The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by Capn_Ragnar, 2023-02-04 01:21:40

D&D - Marvelum - Age of the Gods

D&D - Marvelum - Age of the Gods

Keywords: Dungeons & Dragons,DnD,TTRPG

201 2 The party crosses paths with a seasoned adventurer, Quixio. He wears +1 Nanoweave and wields a laser pistol. He is coming to investigate the ruins and will share his stories. 3 A DC 15 perception check reveals 113sp hidden in a sack under a stump. 4 A draft horse with a blood-stained saddle drinks water from a ditch. 5 The PCs find an oddly abandoned camp site, complete with 2 tents, firewood, and 5 rations. 6 A lone automaton searches for his purpose. 7 Sparks of light flutter through the air and one formerly magic item the party possesses regains its magic. 8 A destroyed caravan sits on the side of the road, containing 50gp in coins 25gp in weapons. It appears to have been destroyed by either a wild animal or mages. 9 The party stumbles upon a small roadside graveyard. If they’re not opposed to graverobbing, there is 25gp in valuables in the graves. 10 A Ki-Rin flies overhead and all members of the party receive inspiration. Philomena’s Grace Philomena's Grace is an ancient forest that stretches across most of Marvelum. It houses great beauty as well as great danger. It is part of the Redranian empire ruled by Duke Garellian of Elfhome, the largest city in the grace. Garellian has lords and barons in the smaller towns within his demesne. The grace has no paved roads and few beaten paths, making it difficult to travel for those in large groups or unfamiliar with the wood.


202 Thistle: A moderately sized village nestled in the forests of Phillomena's Grace. It is just off of beautiful Mount Aelar and far enough away to be out of it's lava floes when it erupts. By all accounts, it should be a great place to live, and indeed it was, before the gods came. Now the beasts of the Nature Convergence threaten hunters limiting their main source of food, the Brood of Crux occasionally raids the village carrying off people and livestock, and the Otyugh poses challenges as well. The village has bounties of 1000gp each for Crux's young, though no actual bounty on Crux herself. They offer a reward of the Bow of Thistle, a magical hunting bow to any who can fell the Ortyugh, which many hunters have died trying to claim, and they offer variable rewards for the large beasts from the Nature convergence. The town is under the barony of Elfhome despite the distance, but like Adderton does have it's own lord, Lord Hugh Bismark, a human and distant relative of a member of the courts of Redrun. He operates as little more than a tax collector, and the town is culturally ran by Gerard, the Firbolg high priest of Philomena. The town has no organized guard, rather a militia of hunters who primarily hunt for food and secondarily uphold the law. They are led by Snart, the dwarven high priest of Grumbar. The hunters can be recognized by their deep green cloaks with the golden leaf clasp. Thistle has 3 religous sites, a Temple to Philomena comprised of a cultivate ring of trees ans flowers, a temple to Grumbar that is also the town's inn and hunting lodge, and a temple to the triad where Redranian troops are lodged and trials and weddings are held. The town also has superb leather workers and bowyers, as well as a smith and other common town accoutiments (cobbler, barber, general store, etc.) It notably does not have a jeweler or a library though the smith can cast rings with some skill. Ortyugh: The Ortyugh roams the cave systems that surround Mount Aelar and often grabs passers by with its mighty tendrils, dragging them into the deep, never to be seen again. Those that do survive usually die later from a slow and painful disease the beast transmits. The beast is immune to all forms of poison and disease. It resists acid, cold, and bludgeoning damage as it bounces off of its blubbery hide. As it was emboldened by the god of storms and the god of seasons, it was made with Lightning, and Lightning can take away its strength, it is vulnerable to lightning damage. It is attracted to large deposits of carrion or rot and flumphs are naturally immune to its poison, so consuming large amounts of flumph meat confers that immunity to hunters. Druid's Conclave: A circle of the Land circle of druids dedicated the Philomena, goddess of natural beauty. They preserve Philomena's grace from those who would bring it harm. They are not excluaively female, but predominantly so, and have provided sanctuary to women fleeing the patriarchal society of the Redranian empire. They are a score and 3 strong and led by an old elf named Katalin, a level 10 druid. Katalin is originally from elfhome and started to conclave when she noticed people beginning to take more than they gave from the forest. She fought staunchly against the Light in the war and bears burns over half of her body as a reminder, a trait many of her clan who lived in such time have to some degree. Cave of Mysteries: A deep cavern often warned to have strange and mysterious properties. Most adventurers who walk in don't walk out, and those who do are often forever changed. The cave is home to three wonderous creatures, each deeper in the caverns than the last. The first and the one


203 responsible for the missing adventurers is Crux, the shifting dragon. Crux was once a gold dragon who lived here before the cave was bestowed its wonderous properties. Now, she can change into whatever color of dragon she desires and does so based upon season and mood. She remembers the cave and herself were not always as they are now, and that things changed when "that halfling came", but she has little memory of the time before the mysteries. Crux is famous not for her changing nature, but for her brood. A massive swarm of 20 wyrmlings, each a different color. The wyrmlings feed on adventurers and troll flesh from deeper within the cave. In truth, her brood has grown too large and too ungrateful for Crux's taste, and she would trade them away for a more useful addition to her hoard. Notable elements of Crux's sizable hoard include: Bones of the Fey Serpent, one of the blade tendril of the beholder god, at least 20,000 in gold and gems, a diamond worth 1000gp, a portable hole, a map of the world that allows you to zoom in, a compass that point to your hearts desire, and the Shield of Grom the Unbreakable. Further in the cave is the Troll Grounds. Pale grotesque creatures that have never seen the light of day battle here ceaselessly against one another with no signs of cause or resolution. When limbs and heads are removed more misshaped trolls sprout forth from them. Some have taken to grafting fallen limbs and heads onto themselves, creating truly horrific monstrosities. Curiously, at the end of these caves is an ornate oak wall with an equally fancy door. Beyond the door is a large moot, an adventurer's guild hall. The adventurers here tell tales of their glory and leave and enter out of other doors into the plane of man. Few speak of what lay beyond the door to the troll, on fact few even know of it. There is one door beyond the hall that leads back into the cave, a service exit from the kitchen. This last bit of the cave is closed off and houses only the archangel of Hillregaurd. She laments that there is nothing of interest here, there's nothing left to discover. Upon finding her she says "I was the discovery" a tear rolls down her face and she disapears into the stone, leaving behind an essence of Man and reverting the cave back to its natural state. Crux returns to being a gold dragon, the trolls return to being just one troll, and the adveturer's guild returns to the plane of man proper. The cave is an unmarked rift to the plane of Man. Nathair: Nathair is a relatively isolated town in which the Cult of the Serpent King described in Chapter 5 takes place. The town is controlled by the cult, but it is loosely a part of the Redranian empire in this age. It is supervised by Baron Felldrum, a petty dignitary of the courts who exerts no control but simply collects tax for the Duke of Elfhome.


204 Monument of the Green: A large, strange granite monument, large at the base, thin in the middle, large at the top. It is covered in vines and overgrowth that obscure the primordial runes engraved upon it. The runes are actually a strange dialect, a combination of celestial and primordial that only someone who can read both languages can read fluently. The runes speak of returning to harmony with the essence of nature and the Green primordial energy of nature that flows through all. The vines also obscure a hole in the monument. If an essence of nature from one of the nature confluences is placed in the hole the runes of the monument glow, the overgrowth is expunged, and the divine beasts of Philomena's grace are returned to the plane of nature. The essence cannot be removed, and the party receives +2 wisdom, to a maximum of 24. Monument of the Red: A strange Marble monument large at the bottom, thin in the middle, large at the top that is covered in strange pulsating red veins. Beneath the veins is primordial-celestial writing that speaks of the primordial red energy that binds together all living animals. And how it requires the essence of life for harmony. There is also a hole covered by the veins. If an essence of life recovered from a life planar convergence is placed within the monument the veins travel into the earth and the divine beasts of the untamed lands become docile and tamed, and the party gains +2 Constitution to a maximum of 24. The essence cannot be removed. Monument of the Blue: A strange Basalt monument large at the base, thin in the middle, large at the top, that is covered in coral and grime. There are primordial-celestial runes beneath the coral that talk of the Blue, the primordial force that holds together all sea and sea life. There is an obscured hole here for a trident. If the trident that rules Alvyn's raiders is placed here, the oceans are calm for the day and the raiders cease their actions (predominantly). The party gains +2 Charisma, to a maximum of 24. The trident cannot be removed. If all three monuments are restored, the archangels of the essential convergences that have been released return to life and thank the party, offering them boons from Mythic Odyssey of Theros. Coutal: a corrupted Gaurdian, this coutal has sickly black scales covered in oil, and its once angelic winga are reduced now to naught but skin and bone. It's cure spells are replaced with harm spells and


205 its gaurdian instints have given way to fierce territorialism. The coutal resists poison, necrotic, acid, and fire damage but is vulnerable to radiant damage. Nurellian the Green: Nurrellian the Green is the dragon of Philomena's Grace. He lives within an old cave with his hoard amassed during the last war and from adventurers foolhardy enough to challenge him. These days, he does not leave his cave, instead having his legions of kobold worshippers scavenge the forests for food and treasures for him. He is infamous for kidnapping elven maidens and having them play a gilded harp for him. He has one such elf kidnapped now, a woman named Keirametra, the youngest daughter of the leather worker in Elfhome. He has had Kierametra for nearly 10 years now. Forest Monument: A carved wooden statue to the queen of Faerie. In the summer and spring seasons, it is a statue of queen Titantia of the Seelie Court surrounded by beautiful unearthly flowers. In the winter and fall seasons it is a statue of Queen Mab of the Unseelie Court surrounded by bioluminescent mushrooms that usually only grow in caves. On the 30th of Summer the statue is that of the Puck, the son of Oberon and Titantia who was abducted and corrupted by Mab and the Unseelie. He is surrounded by bitter blossoms. On the 30th day of winter the statue is that of the Baba Yaga, the mother of Hags who was historically an evil patron of the unseelie court but changed her ways in the wake of the 4th war of the gods. She is surrounded by healing herbs growing unseasonably in the snow covered ground. When the veil is thinned (Spring 14th-16th and Fall 14th16th) travelers can unknowingly walk into the feywild around this statue. Even when the veil is not thinned, travelers can gain access to the feywild through this statue by supplying the proper offerings, though the statue will not send them back to the material plane. If offerings are made to the Puck or the Baba Yaga during their times of transition they may deign to grant an audience to the offeror. Vincent's Vineyard: A relatively new establishment that revitalized Sil economically after the 4th war of the gods. Vincent's Vineyard produces Vincent's Vintage and Sill Brew, two popular wines across Marvelum. Vincent is a half elven entrepreneur who bought the bombed out ruins of what would be his vineyard for just 20 gold pieces. He lives with his 8 person family on the property and the vineyard itself is tended to by 50 slaves. Lookout Point: An old treehouse lookout post for Elfhome. Unlike the loneliest house, it is still in use to keep and eye on the troubles of Stein and the city of Chrome, as well as forest fires. One of the elfhome guard is stationed here for a season, and the house is equipped with a mithril whistle with sound that carries on the wind all the way to elfhome. Malignant Cave: A cave that smells of death and decay, it is known to adventurers to be a death trap, not worth it for any reward. The cave houses cultists of Shub Niggurath the dark mother. They keep kidnapped women here and impregnate them with shub's dark seed, creating dark young in the hopes of resurrecting their fallen eldritch goddess. The 7 women they keep here are driven far past the brink of insanity, kept chained to beds (most for years) and fed via a tube. They will kill themselves if freed, or simply lay in bed awaiting death, saying nothing, their bloodshot eyes never closing. The cave has 5 cultists and 2 dark young kept in cages. 2 of the cultists have ascended to star spawn. The cave has a sending stone to the cult in the swamps and references in scrawled written documents to a "home base" somewhere to the north east.


206 Stein Ruins: Once the seat of the coalition against the Light and the Sand of Sedley, it was destroyed by Taraka, the now dead devil prince of murder and assassins. Stein, being the seat of the Coalition and the adventurer's hub nearest the city of Marvels, has several unclaimed magic items burried in its rubble, which would make it a prime target for adventurers and looters. However, as the deaths of Steins' citizens were so violent and so sudden often without any form of proper burial, the ruins are teeming with ghosts and specters of the fallen, as well as the occasional immortal devil leftover from the last war. Untamed Lands Ferryton: The small town where the ferry across the Blue lake from fisherton arrives and departs. Mostly a fishing village with some farms and away from most questing sites, it is fairly quaint, with only a few guard and without so much as a quest board. There is one character, a deranged sea captain obsessed with hunting and killing the Morkoth, a Luxodon named Captain Haba. Hill Giant Encampment: an encampment of two families of hill giants, numbering 13 in total. They eat wildlife and travelers and make frequent raids of Hill's burro.


