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---
type: location
region: "Northern Valdris highlands"
danger: High
---
# Ashpeak Caldera
## Overview
A dormant volcano in the northern Valdrian highlands. The caldera is the surface-side entrance to the [[Gate of Stone]], the planar portal to the Elemental Plane of Earth and the [[Heart of the Mountain]].
## Environment
- Thin, sulfurous air — DC 12 CON save every hour or gain 1 level of exhaustion
- Geothermal vents that deal 2d6 fire damage to creatures ending their turn within 5 feet
- Ash fields that count as difficult terrain
- The caldera floor is 2 miles across; the Gate of Stone is at the center
## The Gate of Stone
A massive stone archway 30 feet tall, carved with First Sage runes and flanked by two obsidian pillars. The gate is dormant until activated by a Dragon Lord's presence or a DC 20 Arcana check (requires knowledge of the gate's activation sequence). When active, the archway fills with swirling gray light that solidifies into a stone bridge — walk across it to enter the Plane of Earth.
## Guardian: The Stonewarden
An ancient earth elemental myrmidon (CR 14) bound to the gate by the First Sages. It tests those who seek passage with three trials (Strength, Wisdom, Sacrifice). See [[Arc 3 - Heart of the Mountain#Hook 9: The Obsidian Path|Arc 3, Hook 9]].
## Encounters
| Encounter | CR |
|-----------|-----|
| Magma mephits (1d4+2) | 2-4 |
| Fire newts (2d4) | 3 |
| Young magma dragon (patrol) | 10 |
| Stonewarden (if attacked) | 14 |
## Access
[[Khalyraxis, the Verdant Wing]] knows the way. The journey from [[Valhold]] to the caldera takes 5 days by horse through increasingly volcanic terrain.
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---
type: location
region: "Red Dragon territory, southern Aethrune"
danger: Extreme
---
# Ashveil Caldera
## Overview
The volcanic lair of [[Morgra, the Ashen Matron]] in the southern mountain range. An active volcano surrounded by an ash-choked wasteland where nothing grows and the sky is perpetually overcast. Morgra's treasure hoard — accumulated over 2,800 years — fills the deepest chamber.
## Environment
- Ashfall obscures vision beyond 100 feet and deals 1d4 fire damage per hour
- Lava rivers and pools throughout the lair (10d10 fire damage immersion)
- The air is unbreathable without magical protection (DC 15 CON save every 10 minutes or suffocate)
- Morgra's ancient presence suppresses *detect good and evil* and similar divination within 10 miles
## Layout
The caldera is a multi-level volcanic cave system. Morgra lairs in the **Throne of Ash** — a chamber at the volcano's heart where the heat is so intense that nonmagical metal melts in minutes.
## Loot
If the party raids the lair while Morgra is absent (at the [[Citadel of Sundering]] in Arc 4), they find:
- 45,000 gp in coins and gems
- 6 rare magic items (DM choice)
- 2 very rare items (DM choice)
- [[Ignivar, the Betrayer|Ignivar]]'s preserved scale — a memento Morgra kept for 500 years (serves as *legend lore* on Ignivar's history)
- Correspondence with [[High Pontiff Vosseth]] spanning 200 years — proof of treason
## Plot Significance
- Mentioned as Morgra's domain throughout Arc 3
- An optional high-risk raid in Arc 4 (while Morgra is at the Citadel) to cripple cult resources
- Her brood of 2 adult red dragons may be encountered here or at the Citadel
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---
type: location
region: "Northern Aethrune"
kingdom: "[[Crown Concordat]]"
population: ~40,000
---
# Boralis
## Overview
The northernmost kingdom of the [[Crown Concordat]], ruled by Jarl Sigrid Frosthelm. A harsh land of tundra, fjords, and frontier spirit. Boralis cares little for southern politics but provides rangers and skirmishers to Concordat military efforts. The [[Northern Clans]] raid Boralis's frontier — a distraction the [[The Hand of Ruin|Hand of Ruin]] has encouraged.
## Plot Relevance
Mentioned in the Crown Concordat structure. Boralis contributes scouts and rangers to the Citadel siege; their frontier knowledge helps locate the [[Ashpeak Caldera]] if the party needs directions.
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---
type: location
region: "The Elemental Chaos"
plane: Material (displaced)
danger: Extreme
---
# Citadel of Sundering
## Overview
The floating fortress of the [[The Hand of Ruin|Hand of Ruin]], a massive structure of black stone and elemental energy that drifts between the Material Plane and the Elemental Chaos. Originally a First Sage observatory, it was corrupted 300 years ago when [[High Pontiff Vosseth]] seized it and began channeling the [[Primordial Wrath]]'s power through its foundations. The Citadel is surrounded by permanent elemental storms that make approach without protection nearly impossible.
## Tier 1 — Outer Ramparts
- Floating platforms connected by obsidian bridges
- Elemental storm zone: 4d10 damage/round to airborne creatures (random element)
- Guarded by 20 cult soldiers, 4 ballistae, 2 summoned storm giants
- 4 storm anchors (ritual circles) must be disabled to clear the storm
**Storm Anchor Stats:** AC 16, HP 40, immune to psychic/poison, resistance to nonmagical B/P/S. Each anchor requires a DC 16 Arcana check (action) to disrupt.
