<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.byte.pm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vorlov</id>
	<title>Fantasia Encyclopedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.byte.pm/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Vorlov"/>
	<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php/Special:Contributions/Vorlov"/>
	<updated>2026-07-17T20:52:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.44.3</generator>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stellau&amp;diff=518</id>
		<title>Stellau</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stellau&amp;diff=518"/>
		<updated>2026-07-10T18:26:59Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Page is for a one shot adventure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Stellau.jpg|border|left|thumb|1024x1024px|Stellau, created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Story ==&lt;br /&gt;
Der alte Graf von Rönn, lanjähriges Oberhaupt von Stellau als Landgraf, beschloss seinen Platz zu räumen um den Rest seiner Tage mit seiner Gräfin zu verbringen, weit weg von jeglichen Verpflichtungen. Zu diesem Anlass überlies er das Familiäre Herrenhaus seinem ältesten Sohn zusammen mit einem hohem Schuldenbetrag um sich sein künftiges, bequemes Leben leisten zu können. Dennoch ist es ein Tag zum Feiern.&lt;br /&gt;
&lt;br /&gt;
Die Geschichte beginnt im Herrenhaus von Rönn, ein Ort an dem Moritz und seine Kammeraden lange nicht mehr wahren. Der Boote hat gerade das offizielle Dokument überreicht und der junge Graf Motitz von Rönn feiert seinen Frühzeitigen Aufstieg zusammen mit seiner Herzensdame und seinem besten Freund, Robin Rogowski sowie seiner wunderschönen Frau. Was für ein perfekter Moment für eine solche feier, denn übermorgen Abend wird sich das ganze Dorf am Rodelberg zusammenfinden um das Jährliche Osterfeuer zu feiern - Eine Traditionelle Verbrennung von Winter-Bäumen um die Kälte des Winters sowie alle bösen Geister aus der zeit zu vertreiben und den Sommer herbeizurufen. &lt;br /&gt;
&lt;br /&gt;
Spielerbeschreibung:&lt;br /&gt;
&lt;br /&gt;
# Graf Moritz von Rönn&lt;br /&gt;
# Seine Herzensdame&lt;br /&gt;
# Robin Rogowski &lt;br /&gt;
# Henri   &lt;br /&gt;
&lt;br /&gt;
Als die vier Freunde zusammensitzen beginnt das Abendteuer.&lt;br /&gt;
&lt;br /&gt;
Abendteuer&lt;br /&gt;
&lt;br /&gt;
===== Kapitel 1: Verteidigt das Herrenhaus (Max 45 min) - 15 Minuten Spare =====&lt;br /&gt;
Aufgabe 1 (5 Minuten). Seht euch im Herrenhaus um und schaut was ihr findet. (DC 10).&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. (30 Minuten). Besiegt die Assassine (5 Minuten), bereitet das Herrenhaus auf einen Angriff vor (5 Minuten) und Verteidigt das Haus gegen angreifende Feinde (20 Minuten).&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3.(10 Minuten). Beschäftigt euch mit der Notiz der Assassine und macht einen Plan für den nächsten Tag (Long Rest, keine weitere Long Rest)&lt;br /&gt;
&lt;br /&gt;
===== Kapitel 2: Aufklärung des Verrats (Max 1:30 min) -  30 min Spare =====&lt;br /&gt;
Aufgabe 1. (10 min) Informiert euch über verschiedene Orte und trefft eine Entscheidung welche Orte ihr besuchen möchtet.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. Verbringt den ersten Tag um Informationen zu sammeln, Max 5 Orte. (3 bei Sonnenlicht, 2 bei Nacht)&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3. Verbringt den Tag vor dem Osterfeuer damit Informationen zu finden, denn dann müsst ihr dorthin um die neue Grafschaft zu verkünden. &lt;br /&gt;
&lt;br /&gt;