207 Hill's Burro: Wedged between the Monstrosity and the hill giant encampment, Hill's Burro is a smaller town on the brink of extinction. Any who try to leave are usually killed. They have sent for Redrun's aid but have received none. The people of Hill's Burro are desperate, and would give anything for the extermination of these threats. The Monstrosity: A corrupted mooncalf and agent of the gods during the last war, the beast is so terrible it was not even given a name. It does not hunt, it merely extinguishes any life that comes near it. Good Convergance: A carnival set up with many festivities and wonders beyond the ken of mortals. Alcohol laced with ambrosia, men and women of supernatural beauty, and entertainment so enthralling you'll never want to leave. The carnival has many attractions, including a diviner that tells the future, a full carnival show including trapeze, a singing toad, a troupe of bearded dwarf woman clowns, and a flute player who calls forth beings of Azathoth. Anyone watching the performance must succeed a DC 13 wisdom save or be enthralled to watch the show forever. Damage provokes another save at advantage. The real attraction however is the Contest of Drunkards, a three stage competition of drinking, darts, and a karaoke contest. The winner gets to challenge the ringmaster, the archangel of Paela, who is freed by being bested in a contest of jokes or bar trivia. Once freed, the carnival melts away, leaving 16 who had been enthralled by the performance and the site of a party that was a front for a political slaughter, as well as an essence of good. A pure white orb that has 5 charges. 1 charge can be spent to cast calm emotions and 5 can be spent to open a gate to the plane of good, roll a d100, on a roll of 1-50 the gate lasts for 1 hour, on a roll of 51-100 it lasts indefinitely. It regains 1d3 charges at dawn. Once all 5 charges have been expended, it dissolves back into good. Corvinaut: A larger town on the outskirts of the Redranian empire, ran by a local warlord named Aduct Kahn. Aduct was a nobleman before the last war and used his family and his mercenaries to take over his town of Corvinaut, a mining town whose primary resource is now farming and people. The mine is not completely dry and miners still work here, but it has been largely depleted. Kahn took a position as a noble for Redrun in its early days and only recently overthrew them, killing the Redranian guards and hanging their bodies around the borders of the town. Kahn is a divisive political figure, demanding more taxes and instituting unpopular practices like Prima Nocta, but it's also his men that keep the town safe from elementals and bandits. Kahn seeks to overtake Witherstone and expand his power to rival that of the Redranian empire. The overtaking was so recent news of it has barely reached Redrun, and even then their armies are stretched too thin to handle it. Beyond politics, the local jeweler is well known as one of the greatest in the land and can even transfer existing enchantments on jewelry. The local potion master is actually a green hag named Coraline responsible for a few missing children. There is a bounty out on elementals and bandits of the Red claw. Aduct Kahn is offering 1000gp and an enchanted greatsword to any who can destroy the elemental stone. Elemental Stone: A strange shard of rock that glows with the fury of the elements. The stone is actually a piece of the great elemental spawning stone from the plane of nature, and this is a minor planar convergance. The stone shifts with the seasons. Glowing green and creating earth elementals in the spring, red and fire elementals in the summer, blue and water elementals in the fall, and yellow


208 and air elementals in the winter. It creates two elementals each day at dawn in spring and summer and at dusk in fall and winter, the elementals have no orders and simply roam to their whim. The stone can be destroyed, it has 50 hitpoints and 10 hardness. Each attack that damages it releases an elemental. Once the stone becomes bloodied it releases two elementals, and the elementals it releases become random instead of based upon the season. At the center of the stone is a gem that can be used to create any one of the elemental controlling magical items. Witherstone: A crafting town built to take advantage of nearby mines and the titular withstone by wealthy industrialists during the chrysalis. Witherstone is now part of the Redranian empire, but with the mines dried up or abandoned and no roads leading to their village, the population is ever dwindling. The witherstone itself sits in the center of the town square, a large black rock that ignites itself for one hour at full sun. The flame burns hotter than any forge not made by a dwarf. Witherstone has a renowned blacksmith, Killroy Stonekin, a Mul, so dwarves don't respect his craft, but he said to be the best non-dwarven smith in Marvelum, possibly the best period. He can forge master crafted arms and armor, transfer enchantments, and forge flametounge, one of which he has in his ship for 10,000gp. The Redranian army has a 2000gp bounty on Aduct Kahn, a warlord of the nearby Corvinaut. The town has three permanent redrun military, the rest is militia. Much of the town, including many of the militia, are in favor of Kahn, or are at least anti-redrun, believing their taxes are being paid to a king hundreds of miles away for guards that don't protect and roads that are never built. Dartmouth caves: Formerly the Dartmouth mines, a mine shaft that dug into a natural cave system. The mines have been long since abandoned but rumors of platinum left untouched and strange, sinister monsters lurking in the caves stretch as far as the school children in Redrun proper. The cave has some platinum ore, but also many horrifically transformed beings that are hostile. Evidence suggests these creatures were once cultists of Shub Niggurath. At the end of the caves near and underground water basin is a large locked door. If opened, the door is a portal to the far realm that shoots out strange metal bullets. If hit, it corrupts the individual into one of the monstrosities. If it misses, it can be forged into powerful magic items. Totem of power: A totem carved of wood from the Feywild. With proper offerings to it at proper times of the year one can beckon forth an archfey for a warlock pact or for another boon. The archfey has will of their own, and may respond negatively to those who ask for aid callously or without reciprocation. Monastery: A secluded way of the long death monastery founded by a death giant worshipper of Alighieri named Akaun the Conqueror. Few venture this far, so few train here, but the 8 who do are dedicated to the path. Divination Tower: A large shard of crystal that shows the most harrowing future to whosoever dare gaze into it, it is said if you look in, the future you see is sealed. The shard is the tower of the last great Divination mage before the Chrysalis, Bashet the all seeing, a female dwarven wizard. The tower has no entrances and the crystal, though appearing fragile, is supernaturally tough. Only a disintegrate spell or a +3 weapon can break it. Within the tower is a labyrinth of hallways with scrying mirrors showing the most interesting place of the new world, the City of Marvels, the City of Chrome, the


209 battlefields of the gods, the bedchambers of the King of Redrun, etc. These hallways are rigged with magical traps, including those that would entrap intruders into the mirror plane. At the center of the sprawling hallways is Bashet, old, haggard, and world wizened, she claims she is waiting on her latest clone to incubate. She will know everything there is to know about the intruders by the time they get to her. She has no desire to sanctum where she can see and influence the whole world at any time. She no longer has the capacity to cast wish, but otherwise is a level 19 wizard. Redwood Inn: A quaint three story wooded house provides some solace and civilization to the so called untamed lands. Created by Grognard, a half orc barbarian and retired adventurer with his centaur wife Gertrude they made a place where adventurers and travelers could rest their head while so far away from much other civilization. They charge comfortable prices and provide a comfortable experience. They have three kobold workers/family members they rescued from the clutches of a dragon, named Cody, Brody, and Grody. Grody is a girl. They are welcoming to all travelers and demand their patrons be the same, thus they often have Light worshippers staying with them. Helmed Horrors: Evil armors cackling with energy defend the ruins of a small fort and leave to gather materials like food and spell components. They are immediately hostile to those they encounter. At the center of the ruin is Nevil Belandrix, a human mage kicked out of the college of Threshold for not paying his fees. Shortly thereafter, his mother died of a preventable illness. He stole a book from the forbidden section and hired adventurers to clear out an old fort ruin near the evil convergence for him. He dated the wizard studying the convergences and there found enough hell metal to begin creating helmed horrors. He sends them mostly into the evil convergence to find more, with the goal of making an army large enough to overtake Redrun and institute a communist utopia.


210 Evil Convergance: A small chunk of the city of brass rests here, including a microcosm of the devilish politics that rage within the city proper. Three dukes are the primary schemers within the dominion, Hel, the duke of war who fights the demons that appear through the portal, Chintra, the duchess of commerce who manages the bank of souls, and Kiln, the duke of order within the city. There are many sub-schemers in the courts beneath the three dukes as well, as Kiln once was. He three dukes conspire together for one cause, keeping the archangel of Nicor chained beneath the city in secret. If discovered and freed, the molydeus kills the dukes and the city of brass dissolves back into the realms of Evil, leaving behind a essence of Evil. It has 5 charges, 1 charge may be spent to cast Hellish Rebuke, and 5 charges may be spent to open a gate to the plane of Evil. When the gate is opened, roll a d100. On a roll of 1-50 the gate persists for 1 hour, on a roll of 51-100 the gate lasts indefinitely. The essence regains 1d3 charges at dawn and dissolves back into evil when it’s last charge is spent. Once the city of brass is gone, the area reveals a city of near perfect alignment, with no scheming. Mechanus Bunker: A large metal sphere half unearthed from the ground. It is torn open, seemingly by some garganuan force. Within the bunker is a destroyed semblance of a puzzle, followed by another door torn open by a similar force. Within the next room is another destroyed puzzle and a filthy large stone that spawns minor demons. These demons leave the bunker to bring sacrifices to their lord in the third and final room. This lord was the right hand man of Taraka during the war, who had previously looted the bunker for the war. This demon is a Balrog, but terminally wounded from the war and only sustained by the tributes brought to him by his minions. The Balrog has a small hoard, including 3 souls trapped within gems, 3 diamonds worth 500gp each, flame tongue, and another very rare magic item Gnoll Encampment: A large metal sphere half unearthed from the ground. It is torn open, seemingly by some garganuan force. Within the bunker is a destroyed semblance of a puzzle, followed by another door torn open by a similar force. Within the next room is another destroyed puzzle and a filthy large stone that spawns minor demons. These demons leave the bunker to bring sacrifices to their lord in the third and final room. This lord was the right hand man of Taraka during the war, who had previously looted the bunker for the war. This demon is a Balrog, but terminally wounded from the war and only sustained by the tributes brought to him by his minions. The Balrog has a small hoard, including 3 souls trapped within gems, 3 diamonds worth 500gp each, flame tongue, and another very rare magic item Lardison: A large town of roughly 10,000 people that stands as a reminder of the last war of the gods and the battle against the demon lord of slaughter Taraka and the forces of Sedley. For Lardison, it is almost as though the war never ended as several immortal demons were never destroyed and fester and raid yet still. Lardison was once a member of the empire of Redrun, but being so far from the central city, not relevant to the City of Marvels, and teeming with its own resource intensitve problems, so Redrun left the city. The city is ran by their beloved cleric of Bes, and is protected by its own militia. Lardison accepts redranian currency, but also mints its own currency, including Electrum pieces from the nearby city of chrome. Lardison is known for its demon problem, its independance, its built up stone wall, and its powerful cleric leader. Once thought dead shortly before the fourth war of the gods, twenty years later Hanna, leonin cleric of Bes, has been restored. She is the matron mother of the town and considers all of the town her family. She delivers an inspirational sermon at high sun


211 each day from her tower at the center of town. She can revive her family whom she has annoited in her light without the expendature of costly spell components. She is widely beloved by the town, especially by the militia who effectively worship her as a god, complete with their own prayers and holy symbol. In truth, Hanna is possessed by the archangel of Bes, who was nearly destroyed by the destruction and tearing apart of families during the fourth war of the gods. So the archangel decided to prevent family from being torn apart by war where it was worst, Lardison. However, in doing so her powers are not distributed to the rest of the world. This is the Life Convergance in the area, and the central temple of Bes is filled with the essence of Life itself. While Hanna is the ruler of the city, there are two other notable political figures with sway within the town. The leader of the militia and the leader of the merchant's guild who has a stranglehold on the economy of the town. Temple of Lia: Lia temple: The temple of Lia is an ancient, stonework building covered in moss and ivy, built with human sensibilities but built still to stand the test of time. There is an inescapable feeling of sacredness and history that is unavoidable to even the most feckless of visitors. The temple is ran by a priest whose daughter was kidnapped 6 years ago by Nurellion the Green and will reward her return with blessings and access to the knowledge of the temple. The temple has a library of old tomes and spellbooks beneath it, hidden beneath the gran statue of Lia. The temple has many live-in priests and holy prostitutes, but the majority of its population are temporary pilgrims and those who have come for weddings or orgies. Elfhome: Elfhome is guarded by golden armored high elves standing in sharp contrast to litteral demons. There are mostly elves here, though notably few Drow as most were kicked out to the cult of Lolth after the last rebellion. Elfhome is ruled by King Armannin CXXVI, though that number is exaggerated, claiming to be a descendant of the first, immortal elf and rightful king of the birthplace of all elves. He manages five competing noble families each in charge of a different power structure of the city. The city is built in the trees, with slums once inhabited mostly by drow along the ground, mostly unsafe tunnels and rickety huts in staunch comparison to the firefly-lit marvels of latticed treehouses above. Elfhome Quests The Immortal Girl: There lives an immortal, one of the last of her kind, near New Shrekton. I require her. Retrieve her for me and I shall bind any demon from the hellfires of evil to your eternal service. Ma'alefa'ak, Master of the Demongaurd Against the Spider-demon: The Cult of Lolth has been allowed to opporate for too long. While I cannot assist and the damnable demonguard is ruled by one of the ebony fuckers so wouldn't move against them, I would offer my amulet of the planes to any who could destroy such a hive of scum and villany. Aaron the legless, veteran of the spider riots. Too good for too long: (encoded in thieves cant is a plan to use stockades of gunpowder to blow up the central tree with the king and nobility, causing a structural collapse of the entire city. This seems to be orchestrated by the people of the slums)


212 The Great Beast: A new threat has emerged from a strange talisman known to teleport those who get near it to strange places. A massive spined beast with a terrifying lightning breath that seems to be heading toward New Shrekton. Most disconcertingly, it is said to have a man riding atop it. The Redranian crown will give 1000 platinum, lands and title to whosoever could defeat this threat. Astral disturbances: the planetarium has notices strange phemonena on the surface of the moon and is looking for brave volunteers to be teleported to the surface and report back with findings. Nature Convergence: The massive forest is dense, and trees larger than any you've ever seen, some as large as a mile around. Notably, there is a sun, but it is frozen at three quarters to night. Within the forest are not ruins, but small houses and even a fortress with magic lighting, a cleansing stone, and moving art within. The fortress is manned by autonomous, animated servants with one living soul, the duchess Dorinthea, niece of High Mage Mardu, Archmage of Marvelum. Everything in the fort aquires dust very quickly, though the dust is dusted away by animated feather dusters, it is a strange dust, almost like sand. These are the accumulating sands of Death. This is in truth, a Death convergence manned by Amnon's Archangel. Amnon's archangel is depressed about the steady rot that comes with time, that this used to be the most beautiful place in all of Whurbin's creation, but it was destroyed by time. He does not believe Amnon's plan will succeed, believing the end of Entropy to result in the end of all things if he could even manage that much. As the party tries to convince him otherwise he says "this isn't some trial, some test to convince me so I give you my piece of heart and you can continue on your quest, this is my final resting place. So, either stay, leave, or kill me. But speak no more of convincing." If he is killed, the group will receive a death convergence and the land will return to a blasted, wasted spot of earth with a small ruin where the fortress once was. Good Convergance: A great, dirtless, alabaster white palace stand put starkly from the natural rolling hills of the plains surrounding it. Within the angels of good representing the court of Malida and debate ceaselessly over the moralities of allowing mortals to continue to live as a stain upon the world. Only when the debate concludes does the good convergence emerge and the alabaster courthouse cede to ruins where the citizens of Shrekton debated genocide against the new demonborn children of their post invasion city. Candlelight: Candlelight looms on the horizon as a dark spot in a bright world, shadowfallen. Entering in the townsfolk are held up within their homes and places of business while monsters from the shadowfell and a flight of Angels fight for the soul of the town. The shadowfell and the dark forces that control them fight for entrance into Marvelum to herald the end of days. The shadowfallen gate can only be closed by entering in the nearby good convergence essence.