## Tier 2 — Hall of Echoes
- Anti-magic field covers the entire tier (except artifacts)
- Guarded by [[Keeper Malachar]] and 6 helmed horrors
- Upon Malachar's defeat, the anti-magic field drops
- The hall is a cathedral-like space with a vaulted ceiling 80 feet high
## Tier 3 — Chamber of Heralds
A circular arena with six radiating hallways — each leading to a Herald's sanctum.
| Herald | CR | Type | Sanctum Hazard |
|--------|-----|------|----------------|
| Ash | 15 | Fire Sorcerer | Lava pools (2d10 fire/round) |
| Tide | 16 | Storm Cleric | 10 ft deep water, lightning rods |
| Bone | 17 | Death Knight | Negative energy zone (healing halved) |
| Whispers | 15 | Shadow Monk/Assassin | Magical darkness, silence zones |
| Iron | 18 | Warforged Colossus | Construct repair stations |
| Mind | 16 | Illithid Arcanist | Psionic interference (disadvantage on INT/WIS/CHA saves) |
## Tier 4 — Sundering Throne
- The Hand of Ruin's command center
- A vast throne room with a ceiling open to the elemental chaos above
- Boss: [[Morgra, the Ashen Matron]] (if alive) OR [[High Pontiff Vosseth]]
- The throne itself is a seal anchor — the final one the Hand of Ruin hasn't cracked
## Tier 5 — Seal Chamber
- The deepest chamber, directly adjacent to the planar rift
- The [[Primordial Wrath]] is visible through the rift — a churning mass of elemental chaos the size of a mountain
- Three remaining seal anchors glow faintly; the other four are shattered, their energy feeding the rift
- If the ritual completes (5 rounds after party enters), the Wrath is freed
**Ritual Interruption:** Each round the party spends disrupting a ritual circle reduces the completion counter by 1. Three ritual circles must be disrupted simultaneously to stop the ritual completely (requires coordinated action from 3 party members within the same round).
## Siege Mechanics (Arc 4)
The allied army provides background support:
| Faction | Contribution | Effect |
|---------|-------------|--------|
| Crown Concordat | Soldiers, siege engines | Reduces cult soldier numbers by 50% |
| Kethra | Naval blockade, bombardment | Eliminates airborne cult reinforcements |
| Verdant Circle | Druidic ritual support | Neutralizes elemental hazards in Tier 1 |
| Dragon Lords | Aerial assault | Engages storm giants and Morgra's brood |
| Iron Concord | Breach team | Opens initial entry point |
If a faction was not recruited, its effect is lost, increasing difficulty.
## DM Notes
- This is the final dungeon. It should be epic, exhausting, and rewarding.
- Allow short rests between tiers but limit long rests to one (after Tier 3).
- If the party bypasses tiers too easily, add reinforcements from Tiers 1-2 as they move upward.
- The final fight with the [[Primordial Wrath]] should feel like the world is ending. Use description liberally — the sky crackles, the ground shakes, reality flickers.
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---
type: location
region: "Volcanic demiplane"
danger: Extreme
---
# Crucible of Ash
## Overview
A volcanic demiplane created by the [[Dragon Lords]] as a prison for [[Ignivar, the Betrayer]] after his failed attempt to shatter the seals 500 years ago. The Crucible exists between the Material Plane and the Plane of Fire — a pocket dimension of lava rivers, obsidian bridges, and perpetual ash-storms.
## Access
A portal in the [[Heart of the Mountain]] leads to the Crucible. The portal requires a Dragon Lord's breath weapon to activate — [[Khalyraxis, the Verdant Wing]] or [[Silvos, the Shifting Wind]] can open it.
## Environment
- **Ash Storm:** Visibility 60 feet (heavily obscured beyond). Ranged attacks at disadvantage beyond 60 feet.
- **Lava Rivers:** 10d10 fire damage per round of immersion. DC 15 Acrobatics to cross obsidian bridges (narrow, slick with ash).
- **Volcanic Geysers:** At initiative 20, 1d4 random geysers erupt. 15 ft radius, DC 15 DEX save, 4d10 fire + 2d10 bludgeoning.
- **Searing Heat:** At the start of each hour, DC 15 CON save or gain one level of exhaustion (creatures with fire resistance are immune).
## Areas
### The Gallery of Fallen Scales
A long obsidian hall lined with the preserved scales of dragons who died in service to the Pact of Seven Flames. Each scale is a foot wide and bears a Draconic inscription naming the fallen. Walking the hall requires a DC 14 WIS save or be overwhelmed with visions of draconic memories (1d4 psychic damage and frightened for 1 minute on fail).
### The Bridge of Regret
A 200-foot obsidian bridge over a lava river. Halfway across, the bridge splits — one path leads to the [[Emberheart]] chamber, the other to a dead end that collapses 40 feet into lava. DC 18 Perception to spot the correct path (faint draconic footprints).
### The Ember Chamber
[[Ignivar, the Betrayer]]'s prison-throne. A massive volcanic geode with crystals glowing from internal fire. The [[Emberheart]] floats at the center, held in place by six obsidian chains.
## Boss: [[Ignivar, the Betrayer]] (CR 16 while weakened)
- **HP:** 367 (reduced from ancient red dragon 546 due to imprisonment)
- **AC:** 19 (reduced from 22)
- **Breath Weapon:** Still 90 ft cone, but reduced to 18d6 fire (from 26d6), DC 21 DEX half
- **Chain Vulnerability:** The six obsidian chains binding him to the Crucible have AC 15 and 30 HP each. Breaking all six removes his Frightful Presence and reduces his attacks to 2/round instead of 3. Breaking three removes his Legendary Actions.
- **Lair Actions:** Same as [[Crucible of Ash#Environment|Crucible environment]]
## Ignivar's Speech
When the party enters, Ignivar speaks — his voice a ruined whisper that still shakes the chamber:
> "More mortals. More pawns. Did they tell you I was a monster? I tried to break the seals because I saw the truth: the Wrath is a prison, and we are the wardens. Every day the seals hold, the Elder Dark grows hungrier. Tell me, little flames — which is the greater evil? The beast I tried to free, or the god I tried to starve?"
## Aftermath
If Ignivar is slain:
- The [[Emberheart]] becomes free to claim.
- Ignivar's final words: *"Tell Morgra... the ash remembers..."*
- The Crucible begins collapsing. The party has 10 rounds to escape.
If Ignivar is reasoned with (DC 22 Persuasion, possible only if party knows the Elder Dark truth):
- He surrenders the Emberheart willingly.
- He will not fight in Arc 4 (he is too weakened) but provides critical intelligence about the Citadel's defenses.
- His name is spoken with honor at the World Council, beginning his path to redemption.
