Difference between revisions of "Catalogue of Sites"

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{{Setting_RedAge}} > [[Catalogue of Sites]]
{{Setting_RedAge}} > [[Catalogue of Sites]]
=Private Sites=
* Wreck on Hundred Teeth (Sea of Pyres, treasure map)
** Captain's log of a ship in the escape fleet of a deposed tyrant from one of the Polities of Salt, bound for Ikten, bearing 6000 gp and a pair of magical items.  During a storm, the rest of the fleet was wrecked in a storm on a reef-isle called the Hundred Teeth.
* The Vaults of the Obelisk (Cistern, below the palace crater, vault ward-glyphs)
** Multiple warded entrances were found in the palace crater after the explosion of the Obelisk.  A "pass-glyph" is needed to breach them, and once lowered they will be permanently gone (which would be discovered by others before too long).  They are presumed to lead into a subterranean complex built by the Academy Arcane during the days of the Hekuri League.
* Beneath the Priory Ward (Cistern, rumored)
** Rezja overheard a pair of highly-placed officials (Bulteza Seseri and Separ Vlasi) discussing something located beneath the Priory Ward which is being sought simultaneously by the Archonate, the rebels, and the Priory of Cold Regard.


=The Scorch=
=The Scorch=


Green-Copper
Green-Copper
* Sunrise Gate (Copper)
* Sunrise Gate
* Neritan's Folly (Copper)
* Neritan's Folly


Yellow-Silver
Yellow-Silver
* The Sinkhole Warren
* The Sinkhole Warren
* Dreamholt
** One of the few broken spans of the Dust Road lies west of the Headless Sage.  Crossing the ash here risks plunging through a sinkhole into ruined sewers and utility tunnels.  A pride of scythe beetles haunts the area, preying on passing caravans and dragging their catch down into their lair.
* The Dreaming Temple
** Enough travelers along the eastern edge of Mournholt have dreamed of the same temple that many believe it to be real, though none has reliably claimed to have found it.
* The Prison of Stone (upper cysts)
* The Prison of Stone (upper cysts)
** In the southeastern Scorch is a stone wall enclosing what seems to be a town, but is in fact the creation of the Ur-Mimic, an elemental being summoned and imprisoned by Chendrezen sorcerers.  It seeks to collect the souls of mortals, offering jewels and precious metals as tempting bait at the heart of elaborate traps.
* Kala Lashte (upper levels)
* Kala Lashte (upper levels)
* Vault of Bones
* Vault of Bones
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Amber-Electrum
Amber-Electrum
* House of the Sin-Eater
* House of the Sin-Eater
** Northwest of the Headless Sage, vague remnants of an old pilgrimage road lead to what was once a place of spiritual and psychic healing.  Something dark befell it even before the Scorch, and that shadow has consumed those who come to plunder the temple.
* Nameless Tower
* Nameless Tower
** In the expanse of dunes east of the Mournholt, a ruined tower rises from a lake of ichor.  A hungry ichorspawned godling lurks there, demanding gold, worship, and flesh from those who stray too close.
* Shrine of Nen
* Shrine of Nen
** The savage Chuxah worship the goddess Nen, mother of monsters, in caverns beneath the dunelands known as Nen's Blight, accessibly only via a deep well.  They have been heaping up golden offerings for centuries, guarded by cunning traps, poison-wielding priests, and a legendary guardian avatar.
* The Prison of Stone (the entrails)
* The Prison of Stone (the entrails)
** Beneath the false-town on the surface, the Ur-Mimic's bulk resides.  What riches and arcane reagents might be cut directly from the eldritch body that extrudes them to fill its traps?
* Kala Lashte (lower levels)
* Kala Lashte (lower levels)


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** Half-flooded tower in the channel of the Brine Maze, once used as a waystation by bargemen until it became home to a very large barbsail rokota.  A valuable shipment of goods was lost there some years ago when the rokota first claimed it, and there may be valuables remaining in the sunken portions of the ruin.
** Half-flooded tower in the channel of the Brine Maze, once used as a waystation by bargemen until it became home to a very large barbsail rokota.  A valuable shipment of goods was lost there some years ago when the rokota first claimed it, and there may be valuables remaining in the sunken portions of the ruin.