213 New Shrekton New Shrekton is a city of immense history, but one couldn’t tell by looking around. As the name implies, New Shrekton is almost entirely comprised of new buildings and residents. Originally, Shrekton was demon town ripped from the flames of evil itself before the chrysalis. It was quickly built up with a great mage’s tower, a subterranean temple to Virdain, and a world-class port. While many of its amenities were stripped from it in the Chrysalis, it survived under the leadership of its immortal ruler, Pence, a female Yuan-ti Pureblood, daughter of Mikeaus Pence and Perry of the great heroes of the last age. She led the town for generations during the chrysalis, preserving it as a bastion of civilization in a collapsing world. Eventually, the new standards of the world drove out the ruler for her unnatural life and her monstrous race. Legend says that Pence still watches over Shrekton, somewhere hidden nearby. Shrekton persisted as a powerful port and the second largest city in the region after Redrun. That is until the dawn of the age of the gods when the demon lord Taraka and the empire of Sedley stormed into Marvelum and destroyed the city. With the combined might of the coalition that banded together to face Taraka and the demi-gods of Alvyn and Hilregaurd Shrekton was steadily rebuilt into New Shrekton. To honor the coalition so long ago, New Shrekton remains a valuable jewel of the Redranian empire and a great port with access to the bay of trepidation and the wealth of Port Dumolli. New Shrekton’s buildings are build primarily out of wreckage, especially the wreckage of ships. For most buildings, this simply results in a hodge-podge looking construction, perhaps with some caked on barnacles on wood farther away from the ocean than barnacles should be, but some closer to the port are salvaged entire hulls of ships, including the great hall of Ankir where the demi-god passes judgement on the lawbreakers and stow-aways of the city.


214 New Shrekton is a bureau-theocracy, bound the laws of the Redranian empire and supported by its guards and taxes, but ruled in practice by the bonded demigods of Alvyn and Hillregaurd. Alvyn’s son, renounced by his own father, aids the waves of the bay to enhance the ships from Shrekton’s harbor against the will of the Marid of the Bay owned by Featherbeard’s pirates. The shipping guild reports to Ankir. The Demigod of Hillreguard, Edwin, provides guidance to adventurers from the subterranean ruins beneath the city, and also protect the city from criminals from his underground perch. Shrekton’s guards that aren’t Redranian report to him. Notable Locations Shrekton has most amenities an adventurer or citizen would have want or need for, but more specific and unique locations only found in Shrekton are detailed below: Ingrim's Emporium: A nearly fully intact galleon toward the farthest reaches of the port. The galleon is gaudily decorated with a sign reading the words familiar to all who've visited Shrekton, "Ingrim's Emporium". Within is a packed to the brim, disorderly pile of goods of extremely varied value and variety. All PHB items and most trinkets are available here, as well as several magic items. Ingrim and an unseen servant wonder throughout the spacious but cramped shop and help with recommendation of only the most expensive items. Ingrim is a red haired gnome, though the roots of his hair and beard have begun to gray. He will tell the stories of the items acquired from across the sea and the lands of Marvelum. The store has 20 common magic itesms, 10 uncommon, 5 rare, 3 very rare, and 1 legendary at any given time. The Lower Sanctum: Beneath the city is the ruins of a temple of Virdain, in his older form as the Adversary, a primal god of masculine power and dominance rather than the more lighthearted, household male fertility idol he has been reduced to now. The temple is nigh unrecognizable now, having been defaced and converted time and time again over the thousands of years since its placement into this place. The temple is now the Lower Sanctum, where Edwin, demigod of Hillregaurd and the facechanger adventurer E, makes his court. Where he advises adventurers that manipulate the politics of far off lands, and rules in secret the local thieves guild, the best method to control crime while balancing wealth within the city. Due to these opporations, what happens within the Lower Sanctum is a closely guarded secret, breeding suspicion and conspiracy, Edwin also rarely leaves the sanctum, causing yet more. Ankir's chambers: a featherlight ship on a teetering peak, the highest point in the low city of Shrekton marks the chambers of the public half of demi-god leadership of the city, the chambers of Ankir. Within are the trophies of his conquests, varied from the last war of the gods, to his conquests within the bay of trepidation, to his prized possession, one of the tridents of Alvyn he retrieved from the kraken priests with the aid of the kraken sage Margarine and Acheaus the rightful king of Atlantica. Here Ankir hears the pleas of the people and makes important policy decisions. He secretly hates this position, preferring to be a warrior, protector, and adventurer. The Homeless Turtle: The inland, local tavern that also functions as a cheaper, seedier inn for sailors and travelers. The homeless turtle is known for having a strict no guard policy, and asks no questions beyond the strict demand to pay for property damages. It is ran by a goliath woman who goes by gray


215 tooth, a fence of renown for the local thieves' guild and an important cog for the black market within the port. The Captain's Quarters: The richer inn closer to the ports of the city, it is constructed to look more like one of the patched, beached ships but is merely a facsimilia of one. It is a traditional inn, but with lively and varied patronage from the seas and beyond. It is ran by a water genasi cad named Celdon. The inn has pieces of ships stolen by sailors along its walls, and offers free beer to those that add to the collection. Sandy's Shanties: A small local bard's college that records the tale of the town and the "brethren demi-gods" that rule it. They train shanty-mages that prove invaluable to ships for morale and for combat, and they are instructed to return with stories and news from far off lands. The college is ran by Sandy, a kenku one-woman-band and member of the thieves guild, right hand woman of Edwin who aids in his opporations abroad. Quests The Founder: These are not the first immortals to rule over the city of Shrekton. Once there was another, a Yuan-ti. I believe, the founder of this city from before the chrysalis. I have reason to believe she is yet still alive. I have reason to believe that she is close. I will reward an airship to any who could return her to the city. Return her to me. Ciel Tenach Divine Tyranny: We labor under the absolute judgement and oppression of two children of the gods. One god that has retreated from the world, one has turned on it completely. These tyrannies must be resisted. They must be destroyed. I have weapons that can pierce their skins and shred their divine souls, but not the opportunity nor the means. I seek the greatest of assassins and will pay the greatest of prices for the completion of this necessary deed. M The End of the Line: A god has met their second death. The goddess of resurrection shall not fulfil her own namesake. But resurrection comes not only from the divine. We seek capable and likeminded individuals to join us in seeking alternative methods and materials for resurrections that bypass the gods. Michael Contenell Devastation: I am an interplanar traveler marooned upon this plane. I cannot return home, as there is no home to return to. I seek the attention of these demi-god rulers of this city, or even your gods themselves. If the Devastation is not stopped, all will be dust. Cerrit of Ravnica The Pirates of the Bay: While the Featherbeard pirates have diminished in the bay, their presence in still felt by the shipping guild. We will pay 50gp a head for pirates, and 5000gp for the head of Featherbeard himself


216 Marton of the Shipping Guild Freeing Slaves: Slaves are imported from and exported to Port Dumolli and beyond constantly from this port. The slave trade is an affront to morality and basic decency. Take any freed slaves to the homeless turtle after midnight and I can ferry them to safety. If you could do more to end the slave trade within this port, I can reward you farther. A Friend The Tower: The Wizard’s tower near the city that has stood for over 2000 years but is still impregnable. Just think of the untold magical relics and ancient knowledge sealed within that tomb. I will pay any who can open the tower any two magical items from within my vast emporium of wonders. Ingram Intalli The Coliseum: To the east is a coliseum from the old age. The very best of fighter and beast battle for the entertainment of the immortal spirits. If a group can best the gauntlet, legend says they receive a boon from Visiduous himself. Bring your best fighters and come at your own risk. Jerrod, Champion of Visiduous Calamity: The Order of Gilgamesh have need of powerful mages, masons, and clerics for the very fate of the world. The last Pyramid of the Apocalypse cracked at the end of the last war of the gods, and the crack grows larger each day. We seek to preserve the plane and mend the pyramid. You will be rewarded for your contributions. Zayne Still Port Dumolli: The lawless hellscape of Port Dumollli has been permitted for too long. The Knights of Raelynn could maintain good law and order within the city with minimal resistance were it not for the Crime Syndicate of the Gilded Rose. Ankir insists the Gilded Rose provides too much revenue to embargo, but on this we disagree. I will offer a 100,000 gold bounty on any adventurers who could destroy the Eye of the Gilded Rose. You would be doing the world a service. Edwin, Son of E


217 The City of Marvels The ruined city that used to be the grandest city in the realm. Now the City is a beacon for adventurers and plunderers as it has the largest stockpile of returned magic items possibly in the world. It is inhabited by the endless stream of adventurers, the Wizard’s College attempting to help magic users flee the anti-magic culture of most of mainland Marvelum, the angry murderous exresidents of the towns that were in the towns that build up around the ruins prior to the return of magic, and protective automatons that are frequently pushed out the factory near the center of the city. Transversal and Buildings A block in the city of Marvels takes roughly two hours to traverse, 1 for the distance (1 mile) 1 for the difficulty of traversal, twice as long if traveling stealthily. The first 3 blocks on all sides of the city have a been cleared out and are inhabited only by countryside factions. Ignore any automaton random encounter in these blocks. The next few blocks have been picked less cleanly, but still ran through. A day into the city is where the real magic items lay. If the players enter an in-tact building roll on the following charts: D12 Building Inhabitants 1-4 Uninhabited 5 A wild animal (bear, chimera, etc.) 6 Automatons 7 The Wizard’s College 8 The Brotherhood 9 Residents 10 A strange magical effect such as a living spell or a curse 11 Adventurers 12 Ghosts


218 D12 Building Contents 1-4 Baren, everything looted or destroyed 5 Large unrotten pieces of furniture for barricades 6 Unsoiled art such as a tapestry worth 3d100gp. 7 Useable arms and armor worth 100gp 8 A hidden stash of gold and gems worth 3d100gp 9 1d10 trinkets and a spellbook containing at least 1 dunamancy spell 10 Roll on Magic Item Table A, then roll on this table again 11 Roll on Magic item Table B 12 Roll on Magic Item Table F Notable Landmarks and Buildings The Factory: Near the center of the city lay a factory that is producing the automatons that threaten adventurers and all who would attempt to enter too deep into the city. It runs production only occasionally and there seems to be no real pattern to when it starts and when it stops nor what types of automatons are produced. Elaborate, puzzle like traps riddle the blocks surrounding the Factory and the factory itself is guarded by a gate that can only be unlocked via a complex mathematical equation and a large autonomous beast. Within the factory is more automatons as well as the one in control of the heart of the factory, a machine that, if given enough raw materials, can generate various automatons indefinitely. The man within is a drow resident who’s family was murdered by adventurers with magic items, so he walked into the City as a suicide attempt. He found the factory and learned how to operate it. He and he alone manages it, sending out automatons to fetch food and materials for new automatons. He keeps the city full of them while managing the amount to ensure they’re not a threat to those outside. He does this so as few as possible people get their hands on magic items that could destabilize the balance of power. The Strip: Despite only comprising a few city blocks the strip that once housed the Wayfarer’s gate and traveler’s from other planes is still of unique interest even these thousands of years later. This area is saturated not only with magic items but is also the only place in the city advanced other-planar technologies can be found. While most have been lost to time, they can still be valuable and, in the right hands, even fixed. The Strip, or rather the massive destroyed planar gate, is also the source of the occasional planar anomalies that rock the city and they tend to appear more frequently here than elsewhere. The Palace: Once the seat of power and political perfection on a global scale, immediately prior to the chrysalis 2100 years ago the Archmage of Marvelum killed all of his servants and subjects in the palace in a final futile fit of arcane rage. This left the palace crawling with ghosts and living reflections of the terrible spells he cast in the haunted halls. While there are some of the most powerful magic items in the city here it is also one of the most dangerous places to travel as ghosts who died as horrifically as these did do not take kindly to intrusions by the living. The Grand Park: A place originally a forest even before the decay and nature’s reclamation of the ruins of the city. It is now roughly twice the size of the original park and there are few to no magic