## DM Notes
This is a roleplay-heavy boss fight hybrid. The party should feel the weight of Ignivar's argument. He's not wrong — he just chose the wrong method. If the party has moral objections to killing a "villain" who might have a point, reward that complexity.
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---
type: location
region: "Southern Aethrune"
kingdom: "[[Valdris]] and [[Kethra]] (border)"
population: ~2,000
---
# Eastmarch
## Overview
A frontier town at the border of [[Valdris]] and [[Kethra]], built around a crossroads of the Old Salt Road. Eastmarch is a waypoint for merchants, travelers, and soldiers — and, lately, cultists passing through unnoticed.
## Key Locations
### Marshal's Garrison
A stone fort at the town's center housing 50 garrison soldiers. [[Marshal Aldren Voss]] commands from here. Contains a small armory, jail cells, and a war room with regional maps.
### The Bent Anchor (Inn)
The only inn in Eastmarch. Run by **Hilda Stonekettle**, a dwarven widow who serves passable ale and excellent meat pies. The common room is the town's de facto social hub. Room: 5 sp/night.
### Mira's Apothecary
[[Mira Thorne]]'s shop and clinic. Stocks common healing potions (50 gp), herbal remedies, and alchemical supplies. She treats townsfolk for free and adventurers at modest rates.
### The Old Mill (The Sinking Chapel)
An abandoned grain mill on the river's edge, two miles outside town. The basement connects to a natural cavern that the [[The Hand of Ruin|Hand of Ruin]] has converted into a hidden ritual chamber — the [[The Sinking Chapel]]. Contains: cultists, guard drakes, a blood altar, and a direct tunnel to the [[Seal Anchor]] hilltop.
### The Hilltop (Seal Anchor)
A bald hill 3 miles northwest, struck repeatedly by unnatural lightning. The hilltop is a dormant [[Seal Anchor]] — a stone obelisk covered in First Sage runes, now cracked and bleeding elemental energy. Cultists have been performing rituals here nightly.
### Moongrove Shrine
[[Elder Ylara Moongrove]]'s druidic sanctuary in the eastern woods. A stone circle with a natural spring at its center. Ylara lives in a hollow oak nearby. The shrine is warded against fiends and undead.
## Rumors Table (d6)
| d6 | Rumor |
|----|-------|
| 1 | "The caravan wasn't attacked by bandits — people heard chanting from the hills that night." |
| 2 | "Old Ylara's been acting strange. Says the earth is 'weeping.' Crazy druid talk." |
| 3 | "There's a noble from Valhold staying at the Bent Anchor. Won't give his name." (Cult informant) |
| 4 | "The lightning hits the same spot every night. Has to be a sign from the gods." |
| 5 | "Mira's last patient died screaming about 'spirals in the dark.' What does that mean?" |
| 6 | "Marshal Voss sent a rider to Valhold last week. Rumor says he's asking for more soldiers." |
## Encounters
| Encounter | CR | Location |
|-----------|-----|----------|
| Bandit ambush (6 bandits + 1 bandit captain) | 3 | Old Salt Road |
| Cult patrol (3 cultists + 1 cult fanatic) | 2 | Old Mill outskirts |
| Lightning mephits (4) | 2 | Hilltop approach |
| Cult ritual (2 cult fanatics + 1 cult mage + 4 mephits) | 5 | Seal Anchor |
| Guard drakes (2) + cultists (3) | 4 | The Sinking Chapel |
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---
type: location
region: "Border region"
kingdom: "Neutral"
population: ~12,000
---
# Freehold
## Overview
A free city that owes allegiance to neither [[Valdris]] nor [[Kethra]]. Founded 150 years ago by deserters from both kingdoms, Freehold is the go-to location for neutral ground — diplomacy, trade, and clandestine meetings all happen here. The city is governed by an elected **Council of Twelve**, who pride themselves on being everyone's mediator and nobody's enemy.
## Key Locations
### The Concord Hall
Where the [[Arc 2 - The Gilded War#Hook 6: The Ambassador's Gambit|peace summit]] and [[Arc 4 - Tide of Ruin#Hook 14: The World Council|World Council]] take place. A grand circular chamber with twelve galleries and a central speaking platform. Warded with *forbiddance* (celestials only — prevents fiend interference).
### The Crossroads Market
Largest neutral market in Aethrune. Everything from common goods to very rare magic items can be found here — at a premium. 20% markup on all PHB items; Rare items are available, Very Rare require a DC 18 Investigation check to find a seller.
### The Broken Seal (Inn)
A high-end inn named with unintentional irony. Run by **Garrett Finch**, a retired adventurer who recognizes competent parties and offers discounts for a good story. Rooms: 2 gp/night, suites: 10 gp/night.
### The Whisper Gallery
An espionage broker run by **Madame Oksana**, a tiefling information dealer. For 100-1,000 gp depending on sensitivity, she can provide intel on any faction. She knows about the Hand of Ruin but has been paid to stay quiet.
### The Freehold Arena
A combat venue where gladiators (voluntary, paid combatants) fight for coin and glory. The party can enter for prize money if short on funds. Champions include a retired goliath barbarian, a half-dragon fighter, and a team of spined devils captured for sport.
## Council of Twelve
| Councilor | Faction Sympathy | Priority |
|-----------|-----------------|----------|
| Mayor Thaddeus Grimm | Neutral | City prosperity |
| Councilor Vexin | Pro-Valdris | Trade routes |
| Councilor Mara Kell | Pro-Kethra | Naval access |
| Councilor "Silver" | Verdant Circle agent | Seal stability |
| 8 other councilors | Various | Commerce, defense, intrigue |
## Plot Significance
- Arc 2: Site of the peace summit between Valdris and Kethra
- Arc 4: Site of the World Council where all factions unite (or fail to)
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type: location
danger: Low
---
# Gate of Stone
## Overview
The planar portal in the [[Ashpeak Caldera]] connecting the Material Plane to the Elemental Plane of Earth. See [[Ashpeak Caldera#The Gate of Stone|Ashpeak Caldera]] for details. Guarded by the [[Stonewarden]].