* Haven of Cheramixhi
* Valbon Hall of Martial Excellence
** Cheramixhi was master of the alchemist's guild during the Hekuri League.  He pursued forbidden research and embezzled guild funds to do it, fleeing to a hidden location in the wilds (now part of the Brine Maze) when discoveredThe alchemist's guild has uncovered leads to the general area of his hideout, which they will share with Scrapper Companies willing to sign a contract guaranteeing that all lore and alchemical rarities be sold exclusely to them.
** This branch of the Academy Martial stood in what is now the north-western fringe of the mangrove swampIts exact location has not been discovered, leaving its valuables (including a renowned collection of rare books) still to be looted.


* Valbon Hall of Martial Excellence
* Magma Warrens
* Magma Warrens
** An old Hekuri mine whose nefrit reactor melted down during the Innundation, boring a shaft down into the earth.  The tunnels are now inhabited by magma-dwelling creatures, and subject to jets of superheated steam and toxic gases.  Explorers have reported encrustations of gems in the tunnel walls, as well as fragments of Hekuri mechanisms.
* Rebel's Stand
* Rebel's Stand
** A ruined town near the border with the Scorch.  Here the rebel ancestors of the Brekosa made their final stand against the army of Archon Trinore.  Rumors persist of a hidden treasure the troops never looted, but also speak of booby-trapped tunnels and vengeful spirits.


Amber-Electrum
Amber-Electrum
* Hall of Trials
* Hall of Trials
** Rising from the big isle at the northern end of the channel is an looming octagonal structure.  Here the students of the Academy Martial came to prove themselves and win riches, acclaim, and the rank of armiger.  Would-be entrants must find a way to persuade or force the Chatelaine-construct who oversees it, or else find a hidden way in.  Inside are trials of arms, strategy, and more.  Whether they were always potentially lethal, they certainly are now.
* City of White Reeds
* City of White Reeds
** A shallowly flooded city of old, named for the ghostly, white-tufted reeds that grow there.  Unknown but undeniably deadly peril takes most who intrude.  Most of the surface ruins have been gradually picked over down the centuries, but the lower vaults of the central city (halls of government, temples, academies, etc) have remained out of reach.
* The Academy Arcane
* The Academy Arcane
** The secretive headquarters of the Hekuri League's Academy Arcane are believed to lie somewhere toward the southern reaches of the Brine Maze.  No doubt rife with wards, guardians, and rotted magic, they must also hold the Academy's reams of lore, artifacts, and wealth.
* Monster Isle
* Monster Isle
** In the middle of the Brine Maze channel is an isle on which a sea monster slumbers.  Visible masses of eggs suggest a brood.  The bones of huge sea beasts and the shattered hulls of ships (and their cargo) bleach in the sun.  Unknown standing stones have been glimpsed from afar by the Salter barge-flotilla sailors.  They give the isle wide berth, and attribute occasional lost flotillas to the creature's hunger.
* Portal to the Verdant Zone
* Portal to the Verdant Zone
** Standing in the Adamant Dome is a portal formed from a living tree which leads to a half-world the Academy Arcane called the Verdant Zone, where flora of forms both terrain and features.  In addition to precious reagents and arcane substances, old records mention an Academy outpost established within.


* Tombs of Creeping Coral
** Great tumorous growths of coral dot the coast of the Redwater Skerries, which sprung up in the last fifty years or so.  Extreme tides govern access to the hollows and tunnels within, prowled by a great variety of aberrant creatures.  Explorers have found unusual pearls, arcane coral artifacts, riches pulled from shipwrecks, and alchemic rarities, but many are lost to the beasts and deadly hazards within.
* Haven of Cheramixhi
** Cheramixhi was a grandmaster of the alchemist's guild during the Hekuri League.  He pursued forbidden research and embezzled guild funds to do it, fleeing to a hidden location in the wilds (now part of the Brine Maze) when discovered.  The alchemist's guild has uncovered leads to the general area of his hideout, which they will share with Companies willing to sign a contract guaranteeing that all lore and alchemical rarities be sold exclusively to them.


Red-Gold
Red-Gold
* Carraig Droch-Mana
* Carraig Droch-Mana
** An isle off the southern coast of the Brine Maze is the ancestral home of the Lan Dolei clan of sorcerous pirate-lords, both living and undead.  Their ships take steep tithes from merchant ships in the Sea of Pyres, when they don't claim them whole, crew included.  Daring adventurers are invited to face their labyrinth-arena, with the promise of rich prizes (and perhaps patronage from the Lan Dolei) if they prove themselves.  Criminal associates and decadent thrill-seekers come to indulge their appetites, and gamble on the arena.  Two of the Polities of Salt have offered land and title to whoever breaks their piratical grip.