219 items or buildings left standing here. The area is of little interest to adventurers and is under the protection of a circle of druids who claim the forest as their home. It is not entirely harmless however as several dangerous wild animals and magically animated plant creatures still roam the forests. Only roll once for a random encounter during a long rest within the grand park. The Cathedral: An ancient massive cathedral to all 36 gods that some worshippers still seek out. It is said that this cathedral is the end of most divine quests, the place where pilgrims and holy knights go to claim their well deserved rewards. This cathedral, predating the gods of men, only has statues of the now dead gods of magic, as well as having a statue to Calira, the goddess of innocence Amnon killed in the war of the gods and not Malida, who rose up to avenge her. The Enchantry: Before the chrysalis there were several enchantries, not just in the city but even elsewhere. Now however only once such place remains mostly intact, the southeastern Enchantry of the City of Marvels. In addition to being a fascinating academic experience seeing how magic items use to be almost mass produced in assembly line fashion the enchantry is a hoard of spell scrolls and small magic items left behind over the years. The place is usually crawling with automatons however, making it extremely dangerous to explore or loot. The Obelisk: A strange obelisk with a green glow. All magic items that enter the hex of the obelisk immediately cease functioning while near the obelisk. Those exposed for longer lengths of time lose their power. The Obelisk was originally intended to boost magic being made of Oricalcum, however now the obelisk is comprised entirely of Vivium. It will take another 300 years before the vivium comprising the obelisk decays once more into Cintium. Inns: Smattered across the inner city are reclaimed buildings by adventurers and looters for adventurers and looters. Most providing barely modest accommodations at three to ten times normal prices. Most of these “inns” are temporary, falling to automatons or resident raids within no less than a season. However, two inner city inns have proven themselves reliable features of the city, even appearing on most maps of the ruins. To the north is Ramshackle’s, isolated far enough from most bases and popular landmarks and in a fortified enough position to have seemingly slipped under the radar of all but those who would intentionally seek it out. It is little more than a soup kitchen with a few cots in a ruined building ran by a rotating cast of adventurers who stay in temporary shifts to keep the “inn” up and running. To the south nearer the factory is Last Bastion. A more traditional inn more fully repurposing their ruined building into something of a tow story inn. It is ran by a Kenku worshipper of the goddess of adventure and has round the clock security guarding the inn from attackers, who are plentiful. The inn can bear this expense as it’s proximity to the center make it a popular and expensive destination. The Colossi: Six massive statues dot the skyline of the ruin of the city of Marvels. Legend says they were once massive automatons designed to defend the city in its time of need. Thankfully, they are still inanimate to this day. On the foreheads of each of the colossi are massive gemstones each worth over 1000gp in raw material alone. It is said these are not ordinary gemstones but in fact sacred gems that if one would gather all 6 and present them to the old cathedral in the center of the ruin you would be bestowed with divine favor. This will be no small task however as the colossi are scattered


220 across the ruin and several are protected by automatons or have traps places along the arduous climb to the gems in their forehead. Shrine to Ormendal: An ancient shrine to a now dead god would usually hold no significance in a city this size, but the shrine houses beneath it a sprawling catacombs that connects to the great mess of tunnels beneath the city. The shrine also houses a small, mostly docile cult to the dead god of cities and civilization. In the catacombs beneath lurks a basilisk. The Tunnels Beneath: Entrances often marked as dungeons on most maps, there was and still is a massive web of manmade and natural tunnels and sea caves beneath the City of Marvels presumably used as shelter and for political purposes. Now it poses as a safer alternative to overland travel, being faster and with no automatons. However, several cavernous creatures have repopulated the once dead tunnels, and many residents still stalk its oft forgotten paths. The Demon: There is a demon that inhabits the tunnels beneath the western half of the city. The demon is a Gelbretzu who was released by foolhardy adventurers early in life of the ruin shortly after the raids on the towns of the residents. The demon simply wishes to bring about destruction and death to the living. The Reserve: The ancient bank of the once great nation of Marvelum. The gold coin minted here thousands of years ago is still accepted currency in most of the civilized world. It is so deep into the city most haven’t looted its literal pools of gold. Though there is likely very little of magical interest here. Graveyard: Once a massive gravesite for the wealthier of the city’s dead, now the woodland overgrowths of the graveyard are haunted with the shambling animated corpses of those long ago laid to rest there. While no one is certain why the zombies have animated the truth is a necromancer had raised them to search for magic items but then was killed. His lair and belongings, including several magic items and a hearty spellbook, can still be found within the graveyard. Bard’s Bunker: A bunker within the city with an open doorway at its front. It reads “Preparedness and Politeness” at the top in elven and above the doorway reads “Mind your manners”. The doorway is blocked by a reflection of any who wishes to enter and the only way to no be blocked by your own reflection is to say “after you” to which the reflection will say “No, no, I insist” and allow you to pass. Once inside there will be a perfectly square room with doors on each of its four walls with a common inscription reading “To go forth, continue north”. What direction is north changes with each room that the party enters and they must travel north 4 times to proceed. The final room is a massive autonomous dragon guarding a hoard of treasure. The players cannot fight the dragon as it is the equivalent of an ancient red dragon. However by being good company and providing the dragon with something to sweeten its tea the dragon will allow the party to each take a magic item from its hoard. City of Marvels Random Encounters Roll once every block and 4 times on a long rest D10 Negative City of Marvels Random Encounters 10 1 Two factions are fighting amongst one another


221 2 Residents lay in wait to ambush the party 3 The Wizard's college demands gold or magic items for passage 4 Automatons rush the party 5 A living spell or magical storm wreaks havoc in the area 6 A shambling mound or other plant creature stalks the area 7 A trap set by a random faction lay ahead 8 Adventurers intent on stealing from the party approach 9 The ground beneath the party gives way and they fall 50 feet into a dungeon below 10 A beholder terrorizes the streets D10 Neutral Random Encounters 11 1 The Wizard's college practices their magic nearby 2 Fellow adventurers cross the party's path. They have at least one uncommon magic item 3 There is a large explosion in the distance where two factions are fighting 4 The party stumble across 3 intact inactive automatons 5 The party finds a temporarily open rift to the astral plane 6 Roll on magic item table F and then roll on the negative encounters chart and combine the two 7 A strange orb with a magical sheen floats in the area. If touched it has a 50/50 chance of bestowing a charm or a curse 8 The party find an intact shrine to one of the 36 complete with worshippers 9 Living Cure and Cause wounds spells quarrel here indefinitely 10 A bard writing songs of the ruin crosses paths with the party D10 Positive City of Marvels Random Encounters 12 1 A traveling merchant, Yerran the tabaxi sells standard adventuring gear, a few used weapons, and 10% chance of an uncommon magic item, at 120% PHB price. 2 A riderless saddled horse wanders the streets 3 Roll on magic item table B, that item is visible in a nearby building 4 Roll on magic item table F, that item is visible in a nearby building 5 A Brotherhood checkpoint offers to heal and protect the party for a rest 6 A dead adventuring group with gear and 100gp lay in the road 7 Several deer are in this area. No need for rations today 8 This area is verdant, the party can forage as a forested area here 9 The party find a still functioning inn at triple prices in the city 10 A ki-riin is drinking from a small stream in the city


222 The Northern Mountains The hilly, mountainous region to the north of the ruins of the City of Marvels. It houses many dangers and wonders, from its many roaming territorial clans to the dragons that nest there. There is a commonly traveled path between the mountains that avoids contact with the various clans and other threats, but it involves tricky climbing and difficult to memorize routes, almost impossible without some sort of a guide. The mountains house the dwarven casted stronghold of Kraghammer, an ancient shrine to the Dao that formed and maintains hold on the mountain chain, Fafneir the Bronze and Gullen the Blue, Garrick Harbor and the Evocation Wizard’s Tower. Also at the foot of the mountains facing the ruins of the old city is an unmarked on most maps inn, known as the Rock’s Fall Inn. The Rock’s Fall Inn A rustic, cabin like establishment at the foot of the proper path up the Northern Mountains. It accommodates poor modest, and comfortable lifestyles. It also sells maps of the mountains for 10gp. It's owned by a werebear goliath named Stone; he is from the civilized clan of goliaths but wad exiled when he got Lycanthrope on a hunting trip. Now he worships Grumbar, god of the hunt. The bar has an arm-wrestling contest, of which Stone in his bear hybrid form is the champion. The bar also has a permanent bard, an aarakocra that plays the accordion named Keldo, his greatest joy in life is playing his music, and here it can be heard by the most people. Also inhabiting the inn is a Dwarf named Scott who charges 50gp to guide travelers through the correct path in the mountains, between the clans. He comes from Kraghammer, the dwarven city of castes where he was second lowest caste to Muls. He left, violating all their laws. He became adept at mountain climbing to survive, so the guide life suits him. A Kenku thief in between towns named rattles. A young brother and sister, the brother half-elven, the sister human, on the lamb from being exiled from Stein for the sister being a sorcerer. They are running out of funds and food and don't know where to go. The brother, Keldar, never knew his mother, she died in childbirth. His father


223 quickly remarried to a woman who died of the plague and had his sister Alice, and his younger brother Philip. When Alice exhibited sorcerous powers, her father turned her into the guard, and they exiled her. Knowing his sister would die out on her own as she was only 14, he traveled with her, to protect her, and hopefully find a better life for both of them. Clans of the Northern Mountains The Seeking: A clan of matriarchal goliaths, 90% female what males do exist here are treated as lower class and used primarily as sex slaves. The Seeking follow Qui’ara, Caelynn before her revelation. They do not know of Caelynn’s revelation, following traditions that have been passed down for 4000 years, before the time of Cealynn, goddess of peace. They have a coming-of-age ritual where the young woman must leave the clan and return only when they have found their purpose for being. Mechanus' Men: The lease mobile clan, Mechanus’ men are goliaths, dwarves, and humans mostly that attempt to follow the perfect code of law. This law mandates that no outsiders intervene, so they are still as isolationist as the other clans. The Flight: The aarakocra have a city at the peak of a mountain. They deem the city sacred and believe that the city itself holds the secrets to a proper life and guard it fiercely. The city itself is a humble assemblage of stolen parts and houses many carefree parties. The Flight worship Paela, though this is not self-evident from their guards. The Hunters: An assemblage of tabaxi and shifters that hunt the mountains for food and resources. The most nomadic of the tribes. The hunters as led by a small caste of lycanthropes. The Outcasts: A clan of duergar that were cast out many years ago from the stronghold of Kraghammer. They make their home in the ruins of Svintinworth and hate all life other than themselves. Northern Mountains Random Encounters D10 Negative Random Encounters 10 1 1d2 Earth Elementals stalk the path of the party. 2 A troll demands a toll across a bridge over a chasm 3 An ettin hunts for food 4 If day, 1d4 shifters hunt for food, if night, 1d4 lycanthropes do instead. 5 1d6 Duergar demand magical tribute from the party 6 An avalanche threatens to flatten the party dead 7 A hill giant is keen on making a snack of the party 8 A group of people with the plague are traveling from Garrick Harbor in search of a cure. 9 Sparks of light restore the magic to a magical explosive on the trail (landmine) 10 A chimera stalks its prey. D10 Neutral Random Encounters 11 1 An ettin assails another adventuring party 2 Two hill giants are having a loud argument that devolves into fighting. 3 A roc blots out the sun for a few minutes


224 4 A monk from the hidden monastery carries tribute to the shrine of the Dao 5 The path is blocked by rocks from an avalanche, requiring an additional day to clear or passing into clan territory. 6 The party encounters a hermit in the mountains. 7 The party encounter a lone female goliath searching for meaning. 8 The party finds an unmapped tunnel that will make the journey quicker, but which houses a few carrion crawlers and other cave creatures. 9 The party must pass an exceptionally narrow passage. No roll is required in normal weather. 10 The party encounters a lone, friendly cyclops sheep herder. D10 Positive Random Encounters 12 1 A traveling merchant, Yerran the tabaxi sells standard adventuring gear, a few used weapons, and 10% chance of an uncommon magic item, at 120% PHB price. 2 The party meets up with a group of 10 traveler going their direction, they offer to travel together. 3 The PCs strife near a cave guarded by a Coutal, inside is an ancient treasure of 10,000sp and formerly good magic items. 4 A caravan is ablaze on the trail. There is no sign of the driver or arsonist. 1d100+20gp. 5 A DC 15 perception check reveals a hunk of unrefined platinum ore, worth 300gp if extracted 6 The party sees a lone zombie transporting a rare gem worth 100gp 7 Sparks of light flutter through the air and one formerly magic item the party possesses regains its magic. 8 A duergar defector offers to sell various rare gems to the party at a 120% markup, including a diamond worth 300gp. 9 The party finds a dead priest, looted save for the 1d6 holy books he carries. 10 A Ki-Rin flies overhead and all members of the party receive inspiration. Garrick Harbor A larger bastion of civilization, Garrick Harbor is a plutocracy, ran by the Harbormaster and his small army of mercenary guards. He enforces rules that keep the peace and are enforced on an effective basis rather than a strict legal system. In general, the code boils down to no theft, no assault of any fashion, no magic, no vagrancy. Notably, monstrous races are free to come and go as they please from the harbor so long as they abide by the rules. Garrick Harbor is a town of 3027 residents, though it frequently has 1000 more persons in its boarders as a trading and transit port town. The mercenary force owned by the harbormaster is, with smaller forces by private merchants contributing another 50 or so. The harbormaster himself is a Lizardfolk, though much fatter than most lizardfolk. He acquired quite a fortune from an untapped magical ruin his clan discovered. Many died to the horrors it held, and those lucky enough to make it out of that were slain in the ensuing bloodbath for the treasure of which Luan, the harbormaster, was the sole survivor. Knowing magic to be a curse, he quickly sold his magical gains and looked to make a comfortable life for himself. He saw great opportunity in harbors, close to the water and mostly self-sustaining. and bought Garrick Harbor from Garrick, the Mul who started it, when it was still small. He bought a small army of mercenaries to make it safe, and the rest