===== Kapitel 3: Ein alter Feind (45 min max) - 15 min spare. =====&lt;br /&gt;
Aufgabe 1. (5 min) Findet herraus, das Michel der Verräter ist und bereitet euch eventuell auf die Ankunft von Sascha Hallmann vor.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. (30 min max) Bekämpft und besiegt Sascha den Totengräber.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3. (10 min max) Findet heraus, dass die wahre Gefahr aus der Hammer Burg selber kommt. &lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;br /&gt;
Hallmann Residenz&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Schrift von Sascha Hallmann: Trauriger Einblick in das Leben eines armen Würstchens. gefolgt von. einem Text. &amp;quot;Verbannt haben sie mich, ein Ausstößiger wurde ich. Mögen meine Worte nicht immer Wahr gewesen sein gibt es mittel und Wege meine Lügen in eine Realität umzuwandeln. Ich gebe meinen Körper und meine Seele und irgendwann werden jene die zu mir halten meine Überreste Entwenden unddas im Feuer, dass die bösen Geister vertreiben soll, das sie alle so lieben, wird mir geben was ich brauche. Sie werden alle bereuen mir nicht geglaubt zu haben.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=517</id>
		<title>Stormlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=517"/>
		<updated>2026-07-05T14:08:22Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stormlands Cover.png|center|Stormlands Cover. By Vorlov]] &lt;br /&gt;
&lt;br /&gt;
Far to the east of the known world lies the country called the Stormlands, known for it&#039;s fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called &amp;quot;the Horde in the Sky&amp;quot;. It is a country mostly controlled by the [[Minotaurs of the Stormlands]] ([[Minotaur]]) and aside from [[Gracia]] the only place were Minotaurs have relevance. Currently the fractions of the Stormlands are in Conflict of each other, since the rule of the Minotaurs recently fell into chaos. Several Hord-Leaders and a newly arrived High-Elf Army are fighting over the control of this area while other factions like humans, fey and others are caught within the conflict. Even though this place is rough to live in it seen to be very open for any kind of individual, misfits, former criminals and alike as long they learned how to be useful. &lt;br /&gt;
&lt;br /&gt;
Even though the current situation is dangerous and chaotic, the undefined rulership actually attrcted many adventurers since before these times entering the well controlled and guarded country was very difficult. The risk might even pay off since it might offer a new beginning for some and the land is sad to hold plenty of ancient ruins, treasures, artifacts and a rich history to uncover. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
[[File:Stormlands Map.jpg|border|center|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
[[Minotaurs of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Ruby Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Blood Whitch Coven|Blood Witch Coven]]&lt;br /&gt;
&lt;br /&gt;
[[Twigrest]]&lt;br /&gt;
&lt;br /&gt;
[[Freefolk of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Undead of Soul&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
[[Demons of Baphomet]]&lt;br /&gt;
&lt;br /&gt;
[[Magi&#039;s Academy]]&lt;br /&gt;
&lt;br /&gt;
=== Weather ===&lt;br /&gt;
[[Stormlands Weather]]&lt;br /&gt;
&lt;br /&gt;
=== Places of interest (City&#039;s/Villages) (Dm Only) ===&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Position&lt;br /&gt;
|Name (English)&lt;br /&gt;