Also referred to in [[Arc 3 - Heart of the Mountain#Hook 9: The Obsidian Path|Arc 3, Hook 9]].
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---
type: location
region: "Elemental Plane of Earth"
danger: High
---
# Heart of the Mountain
## Overview
The seat of the Draconic Court — a colossal throne-hall carved inside a floating crystal in the Elemental Plane of Earth. This is where the [[Dragon Lords]] convene to deliberate on matters of the Pact of Seven Flames. The Heart has stood for 3,000 years, a neutral ground where even bitter draconic rivals must set aside grievances.
## Access
Reached through the [[Gate of Stone]] in the [[Ashpeak Caldera]] (see [[Arc 3 - Heart of the Mountain#Hook 9: The Obsidian Path|Arc 3, Hook 9]]). The journey from the Material Plane takes approximately 3 days through the Plane of Earth.
## Description
The Heart is a massive geode, its interior walls faceted with crystals that reflect and refract light into prismatic displays. The central chamber is the **Throne-Hall**, where five crystal thrones face inward in a circle around a central platform. Each throne is attuned to its Dragon Lord — empty thrones (for [[Ignivar, the Betrayer|Ignivar]] and [[Morgra, the Ashen Matron|Morgra, post-treason]]) pulse with a dim, mournful light.
Side chambers include:
- **The Hall of Scales:** Records of every Dragon Lord who has served the Pact, carved in draconic script on crystal tablets
- **The Ember Chamber:** Ritual space where the Emberheart once rested before Ignivar's theft
- **The Fracture Cavern:** A natural cave beneath the throne-hall where the seal anchor at the Heart's base can be observed — the only stable anchor in Aethrune
## Key Events
- Arc 3: Party presents their case before the Draconic Court
- Arc 3 climax: [[Morgra, the Ashen Matron]] attacks the Court; battle across floating platforms
- Arc 3 conclusion: The Rite of Seven Flames is performed here (or attempted)
## Environment
- Crystal resonance creates permanent *calm emotions* effect (mutually agreed by Dragon Lords)
- Violence here is forbidden by ancient pact — breaking it awakens the **Crystal Guardian**, a CR 18 construct
- The air is thin but breathable; gravity is 80% of normal (high jump distances doubled, fall damage halved)
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---
type: location
region: "[[Valdris]] territory"
function: "Dwarven mine / seal anchor site"
danger: High
---
# Ironheart Mine
## Overview
A dwarven mithril mine in the [[Valdris|Valdrian]] highlands, built directly atop a seal anchor. The mine has been in operation for 200 years — the dwarves unknowingly excavated around the ancient anchor obelisk, treating it as a holy site devoted to Moradin. When the [[The Hand of Ruin|Hand of Ruin]] learned this, they contracted the [[The Iron Concord|Iron Concord]] to "guard" the mine while cultists worked to crack the seal.
## The Siege (At Game Start)
- The mine has been under cult control for 3 weeks.
- 12 surviving dwarven miners are held as hostages in the lower levels.
- [[Captain Vara Holt]]'s Iron Concord company "guards" the upper levels, unaware (or willfully ignorant) that cultists are operating below.
- [[Scorchmaw]] (young magma dragon) is bound in the anchor chamber as added muscle.
## Level 1 — The Upper Works
### Entrance
A fortified gatehouse built into the mountainside. Guarded by 6 Iron Concord mercenaries (use **veteran** stat block) and 2 ballistae. If the party approaches openly, Captain Vara Holt confronts them.
### Barracks
Iron Concord quarters. Contains mercenary pay chests (total 800 gp), supply manifests showing suspicious "special deliveries" to lower levels, and Captain Holt's journal.
**Holt's Journal (key entries):**
- *"New contract. Guard a mine. Easy coin. Commander Holt says to keep the men on the surface. Something about seismic instability."*
- *"Men are hearing noises from below. Drums. Chanting. Holt says it's dwarves praying. I've never heard a dwarf pray like that."*
- *"I asked Holt what's really down there. She threatened a transfer to the northern front. I'm not asking again."*
### The Great Lift
A dwarven mechanical lift that descends 300 feet to Level 2. Requires a DC 15 Intelligence (Investigation) to bypass the cult's sabotage — failing triggers a cave-in (4d10 bludgeoning, DC 15 DEX save for half).
## Level 2 — The Burrows
### The Galleries
Network of mine tunnels. 4 cultists patrol in pairs. Evidence of recent combat: dwarven blood on walls, broken picks, a crushed holy symbol of Moradin.
### Hostage Chamber
12 dwarven prisoners, including **Foreman Durgan Ironhand**, who reveals:
- The anchor obelisk is in the Deep Gallery (Level 3).
- Cultists perform rituals there every midnight.
- A dragon arrived three weeks ago — it hasn't left the anchor chamber since.
- The cult leader calls himself "Keeper Graven."
### Forgotten Shrine
A side chamber the cultists haven't found. Contains:
- A Moradin altar with *bless* cast on anyone who prays here (1/day)
- A cache of dwarven supplies: 3 healing potions, 1 potion of fire resistance, a +1 warhammer (Moradin's Hammer)
- A journal from the original dwarven settlers describing the anchor obelisk in reverent terms — they believed it was a "pillar of the world" placed by Moradin himself
## Level 3 — The Deep Gallery
### The Anchor Chamber
A vast natural cavern with the seal anchor at its center — a 40-foot obsidian obelisk carved with First Sage runes. Four cult ritual circles surround it, each channeling elemental energy into the obelisk.
