Artwork by Helen Khrustalyova |
In a past age a magnificent city stood
at the woods centre. The origins of this city began with two races of
elves, the Elaeron, and Fellantir, who came to this world at about
the same time. When they first encountered each other a great war
occurred. At the end of this war a peace treaty was signed at the
site chosen to build a marvellous city that would honour the dead and
showcase the wisdom, magic and ingenuity that both races shared. This
golden city of peace prospered for hundreds of years until, like
things, its glory began to fade and crack. Eventually civil war
ripped the city apart and destroyed the magical Gates to their home
worlds. The city was abandoned and the two races of exiled elves
founded knew, if less glorious homes. The Elaeron fled into the
hollows and veins of the Earth, while the Fellantir took to the tops
of the highest trees. The animosity and hatred still burns strong
between the two races.
Forest Encounters
Roll 1d10
1. Elaeron Elves
2. Fellantir Elves
3. Ghostweb Spiders
4. Bandits
5. Bloody Paw Goblins (see Tharzad-Dul,
Mountain Door)
6. Xanophid (Biologically engineered
plant creature)
7. Shadowheart Rangers (mix of humans
and Fellantir elves)
8. Flying Skink (small reptile with
wings)
9. Moth-Man
10. Khysophax (Ancient Dragon)
The Forest Road Encounters
Roll 1d10
1. Merchant Caravan
2. City-State Legionnaire Patrol
3. Farmers
4. Bandits
5. Goblins
6. Villagers
7. Leucrotta
8. Gypsy Caravan
9. Village Militia Patrol
10. Cultists
Points of Interest
The Village Enderfell (Hex 1116)
This is a small village would be of
little significance if it wasn’t so close to not one but two major
dungeons! The ruins of Erithhador, the failed City of Peace lies to
the north within a hard days march. The fallen dwarven city of
Tharzad-Dul lies a day to the east directly on the Forest Road. This
is a great place for adventurers to rest and relax, in between
missions. The town caters to adventurers and probably would have been
razed by goblins if it hadn’t been for the timely aid of a friendly
sword or spell from a passer through.
The Ruins of Erithhador (Hex 1410)
The City of Peace is no more. But even
in ruin she is still a magnificent sight to behold. Many relics and
treasures can be found here. In particular the Elves were known for
their magic and there is plenty of that to be found here in the form
of weapons, tomes, and other artifacts that can no longer be made. Of
special note are the two Elf-Gates. These gates can be found at the
centre of the city. Niether one works anymore, but if they could
somehow be repaired then they could be used to travel to the original
elven home worlds. It is common knowledge that the outer edges of the
city are the least dangerous. A low level party could expect to
survive here. While the deeper one gets into the city the more
dangerous it becomes.
The Lair of Kysophax (Hex 0610)
The Dragons of Aerd (the world in which
the City-State of Kossuth is located) are not colour coded like
traditional D&D. These dragons are all unique and possess a
variety of magical abilities and powers. Kysophax has not been seen
in some time, but when he does appear it is heralded as a sign of
apocalypse. This is the entrance to the dragon's lair, his true lair
lies within the Thule Mountains.
The Mouth of Madness (Hex 1218)
The foolish believe that this pit
descending into bowels of the earth is just a regular cave entrance.
That it connects to a confusing network of regular tunnels and
caverns extending below the entire surface of the City-State. The
wise man knows better. The truth of the matter is that this entrance
leads into another realm all together. A place where the rules of the
surface world no longer apply. Eventually, if one survives long
enough before going insane they will discover the new home of the
Elaeron Elves. It will also become clear why the Elaeron Elves are so
not quite right in the head anymore. If one where to travel even
deeper they would eventually reach the city of a vile race of albino
men known as the Azgarthians.
Fellantir Village (Hex 0913)
The Fellantir are live in a village
located in the trees. They are not particularly welcoming of others,
but those that they do allow into their circle tend to become very
trusted allies or very great enemies. There is a faction here that
wishes to return to their home world of Fellanthia, while there are
others that argue that this is their one true home now. In an effort
to battle their ancient nemesis the Fellantir created a magical race
of plant creatures called Xanophids. These creatures have rebelled
against their creators and now are an ever growing plague in the
forest.
Mothmen Lair (Hex 1518)
The enigmatic Moth-men lair here high
in the trees. They only come out at night to hunt. What they want no
one knows. Whatever it is the secrets they hide will be pivotal in
the coming days.
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