be a record, should such an occasion ever come about again.  The Seeds are far more dangerous than they would seem to be.  Maras buries them deep in the earth and curses the ground, which acts as a fertilizer for the Seed to send out its roots of death and destruction.  If left untended, as we have discovered to our sorrow and destruction, the Seed will leach away all life from an area some ten miles in diameter, then will begin sending out vile pulses of magic, reanimating any corpses in the area into undead monstrosities.

 

To even begin to purge the Seeds of their evil magics, it must first be uncovered and the light of the dawn sun must strike it.  A careless touch will curse the unfortunate soul with a withering disease that consumes the internal organs with dreadful rapidity.  So the Seed must be removed from its hole without touching it with bare skin.  I would not touch the thing with gloved hands or even gauntleted hands.  Once the sun has bathed the Seed in her light, pour holy water over the Seed until all traces of the dirt it is covered in is removed.  Even a single missed speck of dirt will render the effort futile.  Again, do not touch the Seed.  Finally, when the Seed is cleaned of earth and with the sunlight upon it, send a prayer to the gods to remove the curse of foul magic from it.  Should your faith prove sufficient and your god be pleased with you, then the Seed will crumble into fine powder, never again to trouble the world.

 

A word of warning.  Should the Seed be removed from the ground without having the ritual of cleansing done upon it within the hour of its excavation, it shall undergo a hideous transformation into a flaming skull capable of raising more undead monsters.  The Seed is a much more vicious and dangerous monster than the flame skulls I have dealt with before.  Truly, do not excavate the Seed if the ritual is not prepared.

 

It was not always possible for the ritual cleansing and blessing to be performed at the site of the Seed.  Sometimes, the undead press was simply too great.  Sometimes, the Seed was hidden in a dangerous place.  It was then necessary for me to seek the guidance of one of my greatest friends and one of the most accomplished wizards in the empire, Zu’ul Tanderian.  Zu’ul studied the problem and found a solution which allowed us to transport the Seeds of Evil to a more hospitable location.


To transport the Seeds, one must craft a lead box and inscribe powerful glyphs of warding and protection upon it.  These glyphs must be woven into a wizard’s Circle of Protection to prevent the evil spells the Seed is enchanted with from affecting the world through the box.  Even so, know that this protection cannot be permanent.  To leave the Seed in the box for longer than a few days–two weeks at the very most–is to invite disaster.  After that long, the Seed will begin to warp the spells placed on the lead box and what were once wards of protection and sealing become powerful curses and spells of destruction.

 

Ka, God of Magic

Ka

Ka, God of Magic
Ka, God of Magic

 

Titles: The Keeper of Secrets, The Old Man, The Trickster, The Wise One, The All-Seeing, The King of Books

Alignment: True Neutral

Domains: Magic, Knowledge, Secrets

Symbols: The locked book and key and the mage’s staff

Holy Color: Brown

 

Ka is the firstborn son of Etra and the creator of magic in the world.  His widespread worship is relatively new, though in other aspects and with other names, he has been worshipped as a god of knowledge, secrets, luck, wisdom, and death.  In modern times, Ka is depicted as an old man with a long grey beard whose face is shadowed by a deep hooded cloak.  He holds a staff in one hand and a locked book in the other.

 

Temples to Ka are large and cavernous with many secret passages and hidden rooms.  Worshippers meet in small, ten to twelve-person cells and are guided by the clergy, who are known as Keepers.  Keepers lead worshippers in long droning chants whose purpose is to bring the worshipper closer to knowledge of the ultimate secrets that Ka protects from the unfaithful.

 

Afterlife:  The faithful of Ka expect to join their god in the Great Library to pore over the ineffable secrets of the universe.  The greatest aspiration of a faithful worshipper of Ka is to learn something new and record it.  It is prophesied that at the end times, Ka will reveal the greatest secret of all and usher in a new, higher form of existence.

 

Worship: The faithful join together in small groups led by a Keeper and intone droning chants from the Book of Secrets.  The drones are carefully modulated and contain coded messages to their god requesting the pardoning of sins and the granting of blessings.  Solitary prayer is accomplished by whispering into a lock and then locking the lock.  If the worshipper does not have a lock, then a whispered prayer followed by the sharp intake of breath is customary.