**Enemies:**
- **Keeper Graven** — cult leader (use **cult fanatic** with +30 HP and 2nd-level spells: *scorching ray*, *hold person*)
- 6 cultists (4 at circles + 2 guards at entrance)
- 2 **magma mephits** summoned by the ritual
- **[[Scorchmaw]]** — young magma dragon (CR 10, see below), bound by an *elemental bane* spell; can be freed if the binding crystal is destroyed (AC 15, 30 HP, at the center of the western ritual circle)
### [[Scorchmaw]] — Young Magma Dragon (Homebrew)
- **CR:** 10 | **HP:** 178 | **AC:** 18 (natural)
- **Breath Weapon (Recharge 5-6):** 40 ft cone, 14d6 fire damage, DC 17 DEX for half. Creatures that fail are also restrained by cooling magma (DC 15 STR to escape).
- **Magma Blood:** When Scorchmaw takes slashing or piercing damage, adjacent creatures take 2d6 fire damage.
- **Lair Action:** On initiative 20, a lava fissure opens beneath one creature (DC 15 DEX save or 3d10 fire).
**If the binding is broken:**
- Scorchmaw turns on the cultists immediately (1 round of rampaging).
- He then speaks to the party in Draconic: recognizes them as "scale-friends" of [[Khalyraxis, the Verdant Wing|Khalyraxis]] (if she has been mentioned) or as "useful mortals."
- Leaves the mine but gives the party a **Scale Token** — a one-time summon to call him in Arc 4.
## Rewards
- **Dragonfang Vault** (behind the obelisk, DC 18 Investigation to find): 8,000 gp, a +1 weapon (party's choice), [[Cloak of the Mountebank]]
- **Cult Orders** (on Keeper Graven's body): orders to proceed to the [[Sunken Spire]] after cracking this anchor; signed with [[High Pontiff Vosseth]]'s spiral seal
- **Foreman's Gratitude:** Free custom armor or weapon from Ironheart's forge (delivered in Valhold, takes 2 weeks)
## DM Notes
- The Iron Concord's role is morally ambiguous — most mercenaries don't know about the cult. The party's choice in how to deal with them (combat, persuasion, infiltration) sets the tone for Iron Concord relations in later arcs.
- If the hostage dwarves die, the party loses reputation in Valdris (-2 to future Persuasion checks with dwarven NPCs).
- Scorchmaw can be a recurring ally or enemy depending on the party's choices.
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---
type: location
region: "Eastern Aethrune"
kingdom: "[[Kethra]]"
population: ~65,000
---
# Keth's Landing
## Overview
The capital of [[Kethra]] and the largest port city in Aethrune. Built around a natural deepwater harbor, Keth's Landing is a city of white stone towers, bustling docks, and the constant smell of salt and fish. The royal palace — the **Saltspire** — overlooks the harbor from a cliffside promontory.
## Key Features
- **The Saltspire:** Queen Selara's palace; naval command center
- **The Grand Docks:** 200+ ships at any time; trade from across the known world
- **The Tide Market:** Open-air market; imported goods, ship supplies, nautical magic items
- **The Admiralty:** Kethran naval headquarters; 120 warships, including the flagship *Kethra's Wrath*
- **Temple of the Tides:** Clerics of sea and storm; services include *water breathing*, *control water*, and *commune* with sea gods
## Plot Hooks
- Meet [[Queen Selara IV]] for the first time
- Arrange naval support for the Citadel siege
- Investigate the Pirate Lords' connection to the Hand of Ruin
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---
type: location
region: "Coastal Aethrune"
population: ~140,000
---
# Kethra
## Overview
A maritime kingdom on the eastern coast of Aethrune. Kethra controls the richest shipping lanes and the largest navy in the known world. Its relationship with [[Valdris]] has soured over decades of trade disputes, tariffs, and border incidents — tensions the [[The Hand of Ruin|Hand of Ruin]] has expertly exploited.
## Key Features
| Aspect | Details |
|--------|---------|
| **Ruler** | [[Queen Selara IV]] |
| **Capital** | [[Keth's Landing]] |
| **Military** | 7,000 soldiers + 5,000 navy personnel; 120 warships |
| **Economy** | Maritime trade, shipbuilding, fishing, pearls |
| **Geography** | Eastern coastline, coastal islands, Salt Reach estuary |
| **Alliances** | Neutral with most Concordat members; trade pacts with island nations |
| **Tensions** | [[Valdris]] (trade war), Pirate Lords of the Salt Reach |
## Notable Locations
- [[Keth's Landing]] — capital and naval headquarters
- The Salt Reach — contested waters with pirate activity
- [[Sunken Spire]] — coastal ruin / seal anchor (off the northern coast)
## Plot Hooks
- Kethra is being pushed toward war with Valdris (Arc 2)
- [[Ambassador Kael Vess]] represents Kethra at the peace summit
- Kethran naval blockade supports the final Citadel assault (Arc 4)
- Queen Selara's daughter was killed by cultists — she takes the Hand of Ruin personally
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---
type: location
region: "Eastern Valdris / Western Kethra"
danger: Medium
---
# Old Salt Road
## Overview
The main trade route connecting [[Valdris]] to [[Kethra]]. The road runs from [[Valhold]] in the west through [[Eastmarch]] and into [[Keth's Landing]] on the coast. Once a bustling artery of commerce, the road has grown dangerous in recent years — banditry, cult activity, and border tensions have choked the flow of goods.
## Route
| Waypoint | Distance from Valhold | Notes |
|----------|----------------------|-------|
| Valhold | 0 miles | Start |
| Thornwall Crossroads | 40 miles | Branch to Thornwall |
| Eastmarch | 80 miles | Midpoint, campaign start |
| Thronewood Edge | 110 miles | Forest border |
| Keth's Landing | 160 miles | End |
## Hazards
- Bandit ambushes (paid by the Hand of Ruin to disrupt investigations)
- Unstable terrain near cracked seal anchors (elemental storms, sinkholes)
- Border patrols from both Valdris and Kethra (may mistake travelers for enemy scouts)
## Trade
Before the war tensions, the Salt Road carried:
- Valdrian steel and grain eastward
- Kethran fish, pearls, and imported goods westward
- [[The Silent College|Silent College]] shipments to and from the capital
The disruption of this trade is a major factor driving war sentiment in both kingdoms.