225 is history. Luan worships Vistra as the covetous and is notoriously curmudgeonly. He has a personal shrine to Vistra in his manor. Notable locations Harbor: Where the ships are kept. Regularly patrolled by the harbormaster's men. Sigmund's Trust: A Bank with a small mercenary force of 2 orcish brothers, ran by a halfling family out of a small building near the harbor. Starboard Pawn: A larger wooden building with a sizable outdoor section near the harbor houses a pawn shop near with a continually updating stock of curios from around the bay of trepidation and beyond. In addition to the usual trinkets and weapons, the Starboard pawn is selling a wide variety of exotic mead and spices, a fair amount of reasonably priced jewelry, and most holy symbols, as well as the following: Item Price The still active eyestalk of a beholder 75gp An energy cell of a laser pistol converted into an electric fire starter 10gp A bag of holding 2000gp A treasure map on the seas 10gp The fingerbone of Daniel the Archangel of the Light 100gp A ghost in a bottle 50gp Holy water 50gp Nanoweave armor 250gp Forgetful rose 100gp Planes, and what we don’t know about them, first edition. 50gp The Starboard Pawn has a colorful, racially diverse cast of employees. It is owned by a sea legged dwarf known as Phillip Brinebeard, though a busty female tiefling named Felda handles most of the


226 buying and selling, along with a halfling and a half elf. They also have a domesticated hill giant called Oaf that acts as security. Brinebeard used to travel the seas as a deckhand on an exploratory vessel. He has seen many things, and the right side of his face, including his eye, are scarred up from being gored by a shark. The Waylaid Maiden: A somewhat run down looking wooden building on the outskirts of town, with a sign in the shape of a mermaid that reads "the waylaid maiden". Here are poorer adventurers, waylaid travelers, and others down on their luck. It is ran by Sin, a mangey tabaxi woman who always makes it seem like the tavern is going to go under at any moment. They offer modest and below accommodations, mediocre food and drink, and no bard. Last Night on Dry Land: A well built masonry building near the harbor. Last Night is a remarkably welllit three story building housing the nicer inn in town. It only accommodates comfortable or higher living conditions. It serves good food and has a bathhouse attached, use of which is included in lifestyle expense via token, but is also available separately for 5sp per person. Fishery: where fish are caught, sold, and stored. A major source of work for the locals of the harbor, ran by a triton named Harris. Shipwrights: Near the harbor are three competing shipwrights. Sedgewig and Hanson is a partnership of a dwarf and human, Salon's is an elven family business, and Garrick's Shipwright is a conventional company in terms of employees. Private detective: Working out of a small wooden house in the housing area is Charles Worth, a half elven private detective filling in for the lack of a proper guard in Garrick Harbor. Church of Alvyn: A modest wooden building near the harbor with little to differentiate it as. Church. Unlike most churches to the conventional gods in this day, this church remains mostly dedicated only to the god of the sea. It is ran by a sea elf named Alvyn. Church of the Light: Of conventional church of the Light structure and located at the center of town. It is ran by a dragonborn known as Holy One. Aaron's Smithy: A masonry building on the outskirts of town, a smith ran by a mul named Aaron. Leatherworker: a hut on the outside of town ran by a firbolg man named Stu. General store: A wooden building located more in the center of town, ran by a family of humans. The Silver Moon: An ever busy two story wooden building near the harbor. It is ran by misstress Faust, a strict tiefling. Stable: located on the outskirts of town, ran by a centaur woman named Cinnamon. Butcher: a wooden building on the outskirts of town ran by a half orc man named Butcher. Tinker's Toolchest: A building of odd design on the outskirts of town. Within is a menagerie of clockwork machinations made by the gnomish inventor who runs the shop, Swidlerinn.


227 Harbormaster's Manor: An elaborate 5 story complex, the largest and tallest building in the town belongs to its master, the Harbormaster. It contains a hoard of bountiful wealth, locked by locks and traps. It also contains a shrine to the goddess vistra and the harbormaster's sword of warning. Garrick Harbor Quests The Isle of Life and Death: To the south there exists a massive island near the Dreadmire swamps. I have seen it firsthand. It is surrounded by perpetual mist and floating lights that lead ships to their ends on the sharp rocks that surround the island. Whatever is hidden there must be worth guarding. I have made it my life’s mission to find dock there and uncover the island’s mysteries. Seek me out at Garrick Harbor if you are interested in joining my crew, the pay will be good and the payoff will be legendary. Captain Yorrick Willson New Life on the Golden Coast: Vile politicians threaten to take your lands, magical gangs abduct your children, and strange beasts threaten your very life. This is what life in Marvelum has come to. Make the trip to Garrick Harbor and ship aboard the Gilded Fairy. For just 10gp a ticket we will take you to a glamorous new life in the trade empires of the Golden Coast. We set off start of every season so don’t delay! Alonso Escabar Port Dumoli: Port Hopper, the ship to Port Dumoli, the lawless land of infinite possibily returns on the 15th of fall and leaves on the 17th. Buy your tickets for only 10 gold with the harbormaster's men now. Serra Shallac Strange Happenings: Weird things are happening with some of the townsfolk. They're not themselves and at night I see them gathering objects and bringing them outside of town. This is too big for just me. Any travelers willing to help I would offer 200gp and my lucky stone, it's worth a fair bit. Detective Worth The Resurrection Stone: There exists a stone that can bring the dead back to life. I have it on good authority that that stone is close, in the ruins of the old harbor to the north. I would trade my bag of holding for the stone. Philip Brinebeard Missing Child: A season has passed and I grow desperate. My son Pride went missing playing shortly outside of town. If any could find him to bring me closure, I would give them my boat. I have no use for it any longer. I got it for him. Courageous Warrior To Slay a Dragon: The blue beast of the northern mountains has reigned for too long. I am gathering a crew of warriors and adventurers to slay the great wyrm Gullen once and for all. Her hoard will be split evenly among participants. Find me in the Waylaid Maiden if you're interested.


228 Sentinel Bounties: In return for the heads of these menaces the Harbormaster offers the following rewards: Ettin: 15gp Troll: 20gp Duergar: 2gp Chimera: 20gp Hill Giant: 10gp Goblin: 5sp Spellcaster's spellbook: 10gp Dragon: 500gp The Tower: It is known that any who approach the northern tower die a horrific, fiery death. If any could decipher how the mines around the tower were made I would give 1000gp for the knowledge and right to manufacture them. Aaron Forescyth Reclaiming Svintonworth: Long ago the mining town of Svintonworth was lost to plague, now it is lost to those damnable duergar. I would pay 1000gp to see Svintonworth cleansed of the demon dwarves that presently occupy its depths. The Harbormaster The Lord of the Land: There is a power that resides over the northern mountains and keeps them the uncrossable cesspit they are. There is a shrine to this being in the mountains. If we desecrate this shrine, we can summon the being and kill it, freeing the mountains of its curse. To any who would accompany me on this quest I would give 200gp if we are successful. Alistar Ream Hunted: I am being hunted, but by no manner of ordinary man, by devils from Evil itself. I would give all of my earthly possession to any who could stop this hunting. Oskar Vorpal Sword: I have encountered a very rare sword stuck into a rock in my travels. I pulled it from the stone and its edge is still keen, keener than any blade man today can forge. As I favor bows I have no use for it, but I am willing to sell it to any who would have the funds to afford it. Jet Pike The sword is a vorpal sword, and the seller is a ranger. He traveled with a fighter who wielded it, who did pull it from stone. The fighter died because the sword is cursed. It drains the wielder of their


229 energy, requiring them to eat and sleep twice as much as they normally would. If a critical resulting in decapitation is achieved, then the curse has no effect for that day. Plague: To any travelers that have encountered a cure to the plague that damns this land, bring this cure to the medicine man’s hut outside of town and you will be rewarded with the finest healing slaves and potions. Kayrule Assassination Hit: An ace of clubs is posted on the board with a square drawn on it. This is thieves’ cant that there is an assassination hit active in town and to ask in the right places to find out more. The hit is on the inheritor of the golden coast land, his claiming of that much land would threaten certain powers in the coast. It's a 500gp bounty. Theft Target: a king of diamonds is posted to the board, indicating a plan to rob the master of the land, the harbormaster. Protection: A jack of hearts is posted to the board with a striped anchor drawn on it. This is thieves' cant that the Starboard Pawn shop is under the protection of someone of the varied trades.


230 The City of Chrome History Thousands of years ago, just before the Chrysalis, an illithid spelljammer ship crashed into the material plane of Marvels, on Marvelum near the bay of trepidation. It was lured there by the presence of the divine graveyard, a cavernous system of tunnels that house the sepulchers of the “dead” gods, who had fallen in the divine wars or otherwise met their untimely end. Lured by the technological weapons and later the tombs of the gods, adventurers, scholars, mages, and merchants began setting up a small settlement outside of the crashed ship, then derogatorily called “the city of chrome” due to the ship’s chrome interior contrasting with the sparse and shabby merchant’s shanty town. After the Chrysalis, the ship and by extension the “city” was the subject of more interest, as technology proved to be more useful in a world without magic. It was within the century that much of the original ship was looted and sold off. That would normally have been the end for the city of chrome, but interestingly the ship’s inhabitants, the illithid mind flayers and the beasts they brought with them, didn’t cease coming to the plane, rather periodically appearing through an interplanar device stored in the ship’s helm. This meant a continual influx of this advanced technology. This coupled with the continued interest in the caverns beneath the shipwreck propelled the city of chrome into something much more suiting of its name, with gleaming towers of strange, angular architecture constructed from the materials harvested from the ship. Throughout the years of the chrysalis, the city’s popularity waxed and waned in accordance with wars and the rise and fall of city states that occasionally claimed it, but it mostly prevailed and grew throughout the entirety of the dark age.


231 Now, in the modern age, the city is still notable for being the source of an oddity of weaponry, but with the return of magic it is far less of the source of power and influence as it was during the chrysalis. Still, adventurers and scholars flock to the city each year, providing a steady income stream for the merchants and craftsmen that have made their home there. Society and Organizations Throughout its storied past, the city of chromes has been part of many tenuous “empires” that attempted to use its technological weaponry to assert their dominance over the world. This pressure upon the city led to the creation of three guilds, the merchant’s guild, the spelunker’s guild, and the technomancer’s guild. Underhanded tactics involving these guilds led to their collapse during the fourth war of the gods, though their previous presence can still be felt by those who used to call themselves members. Now the city sits mostly as an anarcho-capitalist city state, unclaimed by the Redranian empire, merchants protect themselves with their technology and hired guards. No alliance exists between the various merchants, and is in fact forbidden after the merchant’s guild collusion led to the pushing out of all smaller merchants wishing to make their mark in the city. As such, the city is now full to bursting with peddlers pushing anything from advanced weaponry to random nick-nacks., the economic pressure pushing the prices to relatively low points. Despite the politically divisive fourth war of the gods, several organizations have managed to survive or rise anew in the city of chrome, they are as follows: The Preservers: A group of historians and religious zealots dedicated to the preservation to the history and lives of the dead god that rest beneath the city. Many of them are allowed to pass freely by the planetar that guards the entrance, and they study and pray to these dead gods, many for their own purposes. They keep a cathedral to all of the gods, living and dead, within the city of chrome and essentially control the religious core of the city. They are not strictly organized, but are generally led by their founder, a firbolg named Father Rime. Rime discovered the graveyard of the gods first within the feywild, giving him unique perspective to their importance to the continued function of the world, despite their temporarily disgraced status. The Technomacers: A group dedicated to merging the magic of the plane and the technology of the ship to create something new and revolutionary. They have created some unique warforged, runic lightsabers, and enchanted laser rifles, but have yet to accomplish anything truly revolutionary. The Technomancers are no longer a guild following the fourth war of the gods, but are far more complicit with each other than the merchants, still sharing advances in research and breakthroughs in enchantments among their community. While they’ve no leader, the best technomancer is the former apprentice of the leader of the old guild, a gnome named Drumbaldo. He has two warforged servants as well as a warforged “son” he calls Spark. He is close to creating a technologically powered teleportation device using teleportation circles but is missing the final piece. Many technomancers still convene in the old technomancer’s guild hall, even though the guild is officially disbanded. The Flayed: Less an organization and more a group bound together by misfortune, the Flayed are all illithid victims who have been enthralled or partially eaten and are now forever changed. They shamble about certain parts of the city of chrome, half alive. Many consider them a nuisance or an