Black-Platinum
Black-Platinum

Latest revision as of 21:13, 21 November 2022

Red Age > Catalogue of Sites

Private Sites

  • Wreck on Hundred Teeth (Sea of Pyres, treasure map)
    • Captain's log of a ship in the escape fleet of a deposed tyrant from one of the Polities of Salt, bound for Ikten, bearing 6000 gp and a pair of magical items. During a storm, the rest of the fleet was wrecked in a storm on a reef-isle called the Hundred Teeth.
  • The Vaults of the Obelisk (Cistern, below the palace crater, vault ward-glyphs)
    • Multiple warded entrances were found in the palace crater after the explosion of the Obelisk. A "pass-glyph" is needed to breach them, and once lowered they will be permanently gone (which would be discovered by others before too long). They are presumed to lead into a subterranean complex built by the Academy Arcane during the days of the Hekuri League.
  • Beneath the Priory Ward (Cistern, rumored)
    • Rezja overheard a pair of highly-placed officials (Bulteza Seseri and Separ Vlasi) discussing something located beneath the Priory Ward which is being sought simultaneously by the Archonate, the rebels, and the Priory of Cold Regard.

The Scorch

Green-Copper

  • Sunrise Gate
  • Neritan's Folly

Yellow-Silver

  • The Sinkhole Warren
    • One of the few broken spans of the Dust Road lies west of the Headless Sage. Crossing the ash here risks plunging through a sinkhole into ruined sewers and utility tunnels. A pride of scythe beetles haunts the area, preying on passing caravans and dragging their catch down into their lair.
  • The Dreaming Temple
    • Enough travelers along the eastern edge of Mournholt have dreamed of the same temple that many believe it to be real, though none has reliably claimed to have found it.
  • The Prison of Stone (upper cysts)
    • In the southeastern Scorch is a stone wall enclosing what seems to be a town, but is in fact the creation of the Ur-Mimic, an elemental being summoned and imprisoned by Chendrezen sorcerers. It seeks to collect the souls of mortals, offering jewels and precious metals as tempting bait at the heart of elaborate traps.
  • Kala Lashte (upper levels)
  • Vault of Bones

Amber-Electrum

  • House of the Sin-Eater
    • Northwest of the Headless Sage, vague remnants of an old pilgrimage road lead to what was once a place of spiritual and psychic healing. Something dark befell it even before the Scorch, and that shadow has consumed those who come to plunder the temple.
  • Nameless Tower
    • In the expanse of dunes east of the Mournholt, a ruined tower rises from a lake of ichor. A hungry ichorspawned godling lurks there, demanding gold, worship, and flesh from those who stray too close.
  • Shrine of Nen
    • The savage Chuxah worship the goddess Nen, mother of monsters, in caverns beneath the dunelands known as Nen's Blight, accessibly only via a deep well. They have been heaping up golden offerings for centuries, guarded by cunning traps, poison-wielding priests, and a legendary guardian avatar.
  • The Prison of Stone (the entrails)
    • Beneath the false-town on the surface, the Ur-Mimic's bulk resides. What riches and arcane reagents might be cut directly from the eldritch body that extrudes them to fill its traps?
  • Kala Lashte (lower levels)

Red-Gold

  • The Forge Abhorrent
  • The Mourner
  • Kala Lashte (depths)

Black-Platinum

  • The Burning Heart
  • Yll Mali

Brine Maze

Green-Copper

  • Hylan's Sea-Raiders (Cleared)
    • A salter captain and his pirate crew have been raiding barge caravans in the southern Brine Maze Channel. The merchants of Dioman's Cove want him dealt with.
  • Bazaar of the Sisterhood
  • Ruined Chem-works