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---
type: location
region: Various
danger: Medium to Extreme
---
# Seal Anchor
## Overview
One of seven obsidian obelisks placed across Aethrune by the First Sages to bind the [[Primordial Wrath]]. Each anchor is approximately 30-40 feet tall, covered in First Sage runes that glow faintly with elemental energy. When stable, the runes pulse in a slow, steady rhythm. When disturbed, the runes flicker erratically and elemental energy bleeds from cracks in the obelisk, warping the surrounding environment.
## Known Anchors
| # | Location | Status | Notes |
|---|----------|--------|-------|
| 1 | [[Eastmarch]] hilltop | Damaged (Arc 1) | Weakened by cult rituals |
| 2 | [[Valhold]] Undercroft | Cracked (Arc 1 climax) | Ritual interrupted by party |
| 3 | [[Ironheart Mine]] | Cracked (Arc 2) | Under cult siege |
| 4 | [[Sunken Spire]] | Cracked (Arc 2) | Coastal anchor |
| 5 | [[Thronewood]] | Stable | Hidden; location known to Verdant Circle |
| 6 | [[Citadel of Sundering]] | Stable | Deepest anchor, hardest to reach |
| 7 | [[Heart of the Mountain]] | Stable | Guarded by Dragon Lords directly |
## Effects of Instability
When a seal anchor cracks, the surrounding region experiences:
- Unnatural weather (elemental storms, temperature swings, acid rain)
- Increased elemental creature activity
- Minor reality warps (gravity fluctuations, time loops, spatial distortions)
- Corruption of local wildlife and people (aggression, mutation, madness)
When all seven crack, the [[Primordial Wrath]] is freed.
## Ritual Interaction
- **Cult Rituals:** The [[The Hand of Ruin|Hand of Ruin]] uses sacrificial blood magic to crack seals. Requires 3+ cultists and a Witness or higher-rank leader. Takes 3-7 days of continuous ritual to fully crack a seal.
- **Rite of Seven Flames:** The [[Dragon Lords]]' unified breath weapon, channeled through the [[Emberheart]], can either reinforce or shatter a seal. Requires at minimum 3 Dragon Lords.
- **Druidic Stabilization:** [[The Verdant Circle]] knows rituals to temporarily stabilize a cracked seal (prevents further cracking but doesn't repair damage). Takes 1 hour, 100 gp in materials.
## First Sage Runes
The runes on each anchor are written in the language of the First Sages (a dialect of Primordial). Key rune meanings:
| Rune | Meaning |
|------|---------|
| ⟳ (spiral) | Binding / imprisonment |
| ⧖ (hourglass over flame) | Eternal vigilance |
| ⚠ (triangle with eye) | Warning / sealed danger |
| ⤴ (rising from circle) | The sealed entity |
| ⧃ (seven-pointed star) | The Pact of Seven Flames |
[[Elder Ylara Moongrove]] can read these runes. [[Librarian Thessa]] at the [[The Silent College|Silent College]] knows the full translation of the original binding ritual.
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---
type: location
region: Eastern Aethrune
kingdom: "[[Crown Concordat]]"
population: ~25,000
---
# Silverwood
## Overview
An elven-majority kingdom of the [[Crown Concordat]], ruled by Lady Amara Silvertree. Known for its arcane traditions and diplomatic corps. Silverwood advocates for peace between [[Valdris]] and [[Kethra]] but is geographically isolated and politically sidelined. Its arcane scholars have studied the seal anchors independently and know fragments of the truth.
## Plot Relevance
Mentioned in the Crown Concordat structure. Silverwood can provide arcane support in Arc 4 if allied — their battlemages counter cult spellcasters during the Citadel siege.
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---
type: location
region: "Central Aethrune"
kingdom: "[[Valdris]]"
population: ~15,000
---
# Spire of Silence
## Overview
The headquarters of [[The Silent College]]. A towering silver spire in the center of [[Valhold]] that is permanently silenced — within 30 feet of the spire, no sound can be made or heard (as the *silence* spell, permanent). Wizards, archivists, and scholars train here in perfect quiet.
## Key Features
- **The Grand Library:** Public access; spell scrolls (Cantrip-3rd), research materials, translation services
- **The Silent Halls:** Restricted area; advanced spell research, artifact storage
- **The Vault of Sundered Truths:** Sub-basement; forbidden texts about the [[Primordial Wrath]], [[Seal Anchor|seal anchors]], and the Elder Dark. Guarded by an **arcane golem** (CR 10).
## Key NPCs
- **Archmage Mordecai Valdus** — head of the College
- [[Librarian Thessa]] — keeper of forbidden texts, party's primary contact
- Apprentice Kellan — discovered cult infiltration in the College
## Services
| Service | Cost | Time |
|---------|------|------|
| Spell scroll (Cantrip-3rd) | PHB prices + 20% | Immediate |
| Translation (any language) | 50 gp/page | 1 day/page |
| Identify magic item | 50 gp | 1 hour |
| Arcana research | 100 gp/day | Variable |
| Vault access | Permission required | — |
## Plot Hooks
- Translate the [[Cult Cipher]] (Arc 1)
- Research the First Sages and seal anchors (Arc 1-2)
- Discover cult infiltration (Arc 2)
- Access the Vault of Sundered Truths (Arc 4)
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---
type: location
region: "Kethran coast"
danger: High
---
# Sunken Spire
## Overview
A coastal ruin that was once a lighthouse and temple of a forgotten sea god. Now partially submerged due to coastal erosion and rising tides over 800 years. The [[The Hand of Ruin|Hand of Ruin]] has repurposed the spire's submerged levels as a ritual site to crack the seal anchor at its base.
## Level 1 — The Lighthouse (Above Water)
### Entry
The spire's top protrudes 40 feet above the waves. Access is by boat or water walking. The entry door is magically sealed (DC 15 Arcana or Thieves' Tools to open).
### Cult Quarters
4 cultists, 1 cult fanatic. Contains supplies, maps of Kethran shipping lanes, and a logbook tracking seal anchor energy levels.