Holidays: The most holy day for Ka is the Fall Equinox when his creation of magic is celebrated by wizards taking on new apprentices and apprentices who have served their tenure graduating as full-fledged wizards.  This is a solemn day, but the night is filled with revelry.

Holidays Celebrate: Other holidays in Ka’s name celebrate new moons, prophets, great wizards, past revelations, and magic spells.

 

Clergy: Male and female, though primarily male.

Function: Scribes, spiritual guides, inquisitors, direct connection to the divine.

Lifestyle: Above average.  Keepers are supported by their flocks and live in comfortable homes.

Family: None (chastity required)

Chosen: Keepers study carefully to become clergymen in Ka’s church.  The exam to attain the book and key is rigorous, demanding, and extremely competitive.

Distinguished By:  Keepers wear dark brown hooded robes with the symbol of Ka displayed prominently on the left breast.

 

Passed Down: Worship of Ka is passed down in two holy texts: the Book of Secrets and the Book of Lies.  The Book of Lies contains apocryphal stories about Ka designed to trick the reader into revelation.  The Book of Secrets is written in complex code and is read aloud in droning chants.

 

Deadly Sins: Foolhardiness, breaking confidence, destroying books, irresponsibility, malice

High Virtues: Education, loyalty, faith, responsibility

 

Associated Artform: Calligraphy

 

Coming of Age: 16

Coming of Age Rite:  When the youth is on the eve of his or her 16th birthday, they are given a locked journal and pen.  They are expected to keep this journal a secret and record what they learn and do throughout their lives.

 

Marriage: Arranged marriages are most common in the church of Ka.

Marriage Rites:  Performed in a temple to Ka.  The couple are joined together with a symbolic chain and lock.  They give each other a chain with a lock pendant and a chain with a key pendant.  They are expected to wear these symbols of marriage prominently.

 

Death Rites:  The faithful deceased are buried in locked caskets with their heads removed.  The head is cleaned and the skull bleached.  The skull is then given to the family with an engraving of the dearly departed date of birth and date of death.  If the head is gone or too damaged, this is done with another bone in the body.


Major Taboo: Telling another’s secrets.

 

Etra, Goddess of Life

Etra

Etra, Goddess of Life
Etra, Goddess of Life

 

Titles: The Surgeon, The Mother of the World, Glorious Mother, Deathless One, The Eternal Spirit, The Mother

Domains: Life, Healing, Good

Alignment: Chaotic Good

Symbol: Etra’s holy symbol is a green leaf with a bladed stem.

Holy Color: The holy color of Etra is pale green.

 

Etra is regarded as the Mother of the World and her worship predates the Empire by many hundreds of years.  She has been alternately worshipped as a goddess of the harvest, a fertility goddess, a goddess of love, and a goddess of nature.  In her most modern incarnation, Etra is depicted as a beautiful, full-figured woman with flowing blonde hair that curls at her hips.  Her eyes are bright green and she holds a surgeon’s knife in one hand and a flower in her other hand.

 

Temples to The Mother are ascetic in appearance with no benches but rather cushions that worshippers sit on.  The Singer (usually a priestess, but sometimes a priest) sings homilies and prayers to the worshippers and then leads group meditation.  Clerics of Etra sing their prayers for their miracles.

 

Afterlife: Resembles life in the material plane, but all pains lifted and all sorrows eased.  Souls who enter the Garden of Life (or the Golden Pasture) have a time of healing where the pains of life are eased away.  After this period of healing, they are expected to help in the Great Work of Etra, which is the proliferation of life where there is none.

 

Worship: Solemn group meditation in temples.  When alone, a worshipper writes a prayer on a piece of paper and burns it.  If a prayer cannot be burned, simply writing the prayer in a place where it will be wiped away is enough.

 

Holidays: The Burgeoning of Life (first day of spring) is Etra’s holiest day and is celebrated by putting a seedling in the earth and then mixing the soil with a burnt prayer, after which small token gifts of affection are given to loved ones.  The Mother has many holidays which commemorate prophets, full moons, the harvest, and births.

 

Clergy: Male and female, though primarily female.