232 eyesore, but a halfling woman named Gruntilda has constructed shelter for them, after seeing the suffering and abuse they had previously suffered, believing they have suffered enough. The Scions of Gilgamesh: The most enigmatic group within the city, the Scions of Gilgamesh are strictly ordered, with a rigid hierarchy and deep purple robes signifying their allegiances. They reside within the old merchant’s guild hall and plot to close whatever planar rift allows the illithid to continually breach into this plane. They revere and take the guidance of Gilgamesh, an immortal neoillithid that protects the plane from extraplanar threats, but are ruled locally by Umbrage Holt, a minotaur who’s seen the horrors of extraplanar entities firsthand, witnessing the destruction of a village by a froghemoth, before it was destroyed by Gilgamesh. Merchants and Goods The primary function of the city was and continues to be the trade of goods acquired from within the depths of the ship and the divine graveyard beyond. Below are some of the more notable merchants found within the city, as well as a list of their wares. Gordun’s Gun Gallery: One of the largest weapon shops in the city is ran by Gordun, a half-orc with an almost irrational love for the energy weapons found within the ship. Gordun has also modified himself with some of the tech from the ship, notably a cybernetic eye and a metal hand. Gordun typically does not offer discounts but can be persuaded if one can prove they’re a better shot than him. In addition to wares, Gordun offers training for firearms at the standard rate. Name Cost Damage Weight Properties Martial Melee Weapons Stun Stick 200gp 1d4 Bludgeoning 1d6 Lightning 5lb Lightsaber 2500gp 3d4 Radiant 2 lb Firearms Pistol 250gp 1d10 piercing 3 lb Ammunition (range 30/90), loading Musket 500gp 1d12 piercing 10 lb Ammunition (range 40/120), loading, two-handed Laser Pistol 1000gp 3d6 radiant 2 lb Ammunition (range 40fl20), reload (50 shots) Antimatter Rifle 3500gp 6d8 necrotic 10 lb Ammunition (range 120/360), reload (2 shots), two-handed Laser Rifle 2000gp 3d8 radiant 7 lb Ammunition (range 100/300), reload (30 shots), two-handed Explosives Bomb 150gp 3d6 fire 1 lb Special Grenade, fragmentation 300gp 5d6 piercing 1 lb Special Grenade, Energy 500gp 6d10 radiant 1 lb Special Ammunition Bullets (10) 3gp - 1 lb - Energy Cell 100gp - 5 oz -


233 Quinn’s Armory: An open-air armory ran by a goliath named Quinn. Quinn is one of the few who seems to understand how the heavier reinforced armors of the illithids work, and as such quickly rose to prominence as the preeminent armor dealer within the city. In addition to wares Quinn with resize armors for a flat rate of 50gp a piece. Armor Cost Armor Class (AC) Stealth Weight Light Armor Nanoweave 1000gp 13 + Dex modifier - 5 lb Medium Armor Energy Armor 2000gp 15 + Dex modifier (max 2) - 3 lb Heavy Armor Force-field Plate 3500gp 19 Disadvantage 55 lb Shield Force-field Generator 1000gp +3 - 3 lb Mizzium Masterworks: One of the largest open-air shops, Mizzium masterworks focuses on the less destructive oddities of the ship, namely those made from the mysterious metal Mizzium. It is ran by Ral Finn, a human artificer who considers himself a fledgling technomancer. In addition to wares, Ral offers repair services at a quarter the cost of the damaged object. Item Cost Weight Ersatz Eye 100gp - Feather Token 100gp 1 lb Mizzium Apparatus 1500gp 8 lb Mizzium Armor +500gp Varies Mizzium Mortar 1500gp 5 lb Arcane Propulsion Arm 5000gp - Armblade 500gp - Cleansing Stone 300gp 3 lb Docent 2000gp - Tentacle Whip 5000gp 3 lb Earworm 300gp - Finder’s Goggles 500gp 2 lb Orb of Shielding 100gp 3 lb Prosthetic Limb 100gp - Shiftweave 100gp 5 lb Ventilating Lungs 2000gp - Pyroconverger 1500gp 10 lb Spy’s Murmor 1000gp - Cast-Off Armor +300gp Varies Clothes of Mending 100gp 5 lb Wand of Pyrotechnics 100gp 2 lb


234 Doo Dads: An eclectic shop within a small building covered in shiny and mismatched baubles, Doo Dads houses the miscellany all to often overlooked by other shops and merchants. It is ran by a masterless copper warforged named Clink who has quite a love for every item in the shop, no matter how insignificant it may seem. Item Cost Weight Eyebright Lantern 100gp - Hologram Generator 100gp - Ear Horn of Hearing 100gp - Horn of Silent Alarm 100gp - Charlatan’s Die 100gp - Bead of Refreshment 100gp - Bead of Nourishment 100gp - Lock of Trickery 100gp - Mystery Key 100gp - Orb of Direction 100gp - Orb of Time 100gp - Perfume of Bewitching 100gp - Talking Doll 100gp - Unbreakable Arrow 100gp - Walloping Ammunition 50gp - Wand of Conducting 100gp - The Chrome Mox: A strange but notable shop, in a small building that looks like a metal teardrop sits Madame Le’Clerk, a Mercane from elsewhere who sells oddities and essentials like potions. Quests Fetching Parts: I am close to design aa Techno-magical object that would allow teleportation to inscribed circles from anyone, anywhere. I am missing a Harmonic converger, found within the engine of the ship to power the ability of larger object to open gates between the planes by forcibly tapping into the rhythm of the weave, as bards do when they create their magics. I would offer my runicly enforced lightsaber and 10,000 electrum to any who could bring me the converter. Drumbaldo, Former Head of the Technomancer’s Guild Sealing the Breach: These illithid mind flaying scourges continue to encroach upon our plane by entering through some sort of breach in the ship’s helm. It is heavily guarded, only having been taken by our plane a few times in the city’s long history, but our order seeks to break in once again and close the rift once and for all. Should anyone outside of the Scions of Gilgamesh close this breach they will be offered membership into the order as well as our coveted cube of force and Strionic Resonator. Umbrage Holt, Leader of the Scions


235 A Cure for the Flayed: So many brave adventurers enter into the caerns below never to return, but far to many do return, forever changed by the illithid’s corrupting powers. These shambling husks of men are called the Flayed and I have spend over half my life trying to make their lives as comfortable as possible. I believe there must be some cure for their unfortunate condition, but I have found nothing in my decades of research beyond prayer and the most powerful of magics. If you are capable of such miracle or have a cure, I will pay dearly for each flayed soul you are able to bring back into reality. Gruntilda, Keeper of the House of the Flayed Desperate Times: Our organization aims to preserve the god’s tombs and their storied histories. However the world is wounded, some say dying. Our order has decerned this stems following the death of our plane’s innocence and the third war of the gods. This is the death of Calira, the goddess of innocence. We believe we can cure the plane by resurrecting this goddess. We need clerics, donations, and materials. We will pay for spell casting materials and objects related to Calira or Sara, the old goddess of resurrection. Father Rime of the Preservers Stranger in a Strange Land: I was once one of the Ilithid’s slaves on one of their prison planes. I was freed by some of your “adventurers”, but I seek now to return home to help free the rest of my people. If any could take me to the breach or use your magics to return me home I would offer you the gatling laser I tore off of the illithid ship myself. Tarran Narruk In Too Deep: My group went into the ship a few weeks ago and have not returned. They left me behind to heal my broken lags from our last excursion. I fear the worst, I will give my antimatter rifle for the return of their bodies, with an additional 6,000 electrum bonus if they are returned alive. Callibrak The Power of the Sun: Lord Sinvin of Redrun’s Court of trade seeks not to rule or take over the thriving state of the City of Chrome. Rather he seeks only the massive energy cell powering the lights and electronics on the crashed ship, for the betterment of the city of Redrun and the empire’s peoples. Should you provide the energy cell and delieer it to the court o trade in Redrun you will be rewarded with 20,000 gold pieces as well as a title and small lands within the empire. You would be doing your part to better the empire and ensuring the City of Chrome remains a free state. Lord Sinvin of the Court of Trade A Beating Metal Heart: These technomancers and artificers are playing at a game they do not yet fully understand. The creation of automatons and “warforged” is the creation of sentience and life. They in turn take this life and enslave it as though they were naught more than tools. This must end. I purpose a law forbidding the future creation of the warforged and the forbidding of existing warforged enslavements. Until that time, I will offer 2000 electrum for each freed warforge slave brought to my care and protection. Ironheart


236 An End to the Order: The Scions of Giglamesh seek to close the breach that brings with it all of the technological and magical wonders that have allowed this great city to thrive. I have long called for their exile to no avail, so I call of more drastic measures. For the head of each of these Scion bastards I will award 10 energy cells, and 10,000 electrum for the head of Umbrage Holt. They cannot be allowed to stop a way of life. They cannot be allowed to get in the way of progress. Kirin Allenbrach Out of their Misery: The flayed take up valuable resources and space within this seemingly ever shrinking and more populous city. They aren’t alive any longer, their bodies move on without their souls, without their brains. I have developed a poison that will kill them rather painlessly, taking advantage of their several neural states. I have offered this solution to Gruntilda, which was a mistake. She rejected me, and now guards her food supplies. Still, I believe this to be a mercy and a necessary action for the future of out city. She would never let me get close to the house, let alone the reserves, so I offer any who could sneak past her guard 5000 electrum to poison the Flayed’s food stockpile. For the future of the city. Ral Finn An Offer from the Gilded Lotus: The Gilded Lotus of Port Dumolli seeks the technological weapons and oddities of the city of chrome. He will pay over the listed price for any items for those willing to sail to port Dumolli and sell it to his representatives. Norain of the Gilded Lotus The Caverns Beneath The “dungeon” beneath the city of chrome is comprised of three sections, the ship, the tunnels, and the divine graveyard. The ships Is comprised mostly of electrum, and has many inscrutable technological novelties scattered throughout it. Mind flayers and other aberrations stalk its halls. At the helm of the ship is the device they use to arrive onto the plane. They continue to come here to mine the divine energy-soaked stone of the divine graveyard that they are using to make their elder brain a god. The tunnels are both natural and mined out sections from the mind flayers operations. As many die within the tunnels from angels or aberrations it has no shortage of carrion feeding creatures as well as other cavernous dwellers, some of which came from the rift within the ship, such as umber hulks. If one follows certain tunnels deep enough they will find a Planetar who guards the divine graveyard and prevents the unworthy from passage. Within is also a flight of deva who will attack at the first sign of aggression toward the resting gods. The gods are scattered about a cave system, thought he caves are unnaturally smooth an uniform. They are in massive seplecures with their religious relics and finery surrounding them. Some gods are laid to rest near each other, but most are separated. Within the seplecure is the resting god, severely weakened, “dead” to the world. However, gods do not so easily die. With a godkilling blade or a weapon specially made to kill a specific god one could permanently end a god here.


237 The Spell Scarred Sea The spellscarred sea is a turbulent and ever changing place with few constants. As such, random tables are used to simulate the myriad islands, shipwrecks, and other locations found among the waves, which can move around. However, if more concrete locations are needed, below are a few sample ports of call and places of interest on the sea. These places are traditionally in the spots listed at the end of their descriptions, but can move via the island moving tides or the occasional magical teleportation of the spellscarred storms. Port Carrick: a predominantly human and halfling port with few warships and trained militia, but an abundance of warm bodies. They are ruled by a democratically elected noble, Oam Delmar who rigged the last election and has no desire to enter into war. They get their main affluence from the sale of spices. Originally on the southern coast of the prairie. Hardrock Harbor: A much more militant and less densely populated establishment. Originally a base of operations for the deposed Raider Clan the undead fleet dealt with, Hardrock has now become a refuge to those displaced on the waves by Alvyn's war of chaos. It is ruled by Meletis, a dwarven exile from Mountainhome who sought more proactive action against the ocean's threats. He has since seen


238 the error of his ways after losing most of his crew claiming Hardrock. Originally on the western coast of the prairie. Daleon: a civil island known to those on the waves for its communist culture making it a perfect port to consume and partake of free hospitality. They have no formal leader or military, but do have a council of powerful druids who supply the island with its bountiful resources. Originally a small island near the middle of the sea The Cove: An "inn" that has grown into the size of a small town. It is a haven for "ships without colors", pirates, adventurers, and refugees. Here is a vast marketplace of the most interesting and dangerous goods to be found in the spellscarred seas, wayward crewman looking for work, and pirates and maritime warlords looking for armies. The inn itself is owned by a former pirate, Ivory eye, who retired when he realized he was making more money from the inn he conquered than his dangerous and physically coastal exploits. Originally on the larger, 2 hex island south of the prairie. Alvyn’s Raider Clans and Other Factions The Spellscarred Sea post the fourth war of the gods is dominated predominantly by Alyvn’s raiders, though there are other factions vying for control of the high seas. While many smaller, local factions may vie for local dominance, these are the night universal factions one may find on the Spellscarred waves. Kracken priests: From even before the time of the fourth war the seas were plagued by "madmen" who worship Alvyn the wise, who boiled the sea in retribution for his children's death. The Kracken Priests are attempting to reassemble the Kracken, Alvyn's divine beast during the chrysalis. They are generally against everyone, even other members of Alvyn's raiders. They ride on makeshift rafts using elemental magics to move around. They are a very loose organization, having the least chain of superiority of any of the groups, but Trallin Devenett, the leader of the largest group of Alvyn's raiders has the trident of rage, which he claims was given to him by Alyvn the wise himself. Trallin is a simic hybrid, based from his own personal experimentations, his original race lost even to him. Atlantica: A civil kingdom of sentient sea dwelling creatures. Once ruled by a benevolent king Triton that sheltered his city from the surface world, teaching them that life on the surface is to be feared, or even perhaps does not exist. Atlantica prospered, housing advanced technology and even a school of wizardry. That is until their exiled brother of the king, Earlesim returned. He deposed the king and led the Atlanticans toward war with the surface world. They use undersea vessels and attack in stealth. They deal with issues of many still favoring isolationist policies as opposed to wasting resources on a war, not believing them to be a danger as Earlesim claims. Earlesim decided to leave Atlantica of his own accord, with king Triton warning him should he leave he may not return. He left with his wife Katalina to explore the world, believing it had much to offer Atlantica, and perhaps Atlantica had much to offer the world. He traveled the seas and land for three years until his wife was killed by a group of magic fearing Light cultists. Seeing this, Earlesim saw that the world wasn’t some magical place that could help, or even be helped, but rather something that was beyond help. Something that deserved to be destroyed. He sought power for this quest, selling