### Ritual Chamber
A desecrated altar to the forgotten sea god. 2 cult fanatics performing a ritual. Disturbing them triggers a **water weird** (CR 3) to emerge from the altar's pool as a trap.
## Level 2 — The Sunken Sanctuary (Underwater)
Requires water breathing or similar magic to explore. The spire's middle level has flooded entirely.
### Flooded Hall
A 60-foot hall with collapsed pillars. 6 **sahuagin** + 2 **sahuagin coral smashers** patrol here.
### The Coral Grotto
A side chamber grown over with phosphorescent coral. Contains a **giant octopus** (non-hostile unless provoked) and a treasure chest (600 gp, 2 potions of water breathing).
### The Anchor Passage
A downward shaft leading to Level 3. Guarded by a **water elemental myrmidon** (CR 7). The myrmidon is bound to [[Mistress Veyla]] and cannot be reasoned with — but destroying her breaks the binding.
## Level 3 — The Deep Chamber
### Seal Anchor
A 30-foot obsidian obelisk similar to the one at [[Ironheart Mine]], but this one is actively cracking — green elemental light bleeds from the fissures.
### Boss Encounter
- **[[Mistress Veyla]]** — cult warlock of the Deep (CR 11 equivalent)
- 2 **chuul** (CR 4) — her personal guards
- 4 **merrow** (CR 2) — summoned reinforcements that arrive on round 3
### Mistress Veyla Stats
- **HP:** 140 | **AC:** 17 (mage armor + DEX)
- **Spellcasting:** Warlock 11 (Pact of the Deep — homebrew patron). DC 17. Key spells: *evard's black tentacles, cone of cold, hunger of hadar, summon greater demon*
- **Eldritch Blast:** 3 beams, +9, 1d10+5 force each
- **Drown (Recharge 5-6):** Target creature within 60 ft must make DC 17 CON save. On failure, lungs fill with seawater — suffocating (as per drowning rules) until they use an action to make another DC 17 CON save to expel the water.
- **Legendary Actions (2):** Eldritch Blast (1 beam), Move (30 ft swim), Channel Anchor (deal 2d10 force to one creature within 10 ft of the obelisk)
## Rewards
- **[[Tideheart Pearl]]** from Veyla's body
- **Cult Intelligence:** A waterlogged scroll case with orders directing the Thronewood convoy ([[Arc 2 - The Gilded War#Hook 8: Ambush at Thronewood|Arc 2, Hook 8]])
- **Sunken Treasure:** 3,200 gp, a *trident of fish command*, and a *cloak of the manta ray*
- **Seal Stabilization:** If the party spends 1 hour performing a ritual ([[Elder Ylara Moongrove|Ylara]]'s teachings), the anchor stabilizes, reducing the Hand of Ruin's progress
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---
type: location
region: "Eastmarch, Valdris"
danger: Medium
---
# The Sinking Chapel
## Overview
The cult hideout beneath the abandoned Old Mill outside [[Eastmarch]]. The Hand of Ruin converted a natural cave system into a ritual space and staging ground for operations against the [[Seal Anchor]] on the nearby hilltop.
## Layout
### Upper Level: The Mill
An abandoned grain mill above the caves. Appears derelict from the outside. DC 14 Perception to notice tracks leading to the basement door. DC 16 Investigation to find hidden cult supplies (robes, ritual knives, salt for purification circles).
### Basement: Guard Post
2 **cultists** + 2 **guard drakes** stationed here. The basement has a hidden trapdoor leading to the caves below.
### Cave Level 1: The Respite
Living quarters for 3 cultists + 1 **cult fanatic** (the cell's Witness). Contains:
- Bunk pallets for 6 people
- Ritual preparation area (alchemical supplies, blood offerings)
- **The Missing Child:** Held in a locked cage (DC 15 Thieves' Tools). Weakened but alive. The cult planned to use the child as the final blood offering at the hilltop.
### Cave Level 2: The Chapel
A natural cavern converted into a ritual space. Features:
- A crude altar of stacked obsidian with the Hand of Ruin spiral carved into it
- Ritual circle drawn in salt, blood, and ash
- A tunnel leading directly to the [[Seal Anchor]] hilltop (1 mile northwest)
- Cult documents: ritual schedules, correspondence with [[Keeper Valdrek]]
## Enemies
| Encounter | Location | CR |
|-----------|----------|-----|
| 2 cultists + 2 guard drakes | Basement | 3 |
| 3 cultists + 1 cult fanatic | Cave Level 1 | 4 |
| 1 cult fanatic (if alerted) + environmental hazards | Cave Level 2 | 2 |
## Treasure
- Alchemical supplies worth 150 gp
- Cult documents (translate with DC 14 Arcana — encoded in Primordial dialect)
- 85 gp in offering coin
- A *potion of healing* and a *potion of fire breath* from the Witness's personal supplies
## Resolution
- Saving the child earns the party free healing from [[Mira Thorne]] and +1 reputation in [[Eastmarch]]
- The tunnel to the hilltop bypasses the storm hazards of Hook 2
- Clearing the Chapel prevents the cult from re-establishing a cell in the Eastmarch area
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---
type: location
region: Central Aethrune
kingdom: "[[Crown Concordat]]"
population: ~60,000
---
# Thornwall
## Overview
A mountain kingdom of the [[Crown Concordat]] known for its impregnable fortifications and rich mineral deposits. Ruled by King Aldric Stonehand from Thornwall Keep. Thornwall resents [[Valdris]]'s military dominance and has threatened secession from the Concordat — a fracture the [[The Hand of Ruin|Hand of Ruin]] hopes to exploit.
## Plot Relevance
Mentioned in the Crown Concordat structure. Not a primary campaign location, but Thornwall's potential secession weakens the alliance. The party may need to broker peace between Thornwall and Valdris as a side objective in Arc 2.
