Catalogue of Sites

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Red Age > Catalogue of Sites

Private Sites

  • Wreck on Hundred Teeth (Sea of Pyres, treasure map)
    • Captain's log of the flight of a deposed tyrant from one of the Polities of Salt, bound for Ikten, bearing 6000 gp and a pair of magical items. It was wrecked in a storm at 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
  • Dreamholt
  • The Prison of Stone (upper cysts)
  • Kala Lashte (upper levels)
  • Vault of Bones

Amber-Electrum

  • House of the Sin-Eater
  • Nameless Tower
  • Shrine of Nen
  • The Prison of Stone (the entrails)
  • 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
  • Magma Warrens
  • Rebel's Stand

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 the Chatelaine-construct who oversees it, or even find a hidden way in. Inside are trials of arms, strategy, and more. Whether they were always 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. Still most of the surface ruins have been 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. Gelatinous 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 flotilla's 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 all sizes 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