239 his soul to Zariel and becoming a warlock, and obtaining the Trident of from Alvyn himself. He returned to Atlantica to reclaim his birthright and get an army to raze the lands of men. Dragon Island: Once an isolationist island nation of dragonborn who worshipped their old king as a god, believing in his teachings that he would one day return and bring them dominance over the rest of the world. After the fourth war of the gods a Leonin named Arthas from the Savanah was given the Trident of Adventure by Alvyn and assembled a clan of misfits and outcasts. He colonized the Dragon islands, forming it as his home and liberating the non-dragonborn slaves that were born and bred there. Now the Dragon island serves as a base for the viking-like raider clan of Arthas, who lives to plunder and loot. There is a resistance of dragonborn still loyal to the old ways of the island, but many have broken and joined Arthas’ crusade themselves. Arthas has discovered the tomb of the great wyrm that lived for thousands of years beneath a mountain on dragon island, and hopes one day to defeat the lich king and find a way to resurrect the dead wyrm and ride him into glorious battle, dominating the sea and skies. Arthas' Raiders opperare under a loose caste hierarchy. Lowest are the natives of dragon island and slaves taken from raids that act as serfs, farming and constructing for little to no pay or benefit. Their lives are considered worthless, and they do what they are told by higher ups or they die. They are allowed to have houses, they are not allowed to carry weapons. Next are the sailors, conscripts and warriors. Mostly people conscripted from raids, but also some mercenaries and people from dragon island who sided with the raiders during the first invasion of the island. These people have housing, though sometimes group housing, gold, carry weapons, and have some semblance of power. All conscripts are here unwillingly, though some have taken to their new life while others haven't. Conscripts are required to go on one voyage under a ship master a year or they will be enslaved, having their weapons taken from them. Conscripts trade amongst each other in an open air market place, and capitalism is alive and well. Some can even obtain enough gold to buy or create their own ship, allowing for the illusion of class mobility even though this has happened exactly once. Above the conscripts are the ship owners. These are mostly members of Arthas' original raiding crew from the Savanah, and are thus mostly animalistic races, though there are also a few mercaneries and pirates that have been folded into the raiders and a single conscript who worked his way up, an elf name Aalen. The ship owners are each afforded their own homes and land in addition to their ships, and are generally afforded a life of luxury. They are kept under the thumb of Arthas by being required to give 2000gp each a year to him or they will be executed. Many are also searching for alchemical components to revive the dragon. Arthas sits atop the hierarchy of the island. He used to lead the most daring raids, and banded together the clans of the coast of the Savanah to begin the raid, and received the trident from Alvyn. He now spends his time mostly entirely within the mountain obsessing over the dragon skeleton. This has led to murmourings of rebellion against Arthas among shipowners, but this hasn't yet born fruit. The actual dragons of dragon island are the most discriminated against and enslaved in the society. Pirate Lord of the Bay of Trepidation: Before the fourth war of the gods A pirate captain named


240 Boldrick Featherbeard captured the Marid of the Bay of Trepidation, giving him powers over the bay itself. His pirate lineage continued for two generations, to the current pirate lord of the Bay, Killrean Featherbeard. Kilrean has a son, his heir Boldrick, named after his grandfather. Killrean has a sleet that controls the bey of trepidation, charging fees to Port Dumolli and Shrekton to ship their goods across the bay. In exchange for causing a bit more trouble in the region, Killrean was given the Trident of Greed. Kilrean has hidden six great treasures throughout the bay so that his entire stash need not be taken should he be destroyed. One of these treasures, his greatest, is the marid of the bay. He has keys to these treasures that also serve as maps to them when dipped in ink and rolled onto paper. The Undead Fleet: Always a scourge of the spellscarred sea was the undead boat captained by Ultillid, the mind flayer lich. He was not given a trident, but rather killed the fleet that possessed the trident of balance and corrupted it to their own purposes. Now they sail the seas, destroying other ships and adding them and their crew to their ever growing undead fleet, with the aim of taking control of the spellscarred sea and then eventually invading the plane of man to influence and control the very essence of the world. Port Dumolli: The city of lawless order has many needs rooted in trade. Most ships stay within the bay pf trepidation where they’ve treaties with the pirate lord, but one guild has grow powerful enough to send ships to the greater spellscarred sea in search of plunder and resources. This is the Gilded Guild, ruled by the grand lotus, a beholder akin to that of the Xanathar from the forgotten realms. He sends flying ships shaped in his own image to avoid most of the seafaring dangers of the region to search for new and exciting spell materials, as well as the more banal interests of gold and weaponry, as well as reconnaissance. Mechania: The Golden Coast was once a politically divided land of shadow wars and intrigue, leading to the infatuation of Arcillious in the political theater of the land. This led to Mechanus seeing this as an important philosophical and, with the dawn of the fourth war of the gods, a physical one as well. Mechanus bested Arcillious with the aid of the current rulers of the Gilded City and used the land as a springboard for his new ultimate goal to make the world the ultimate global society. Mechania is primarily fighting land wars expanding east toward Malida’s domain, but is does have a presence on the Spellscarred sea, mostly attempting to maintain trade routes to fund their land wars and society in spite of the ocean’s aggression toward them. In addition to the raiders making trade and travel nigh impossible on the sea, due to the dichotomous views of Mechanus who wishes to stop war by building a grand, all encompassing society, and Alyvn who wishes to end war by drowning and destroying all society, the ocean itself is against Mechanian ships, sometimes reaching out on its own to crush these ships. This has led to Mechania trying to use flying ships held aloft by dirigible, but his is too expensive and difficult to make to maintain trade routes. So, due to this hostility from everywhere, Mechania’s presence on the sea is greatly diminished, but not non-existent. Corinthea: Filling the gap of Mechania’s relative absence in the Spellscarred sea and trade as a whole is the kingdom of Corinthea. Corinthea was once a communist splinter of the Golden Coast before it was dominated by Mechanus. Corinthea is still more socialist than most nations, but has evolved into trade, seeing the need for money to attain resources that are not available within their own lands. This led to them allowing gold to have some weight for sailors and traders within Corinthea to


241 motivate them for doing this incredibly dangerous job. This has led to a class system in the “classless” land, with sailing trader nobility gaining more material, power, and influence than others. While this has unsettled the foundations of Corinthea, trade continues. Corinthean ships are still targeted by the raiders, but seldom by the sea. Corinthean ships are some of the most plentiful trading vessels on the Spellscarred sea, but are still no where near as prevalent as the raider ships populating the oceans, as the seas are still an overwhelmingly hostile place, not conducive to widespread change. Spellscarred Sea Random Encounters D10 Negative Spellscarred Sea Encounters 10 1 A stray magical effect such as a whirlpool or a magical storm. 2 The Undead fleet emerges from the depths 3 A raft of the cult of Alvyn attacks the ship 4 A sea serpent attacks the ship. 5 A ship of the fleet of Arthas searches for targets 6 A Spelljammer ship falls from the sky into the ocean 7 One of the crew vanishes without a trace. 8 A submarine from Atlantica attacks a nearby ship 9 A floating beholder from the Gilded rose searches the area 10 The ship comes across an uncharted island that houses some terrible evil. D10 Neutral Spellscarred Sea Encounters 11 1 A large, eternal storm sits in front of the ship, requiring an additional day to bypass. 2 A small island made of bones drifts on the waves. In a cave on the island is a Dracolich, but he won’t attack unless provoked. 3 A group of well outfitted adventures offer to trade items and stories from the back of a dragon turtle named Gramps. 4 A planar portal opens for but a second 100 feet above the ocean and spits out 3 men on the run from Libitina the Devastation.


242 5 A halfling is drowning in the water and screaming for help. She is Hillreguard. 6 A Hillregaurd marked small clipper entitled the “Curiosity” shares its tales with the party 7 A large rift into the astral plane floats across the sea 8 The water around the ship freezes locking it in place. 9 The water around the ship boils, anyone in the water takes 10d6 fire damage. 10 A merchant ship in locked in battle with a ship of a random faction D10 Positive Spellscarred Sea Encounters 12 1 A stray magical zephyr boosts the ship and this day’s travel counts as two. 2 The ship comes across an uncharted island 3 The ship comes across an uncharted shipwreck 4 The ship makes unexpected landfall at a large swath of farmland perpetually ripe for harvest. 5 A ship with 1000gp of gold and weapons floats the ocean, no sign of its crew. 6 The earth and sky flip and someone who was dead is alive and on the ship 7 The ship is surrounded by a field of stars and everyone on board is fully healed. 8 The ship is suddenly at its next destination. 9 A fully outfitted merchant ship makes the acquaintance of the Treasure Chest. 10 The party comes across an uncharted island that houses a Holy Avenger in the center of a gauntlet of perilous trials. Spellscarred Sea Quests Bounties: From Port Dumolli to Mechania to Redrun there are those who would have the waters of the Spellscarred sea be tamed, and are willing to pay well to see to it. Here are the bounties on the High Seas and who to claim your reward from. Kraken Priests: 10gp a head, The Gilded Lotus, Port Dumolli. Trailin, Leader of the Kraken Priests: 1000gp, dead, The Gilded Lotus. Port Dumolli. Arthas’ Raiders: 5gp a helm. The Harbormaster, Garrick Harbor, Redrun Arthas: 2000gp, dead. The Harbormaster, Garrick Harbor, Redrun Atlantican Soldiers: 15gp a head. The Grand Heist Guild, Gilded City, Mechania Earlasim, King of Atlantica: 2000gp alive, 1000gp dead. The Grand Heist Guild, Gilded City, Mechania Killrean Featherbears, 5000gp, The Gilded Lotus, Port Dumolli. Seabound Undead: 2gp a skull, The Court of Trade, Redrun Ultilithid, Mind Flayer Lich: 3000gp dead, The Court of Trade, Redrun Mechanical Beholders: 1000gp a piece, Mage’s College, Gilded City, Mechania Sea Serpent: 500gp, The Crown, Gilded City, Mechania Pirate Captain Herrow of the Minnow, 1500gp. Knights of Raelynn, Port Dumolli.


243 Kracken Sage: On an island to the south is a man who claims to hold the blade within which his sealed the Kracken that Alvyn used to boil the seas for on hundred years. The things that could be done with that blade… It’d be worth a fortune. The Ship of Mechanus: A wrecked ship, one of the many by the marsh of Alvyn, is guarded by various automatons of Mechanus. Whatever they’re guarding, I’ll bet it’s valuable. Paradise Island: We will be stopping at an island in the spellscarred sea where they have no work, no need for food or drink, or any pain at all. I've been there, it's vastly boring, but some lazy sods paid good money for me to take them there, so there we shall go. Sahaguin: There is no force more reviled in the ocean than the sahaguin. Vile green rapists and murderers that even I can't get along with, most of the time. They have near universal 2gp a head bounties across most ports, and specific clans have bounties for their leader's head. The sharks of Bay of Trepidation, 1000gp, Swamp, 1000gp, Island, 1500gp The Sunken City: There's tale of a sunken city of coral somewhere beneath the bay of trepidition, pieces of it sometimes float off and get discovered the main city itself has never been found. Based on what was in its fragments, we want to be the first to find it. The Great Galleon: Near the center of the bay of trepidation is a crashed galleon that was carrying absurd amounts of gold and food. It attracted portions of every threat and treasure seeker on the open ocean. Those treasure seekers died, left their treasure, and now it’s a sort of hub for seekers like me. I’d love to make another stop at the Galleon if you did. The Puzzle: Out in the spellscarred sea there exists a door on a sandbar that leads into the ocean. No one I’ve taken out there can figure out how to open it. Whenever I sail all the way out there I always offer any on board to give it a try. I’d love to see what’s in there before I die. Port Dumolli: Port Dumolli is the most populous port in the Bay of Trepidation, it has plenty of attractions that attract fortune seekers. Unless you’re in some great hurry it would be folly not to partake of this while at sea. Shipwrecks: Scattered across the Spellscarred sea there are several shipwrecks with gold, some with magic items, I’ve marked them all on your map, we’ll stop at whatever ones you want, so long as I get my cut. Islands: Several islands dot the Spellscarred sea that contain various mysteries and treasures, I’ve marked several on your map. Flametounge: A specific island in the spellscarred sea, has a cult that worships the wielder of a flaming sword. I would love to have that sword but last time I landed there I was bested in their trial by combat The Island: There’s a big ass island that came up near the swamp and swallowed half of it into the ocean. Sailors look at it as a bad omen, any that come in there hit the rocks and drown. Any sane man would stay the hell away from such a place. Luckily for you, I’m no sane man.