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---
type: location
region: "Southern Valdris"
danger: Medium
---
# Thronewood
## Overview
An ancient forest spanning the southern border of [[Valdris]]. The Thronewood is old — older than the [[Crown Concordat]], older than most human kingdoms. Its trees are massive hardwoods with canopies that block the sky. Druidic magic saturates the soil, and the forest has a will of its own.
## Key Features
- **The Verdant Grove:** Hidden sanctuary of [[The Verdant Circle]]; location of [[Archdruid Thalindor]]'s court
- **The Old Thronewood Road:** Main travel route through the forest; site of the cult convoy ambush (Arc 2, Hook 8)
- **The Whispering Glade:** A circle of ancient oaks where the veil between worlds is thin; *commune* and *speak with dead* spells cast here have double duration
- **The Sunken Temple:** Ruins of a First Sage outpost, now overgrown and home to forest creatures
## Encounters
| Encounter | CR |
|-----------|-----|
| Cult patrol (4 cultists + 1 fanatic) | 3 |
| Awakened trees (2) | 4 |
| Forest drake | 4 |
| Verdant Circle Watcher (druid) | 2 |
| Treant (neutral, curious about the seals) | 9 |
## Plot Significance
- Arc 2, Hook 8: Ambush site to rescue [[Khalyraxis, the Verdant Wing]]
- Arc 3-4: The Verdant Circle marshals druidic forces here for the final battles
- [[Archdruid Thalindor]] will die here after the campaign, becoming one of the ancient trees
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---
type: location
region: "Central Aethrune"
population: ~180,000
---
# Valdris
## Overview
The largest and most militaristic kingdom in the [[Crown Concordat]]. Valdris controls the central plains and highlands of Aethrune, including the [[Ironheart Mine]], the [[Thronewood]] approaches, and the capital city of [[Valhold]]. Its economy runs on steel, agriculture, and taxation of Concordat trade routes.
## Key Features
| Aspect | Details |
|--------|---------|
| **Ruler** | [[Duke Edric Blackthorn]] |
| **Capital** | [[Valhold]] |
| **Military** | 12,000 standing army + 3,000 garrison troops |
| **Economy** | Steel, grain, trade tariffs |
| **Geography** | Central plains, Ironheart highlands, Thronewood border |
| **Alliances** | Crown Concordat (leading member), Iron Concord (mercenary contracts) |
| **Tensions** | [[Kethra]] (trade war), Thornwall (resource disputes) |
## Notable Locations
- [[Valhold]] — capital and ducal seat
- [[Ironheart Mine]] — mithril mine / seal anchor
- [[Eastmarch]] — border town
- [[Thronewood]] — ancient forest on the southern border
- [[Old Salt Road]] — eastern trade route
## Plot Hooks
- The Duke's court is infiltrated by the [[The Hand of Ruin|Hand of Ruin]] (Arc 1 climax)
- Valdris is being manipulated into war with Kethra (Arc 2)
- Valdrian soldiers form the backbone of the [[Citadel of Sundering|Citadel]] assault (Arc 4)
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---
type: location
region: "Northern Aethrune"
kingdom: "[[Valdris]]"
population: ~35,000
---
# Valhold
## Overview
The capital of [[Valdris]] and seat of the [[Crown Concordat]] assembly. A walled city of white stone built into a cliffside overlooking the Silver River. Valhold is a city of intrigue — courtiers scheme behind silk curtains, merchants bribe customs officials, and agents of every faction watch from the shadows.
## Key Locations
### Blackthorn Keep
The ducal palace at the city's highest point. Home to [[Duke Edric Blackthorn]] and his court. Contains:
- **The Assembly Hall** — where the Concordat meets
- **Ducal Apartments** — heavily guarded, rumored to have secret passages
- **Council Chamber** — where the party receives their commission
- **Undercroft** — discovered in Arc 1 climax to be a cult ritual site
### The Spire of Silence
Headquarters of [[The Silent College]], a towering silver spire that absorbs all sound within 30 feet (Silence spell, permanent). Home to Archmage Mordecai Valdus and the Vault of Sundered Truths.
### The Gilded Market
The city's trade district. Fences, alchemists, blacksmiths, and enchanters. **Hallen's Emporium** sells magic items up to Rare rarity (at 150% DMG price).
### The Iron Quarter
Garrison district. Contains the city watch headquarters, barracks for 1,200 soldiers, and the Iron Concord's regional office. [[Marshal Aldren Voss]] trained here.
### The Dock Ward
River-side district. Smugglers, sailors, and riverside taverns. The **Silt & Silver** tavern is a known information market — rumors cost 5-50 gp each.
### Temple of the Seven
The city's main temple. Dedicated to the seven gods of the Concordat pantheon. Clerics here can cast *raise dead* (1,250 gp), *greater restoration* (450 gp), and standard healing services. **High Priestess Callista Vane** is a potential ally — she knows more about the seals than she admits.
## Intrigue at Court
| NPC | Position | Secret |
|-----|----------|--------|
| Chancellor Harlan | Duke's chief advisor | Witness of the Hand of Ruin (Arc 1 climax) |
| Lady Marchessa Blackthorn | Duke's wife | Knows Harlan is corrupt; afraid to speak |
| Watcher Seline | Court musician | Verdant Circle agent |
| Lord Commander Bryce | Military advisor | Loyal but ambitious; can be turned |
| Ambassador Vex | Kethran envoy | Spying for [[Kethra]]; not a cultist |
## Quest Hooks
- Decode the [[Cult Cipher]] at the [[Spire of Silence]]
- Investigate Chancellor Harlan's suspicious meetings
- Infiltrate the Undercroft to find the ritual site
- Protect Lady Marchessa from cult retaliation
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---
type: location
region: Freehold
---
# World Council
## Overview
A summit convened in [[Freehold]] when the [[Primordial Wrath]]'s threat can no longer be denied. Leaders of the major factions—plus Dragon Lords and the Verdant Circle—argue terms while armies assemble.
## Plot Hooks
- Arc 4: Social challenge to keep the alliance unified.