Yellow-Silver

  • The Adamant Dome (Cleared)
  • Flooded Tower (Cleared)
    • Half-flooded tower in the channel of the Brine Maze, once used as a waystation by bargemen until it became home to a very large barbsail rokota. A valuable shipment of goods was lost there some years ago when the rokota first claimed it, and there may be valuables remaining in the sunken portions of the ruin.
  • Valbon Hall of Martial Excellence
    • This branch of the Academy Martial stood in what is now the north-western fringe of the mangrove swamp. Its exact location has not been discovered, leaving its valuables (including a renowned collection of rare books) still to be looted.
  • Magma Warrens
    • An old Hekuri mine whose nefrit reactor melted down during the Innundation, boring a shaft down into the earth. The tunnels are now inhabited by magma-dwelling creatures, and subject to jets of superheated steam and toxic gases. Explorers have reported encrustations of gems in the tunnel walls, as well as fragments of Hekuri mechanisms.
  • Rebel's Stand
    • A ruined town near the border with the Scorch. Here the rebel ancestors of the Brekosa made their final stand against the army of Archon Trinore. Rumors persist of a hidden treasure the troops never looted, but also speak of booby-trapped tunnels and vengeful spirits.

Amber-Electrum

  • Hall of Trials
    • Rising from the big isle at the northern end of the channel is an looming octagonal structure. Here the students of the Academy Martial came to prove themselves and win riches, acclaim, and the rank of armiger. Would-be entrants must find a way to persuade or force the Chatelaine-construct who oversees it, or else find a hidden way in. Inside are trials of arms, strategy, and more. Whether they were always potentially lethal, they certainly are now.
  • City of White Reeds
    • A shallowly flooded city of old, named for the ghostly, white-tufted reeds that grow there. Unknown but undeniably deadly peril takes most who intrude. Most of the surface ruins have been gradually picked over down the centuries, but the lower vaults of the central city (halls of government, temples, academies, etc) have remained out of reach.
  • The Academy Arcane
    • The secretive headquarters of the Hekuri League's Academy Arcane are believed to lie somewhere toward the southern reaches of the Brine Maze. No doubt rife with wards, guardians, and rotted magic, they must also hold the Academy's reams of lore, artifacts, and wealth.
  • Monster Isle
    • In the middle of the Brine Maze channel is an isle on which a sea monster slumbers. Visible masses of eggs suggest a brood. The bones of huge sea beasts and the shattered hulls of ships (and their cargo) bleach in the sun. Unknown standing stones have been glimpsed from afar by the Salter barge-flotilla sailors. They give the isle wide berth, and attribute occasional lost flotillas to the creature's hunger.
  • Portal to the Verdant Zone
    • Standing in the Adamant Dome is a portal formed from a living tree which leads to a half-world the Academy Arcane called the Verdant Zone, where flora of forms both terrain and features. In addition to precious reagents and arcane substances, old records mention an Academy outpost established within.
  • Tombs of Creeping Coral
    • Great tumorous growths of coral dot the coast of the Redwater Skerries, which sprung up in the last fifty years or so. Extreme tides govern access to the hollows and tunnels within, prowled by a great variety of aberrant creatures. Explorers have found unusual pearls, arcane coral artifacts, riches pulled from shipwrecks, and alchemic rarities, but many are lost to the beasts and deadly hazards within.
  • Haven of Cheramixhi
    • Cheramixhi was a grandmaster of the alchemist's guild during the Hekuri League. He pursued forbidden research and embezzled guild funds to do it, fleeing to a hidden location in the wilds (now part of the Brine Maze) when discovered. The alchemist's guild has uncovered leads to the general area of his hideout, which they will share with Companies willing to sign a contract guaranteeing that all lore and alchemical rarities be sold exclusively to them.

Red-Gold

  • Carraig Droch-Mana
    • An isle off the southern coast of the Brine Maze is the ancestral home of the Lan Dolei clan of sorcerous pirate-lords, both living and undead. Their ships take steep tithes from merchant ships in the Sea of Pyres, when they don't claim them whole, crew included. Daring adventurers are invited to face their labyrinth-arena, with the promise of rich prizes (and perhaps patronage from the Lan Dolei) if they prove themselves. Criminal associates and decadent thrill-seekers come to indulge their appetites, and gamble on the arena. Two of the Polities of Salt have offered land and title to whoever breaks their piratical grip.

Black-Platinum

Aban Saddhi Mountains

Green-Copper

  • Welkin Observatory

Yellow-Silver

  • Temple of Ulashmaja


  • The Abbey of Cold Regard
  • Strongholds of the Rebel Armigers
  • The Prison of Nag-Un-Guroz

Embelmarsh

Green-Copper

  • Pemekat Village

Cistern