244 The Killer Whale: There’s a massive killer whale that’s been tormenting the bay of trepidation. There’s a 1000ep bounty on its head by Port Dumolli. Captain Nerro: There’s a 3000gp bounty on the head of the ship sinker, Captain Nerro. He pilots an undersea craft and sinks any ship in his path. No one knows exactly what he does, but he is a known scourge of the spellscarred sea. Convergences: Certain places within the ocean have become mired in some other essences. Probably best left avoided, unless you think there’s some profit to be had. The Rock: Isolationist prick dwarves. Alvyn’s raiders have been trying to penetrate that island for years, to no vail. I know it’s a lost cause, but I can’t help but wonder what they guard so carefully within their halls of hallowed stone… Off the Edge: It would require quite some ship to sail straight off the edge of the world into the plane of man, but it’s not impossible. I’ve heard the treasures the dead keep are nigh unimaginable. Still, until it’s my time I think I’d rather stay in the land of the living. Alvyn’s Island A smaller island known for its strange elemental convergence, being the birthplace of Arcillious, the now dead god of manipulation, and for being the furthest reach of the Redranian empire. The island houses a dormant volcano, a small fishing village, an elemental convergence, the ruins to an ancient shrine to Alvyn, and a divine beast. All of which are detailed below. Mountainhome: A small city carved into a mountain where dwarves mine for rare gems and forge precious weapons taking advantage of the residual energy from the elemental convergence. The city


245 is part of the Redranian empire but the relationship is tenuous at best, they trade materials for food and other necessities they don’t have enough of locally. They are ruled by King Nentra, a dwarven king who has ruled for hundreds of years. The dwarves work on a system of craft, where the greatest craftsmen are seen as a form of celebrity, getting money more for appearances and endorsements even more than their actual works. Their captain of the guard, Tetra, is often seen as the true ruler of the city due to her more active presence as opposed to the reclusive, inactive king. Mountainhome has a very small navy to fend off Alvyn’s Raiders, notably the Stone Maiden, a submersible stone woman in the image of Tetra that can use magic to fire solid stone torpedoes. Ruins of the Shrine to Alvyn: The shrine that gave the island its name before the Chrysalis. Now it is but ruin, manned by a single sea elf named Heldarin, who continues his prayers on the sacred ground. The ruins have little loot to offer, having been combed through time and time again in the centuries since its original desecration. Divine Beast: A Morkath roams the lands of the island. It has resistance to lightning and poison damage as well as the poisoned condition. It has vulnerability to psychic damage, due to the process that made it psychic. Chewing on a specific kelp weed can prevent the hypnotizing effects of the beast. Elemental Convergence Deep in the ruins of an old castle in the island, there is a wooden door in a brass case that seems to lead nowhere. It is engraved with a symbol for fire, water, and earth. The door demands a game similar to rock paper scissors with the elements, presenting an actual physical element for the throw. If successful, the door opens into a room made entirely of wood. There is a rumor of this dungeon


246 leading to some sort of a forge, but all tales of it are vague at best, hinting only that it could lead to the core of the volcano at the center of the island. Wood Seen in the Seasons as they rearrange Show even in cycles we seek change A room made entirely of wood existing in extra-dimensional space. At the center of the room is a small wooden bowl on an alter, within the bowl is soil and beneath the soil is a small oak seed, and at the far side of the room is a door made of earth. Once in the room, the walls of the room shift into a dense forest, each experiencing a separate season, the central room is still the same. The goal is to enact each season upon the seed, upon the completion of each season, the season fades and the wooden wall returns to normal. For Spring, water must be placed upon the seed, for fall, wind must blow upon the seed, for winter, the temperature decrease around the seed, for summer, temperature must increase around the seed. As seasons are gone through, the seed should grown into a tree. If all four seasons are completed, a single golden apple falls from the tree. The apple can either be used to resurrect a fallen member, or give 30 temporary hit points and resistance to all non-magical damage for an hour. Earth Mountains, roads, fields, Earth is suitable As unchanging and stalwart as it is mutable The door to this room enters the actual mountain range of the island. The room is entirely of earth and there is a door of ice with a music staff engraved upon it. The music staff spells out Gaffe in musical notes. Within the room there are 8 clay figures who are roughly human sized, and there are 6 faces each displaying a different emotion, Happiness, Sorrow, Embarrassment, Anger, Surprise, and Fear. In front of each face is an obvious pressure plate. The correct face is embarrassment, if selected it will unlock the door of ice. If the incorrect face is selected, the blank clay figures turn into identical replicas of the PCs and attack. Water A shining, clear, coalescing lens to see through, or to bathe, and cleanse Beyond the door of ice, there is a cavernous expanse that appears to still be within the mountain. There are several subterranean waterfalls coalescing down the sides of the interior of the expanse. The room is mildly steamy, the source of which is a door of brimstone behind a small waterfall. Any character who passes under a waterfall will lose all of their supernatural boons and magical abilities until they leave the dungeon. The water can be blocked by any normal means water can be, and only passing under a waterfall results in this effect. The effect is obvious to the character when it happens. Fire


247 Destroy of worlds, causer of strife bringer of heat, creator of life Within this room forged of brass is a maze of fire, the fire can be walked through and characters not immune to extreme heat take 1d4 damage a round. When a dead end is found, all of the space from the path to the dead end is immediately filled with fire. In the center of the maze is a fire giant and a fire elemental. At the end of the maze is a bronze door which is unlocked. Metal Alone and raw, useless and fetal Tempered by others, unerringly lethal There is evidence that once there was a great forge here, but it has been flooded and destroyed, the bodies of the Azer that once eons ago manned the forge strewn about the cavern, lifeless. The forge is unlit, but with appropriate tools and expertise it can be repaired and used yet still to forge a godkilling blade, though not as powerful as the ones the old masters that were once here could have perhaps forged. The entire area is formed of a bronze-iron allow giving the place a nearly infernal sheen. Port Dumolli The lawless port that dominates the Bay of Trepidation, built upon the ruins of the once great silver city of Argentum. The port has no laws, and is dominated only by the rich, similar to the gilded city of the golden coast, but here the rick do not enforce law with their armies, but rather allow the anarchy to shift the politics and squash the opposition that could arise. Below is a list of descriptions of the town as posted in the Songtavern inn, the most popular pirate inn of the port. Notable Locations: Brothels: There are dozens of brothels in Port Dumolli, but for your money and mines, The Three Ears near the eastern dock has got to be the best one with the most variety and skill. The Immovable Rod may be more your tastes if you’re into a more masculine figure than lady favors, the Klink is good if you’re on a budget, and the strugglebuggy is a nice novelty if you like ‘em on the young and uncompliant side. Taverns and Inns: The Songtavern Inn, the best inn in all the port. Obviously. Of course, there’s the Pillow Trove in you’re hoity toity, the Monster Mash if you’re so


248 inclined, and the Corner if you’re a fucking thief. Also, while not an inn, the Slab is a good place to go if you’re just looking to get absolutely clobbered off your ass. Arcane Alley: A darkened alley where you can purchase your magical needs. Inks and books and boring stuff. There is some excitement, quasimagical baubles in weird shoppes, but more importantly The Black Pearl sells the real deal, true magical items at obscene prices. The Mines: There’s always some work to be had for stronger types in the Electrum Mines. It’s also one of the only places that’s equally controlled by the crime syndicates, the merchants’ guilds, and the Knight of Raelinn. If you care about that political bullshit. Forges: There are many forges in the city, with all sorts of gimmicks like being also restaurants or being including a jeweler, but they only need gimmicks because everyone knows there’s only one forge you go to in this town. Middel’s forge. He may be a gnome and he may be a prick, but he makes the best arms and armor you, no matter how far you’ve traveled, will ever lay your hands on. Tack on his over the lava pit fighting ring and you have a must stop location for adventurous types. Restaurants: There are a few places that focus entirely on food rather than drink and a place to stay as well. The Hunters’ Reward is probably my favorite. Sure, you’ve got to bring your own meat, but they’ve the best cooks in the bay. Or you could go to the Golden Goblet if you’re too much of a pansy to kill it yourself, you fuckin elf ninny. The Library: The most inexplicable thing in this whole city, we have a massive collection of books and magical people go there from all parts to learn their craft. It’s expensive to get into and even more expensive to use properly and why the hell we have so many books no one ever explained to me but the boss said I had to have it on this list. The Monasteries: Up on a cliff overlooking the city are 6 monasteries of 6 different traditions. They were there before the city, and they’ll probably be there after. They are pretty boring though. The Bank: The grand bank is the base of the Gilded Guilds but it is also the safest place to keep your money in the port or maybe anywhere. It also offers loans if you need money, they will want it back though. Actually more than they gave you. Kind fucked up if you think about it. Quests: Protecting the Unprotected: A city such as this produces many who are ill equipped or down on their luck. These beggars deserve life just as much as you or I. If you protect and help these beggars, you will curry favor with the Knights of Raelinn, and we will repay you in kind. You don't have to report your kindness to us, word travels fast among the downtrodden. We will know what you have done. Father Orion Honest work: Something is down in the electrum mines. It's killing all my miners brave enough to go down and so far every adventuring problem solver too. I'll give you whatever the mine produces in two weeks if you make it minable again. Henry Irons


249 Way Down in the Mines: I used to mine in the electrum pits before the things came. I lost my wife down there to them. She was the most beautiful blonde elf in the world. She had an emerald and gold wedding band. Anything of her's you can retrieve for me I will pay you double its value. I just want something to remember the love of my life by. Joe Planar Assistance: I will pay 1000gp to anyone who can get me back to my home plane. I assure you, it will be easier than killing me. Kurtulmak Criminal Operations The Legendary Marks: there are tons of good places to steal around port dumolli, but there are three places, legendary marks that haven't been hit in a while and are ready to pop. The mint, the bank, and the gambling den. Lost and Found: Many things get misplaced in a city as big as Port Dumolli. If you find something you think someone might be missing, or you have lost something, come by the bank. We offer lost items back for a small fee and will pay 5% of the item's value for lost items returned. The Middel Gambit: Middel owns the weapons business in Port Dumolli. Despite being a member of the gilded guilds, he sells to all sides of this city. Whoever kills and takes control of this operation could control the city. Or simply get very, very rich. United Theft: A charismatic half orc leader of the scorpion gang has united many other thieves' guilds under his command to combat the Gilded Guilds. Right now he's just an upstart, but in time his newly formed crime syndicate could prove a massive problem for this city. A push for justice: The knights of Raelinn have always protected the weak and downtrodden of Port Dumolli, but it's always been evident that this is a systemic problem, one only solvable by completely changing the city. The knights of Raelinn are in position to do just that. If you want to be a part of this change, the final push for justice in Port Dumolli, report directly to Father Orion. Cannibals: The Fishbone Society is a place for those who understand true fine cuisine. If you're interested, stop by the Fishbone and bring something for dinner. Mercenary Work - Mint: The Mint is shorthanded from the last raid we successfully fended off. As such, we need new mercenaries. Standard benefits apply, 1gp a day with housing and food supplied, as well as 20gp death pay to your next of kin if in service to the mint. Steel and Black Powder: There's an underrepresented market that's not being capitalized on in the city. That for steel and black powder, firearms. I'm trying to start an inventor's guild to unionize producers of such and other advanced weapons. If you are an inventor or wish to invest in such a gambit, visit Wizzbang Goldtree.


250 The Best Warrior: I am the greatest Warrior in all of Port Dumolli. If you think you can beat me, come to Middel's pit and ask for Talen, if you win you'll get my life and all I have acquired over the ages. If you lose you'll be dead. The Black Box: A black box containing within it the power of a dark god from a time forgotten. It has been stored in the monetary of Shadows since before the age of the chrysalis. It has been stolen recently by a rapscallion named Boldrick Featherbeard, a pirate that sails the seas for treasure. The Monastery of shadows will bestow their staff of shadows to any who can return the box. Assassinations: "You haven't made and name for yourself here if someone's not willing to pay for your head" – Tordeck 50gp: Most people of any sort of note will net you 50gp from some source, but finding the person issuing the mark often makes it more effort than it’s worth. 100gp: Again, too many people in this town has marks of this value to list, but at 100gp they’re worth enough that most all of them have muscle of some kind. If you kill someone who has a bodyguard, even a shitty one, it may be worth it to you to seek out anyone who had a mark on him. 500gp: Now we’ve got something to list, at 500gp, these are people with real influence, with at least 5 guards in their employ and even more followers. Only experience assassins and hunters should try to claim these marks. The Leaders of the 8 Merchants Guilds: Uthric of the Goldlenders, Melania of the Smiths, Damian of the leatherworkers, Latai of the Bowyers, Ennius of the Cobblers, Vita of the Chefs, Fitz of the alchemists, Torian of the Dwarves. The Leaders of the Theives' Guilds: The Gentleman of the Gentlemen, The Lioness of the cat burglars, Salvador of the Duenos, Cis of the Carrow, Tawnya of the street dragons. Alexander Markov, a renown urban hunter who has a rumored 100 kills under his belt. Phineus hollow, the gnomish prick that runs the Library Sinclair Huxley, the drow who owns the Three Ears, the best brothel in the whole port. Joanne Sykes, the tough goblin bitch who owns the gambling den. Yorick Lantan, the dwarf that offers 1gp per goblin ear for his collection. Boldrick Featherbeard, aaracocra captain of a pirate ship that stole the black box. 1000gp: Some of the most important people in the city, with heavy influence and strong mercenaries at their back. They are certainly worth the reward. Leaders of the Gilded Guilds, Tatanya of spice, Radovan of the shipyard, Middel of Weapons Thaddeus Gladstone, the charismatic half orc leader of the crime syndicate, the united thieves’ guilds trying to contest the Gilded Guilds.


Click to View FlipBook Version