Function: Judges, spiritual advisors, healers, connection to the afterlife

Lifestyle: Ascetic

Family: None (chastity required)

Chosen: Prospective Singers (priests or priestesses) must study to become clergy and then serve a mission as a healer for a year.

Distinguished By: Singers are powerful advocates for good and healing and as such are admitted into any nation or city.  They heal any who are sick or injured, to the best of their ability and do not take sides in political issues.

 

Passed Down:  Etra’s Song is a long composition contained in a book called The Music of Life.  Clergy are supposed to have the Music memorized.

 

Creation Myth Type: Dismemberment.  The Mother was dismembered by her four children, then healed herself with her divine power.  Her severed limbs and body became the earth and all life on it.

Mortals’ Origin: Divine blood.

Major Myth/Symbols: The ascension, the tree, the fall

 

Deadly Sins: murder, theft, envy, despair

High Virtues: honesty, bravery, wisdom, thoughtfulness, selflessness, diligence

 

Associated Artform: Song

 

Coming of Age: 15 years old

Coming of Age Rite: Involves personal meditation and prayer culminated in a celebration of life where the Song of Creation is sung by the person who is coming of age.

 

Marriage: Free choice with homosexuality accepted

Marriage Rites: Typically take place in natural settings.  The couple partake in sacred vows, sing the Song of Life, and exchange tokens of love (typically something of value that has personal significance to the spouse.)

 

Death Rites: The recently deceased is either cremated or buried without a coffin in a natural setting with a grave marked by the planting of a tree.

 

Major Taboo: Touch without consent

Prevalence: Very popular in rural settings and with the common population

Outsiders:  Proselytized to.

 

Court of the Stars

Sehanine's Tomb

The Court of the Stars is the High Elves’ name for the contested bit of land between the Wood Elves and the High Elves.  Currently, the Court of the Stars is in the possession of the Wood Elves (though very recent events may have thrown this state into chaos).
The glade is revered by the eladrin as the holy meeting place of The Court of Stars, a meeting which happens once every century and during which the policies and spiritual guidance of the eladrin are decided. The two kingdoms have been laying claims to this glade for that whole time and there have been numerous skirmishes and small-scale battles over it. Four outright wars have been fought over the possession of that glade and it is currently in the hands of the elves.

If you’re a citizen of the Empire, then these issues aren’t as pressing for you, though most elves in the Empire have some slightly racist ideas about eladrin (I’ll leave it to you to decide what those ideas may be). Some are outright hostile to High Elves, and some are conspicuous in their acceptance of High Elves and their friendship to them. The other races of the empire are either largely unaware of the tensions, don’t care, or are aware of the tension, but don’t know why it exists and likely don’t care. It’s similar to people in the US regarding the Northern and Southern Irish. We know that they hate(d) each other, but we only have a very sketchy idea of why.

 

Berr Dornat

BerrDornat
Description
Berr Dornat is the kingdom of the dwarves.  Located in the Misty Mountains, this kingdom is located almost entirely underground in huge and ornate halls.  Outsiders generally aren’t privileged enough to visit these hallowed halls, but there are small settlements set up above-ground to allow visitors, traders, and other outsiders to interact with the stolid dwarves.  Berr Dornat is, of course, famed for the amazing stonework of the dwarves as well as the intricate and beautiful jewelry created by the dedicated craftsdwarves, and masterfully created magical weapons.

History

Home to
Maethic Ringsmith

Locations

 

Verdant Kingdom

verd
Description
Home to the Wood Elves. A kingdom in name only, in practice it functions more of an autonomous collective. The borders of the nation are not terrible well defined either. Currently the forest is under some kind of dark magic which appears to have turned all the inhabitants into vampire spawn.

History

Home to [PCs]
Banori Ironleaf
Ineis Ironleaf

Home to [NPCs]
Corduth the Fire Lord

Locations
Ash-Kaaranel
Corduth’s Lair
Esa’Mylntanali
Eglarest
Fandolin
Formenos
Glade of Asari
Halls of Caras Caladhon
Kortirion
Nargothrond
Shaelnor
Tavrobel
Tirion
Tomb of Triandal Faylen
Vinyamar

Disputed Locations
Sehanine’s Tomb