|Name (German&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
|[[Iron Temple]]&lt;br /&gt;
|Eiserner Tempel&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|Northriver Ruin&lt;br /&gt;
|Nordfluss Ruine&lt;br /&gt;
|-&lt;br /&gt;
|A15&lt;br /&gt;
|Breezetrees Forest&lt;br /&gt;
|Brieswald&lt;br /&gt;
|-&lt;br /&gt;
|A18&lt;br /&gt;
|[[Memory Tower]]&lt;br /&gt;
|Erinnerturm&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|[[Elvenrast]]&lt;br /&gt;
|Elvenrast&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
|[[Fishingwell Tavern]]&lt;br /&gt;
|Gutfischer Taverne&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
|[[Thunderstone]]&lt;br /&gt;
|Donnerstein&lt;br /&gt;
|-&lt;br /&gt;
|B12&lt;br /&gt;
|Stones End&lt;br /&gt;
|Steinende&lt;br /&gt;
|-&lt;br /&gt;
|B20&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|[[Rival Cliff]]&lt;br /&gt;
|Rivalklippe&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|[[Fishwell Bridge]]&lt;br /&gt;
|Gutfischer Brücke&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|Corpseend Tavern&lt;br /&gt;
|Leichnamsend Taverne&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|Twigrest&lt;br /&gt;
|Zweigrast&lt;br /&gt;
|-&lt;br /&gt;
|C13&lt;br /&gt;
|Plainswealth town&lt;br /&gt;
|Ebenreichstadt&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|[[Soul&#039;s Rest]]&lt;br /&gt;
|Seelenrast&lt;br /&gt;
|-&lt;br /&gt;
|D10&lt;br /&gt;
|Lekkilas&lt;br /&gt;
|Lekkilas (Polnisch: Lichtwald)&lt;br /&gt;
|-&lt;br /&gt;
|D16&lt;br /&gt;
|Abandoned Hut&lt;br /&gt;
|Verlassene Hütte&lt;br /&gt;
|-&lt;br /&gt;
|D17&lt;br /&gt;
|Gorthad-Gowest&lt;br /&gt;
|Gorthad-Gowest (Grab des Vertrags)&lt;br /&gt;
|-&lt;br /&gt;
|D18&lt;br /&gt;
|Nagtirith&lt;br /&gt;
|Nagtirith (Fluchwache)&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|Seasonisle&lt;br /&gt;
|Saisoninsel&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|[[Kornwall]]&lt;br /&gt;
|Kornwall&lt;br /&gt;
|-&lt;br /&gt;
|E12&lt;br /&gt;
|Rebellshome&lt;br /&gt;
|Rebellheim&lt;br /&gt;
|-&lt;br /&gt;
|E15&lt;br /&gt;
|Horsemanville&lt;br /&gt;
|Rossmannsheim&lt;br /&gt;
|-&lt;br /&gt;
|F5&lt;br /&gt;
|Clayquarry&lt;br /&gt;
|Lehmbruch&lt;br /&gt;
|-&lt;br /&gt;
|F6&lt;br /&gt;
|Dirtwish Hut&lt;br /&gt;
|Schlammwunsch Hütte&lt;br /&gt;
|-&lt;br /&gt;
|F7&lt;br /&gt;
|Lovers Widow&lt;br /&gt;
|Liebweis Weide&lt;br /&gt;
|-&lt;br /&gt;
|F9&lt;br /&gt;
|[[Sodtstone Church Ruin]]&lt;br /&gt;
|Weichstein Kirche Ruine&lt;br /&gt;
|-&lt;br /&gt;
|F13&lt;br /&gt;
|Softstone Altar&lt;br /&gt;
|Weichstein Altar&lt;br /&gt;
|-&lt;br /&gt;
|F15&lt;br /&gt;
|Riverwatch&lt;br /&gt;
|Flusswacht&lt;br /&gt;
|-&lt;br /&gt;
|F17&lt;br /&gt;
|Dried up Spring&lt;br /&gt;
|Trockenspeier&lt;br /&gt;
|-&lt;br /&gt;
|G1&lt;br /&gt;
|Gravel Hill&lt;br /&gt;
|Schotterhügel&lt;br /&gt;
|-&lt;br /&gt;
|G3&lt;br /&gt;
|[[Bridgewatch Hill]]&lt;br /&gt;
|Brückwacht Hügel&lt;br /&gt;
|-&lt;br /&gt;
|G4&lt;br /&gt;
|[[Temple of Baphomet]]&lt;br /&gt;
|[[Temple of Baphomet|Tempel des Baphomet]]&lt;br /&gt;
|-&lt;br /&gt;
|G8&lt;br /&gt;
|Sisterend Peak&lt;br /&gt;
|Schwesterendspitze&lt;br /&gt;
|-&lt;br /&gt;
|G9&lt;br /&gt;
|Mushroom Forest&lt;br /&gt;
|Pilzwald&lt;br /&gt;
|-&lt;br /&gt;
|G12&lt;br /&gt;
|Sinnersrun&lt;br /&gt;
|Sundstrom&lt;br /&gt;
|-&lt;br /&gt;
|G17&lt;br /&gt;
|East Bridge&lt;br /&gt;
|Ost-Brücke&lt;br /&gt;
|-&lt;br /&gt;
|G20&lt;br /&gt;
|Gems Grave&lt;br /&gt;
|Edelsteingrab&lt;br /&gt;
|-&lt;br /&gt;
|H1&lt;br /&gt;
|[[Everstone Halls]]&lt;br /&gt;
|Ewigstein Hallen&lt;br /&gt;
|-&lt;br /&gt;
|H2&lt;br /&gt;
|[[Riesbruck]]&lt;br /&gt;
|Riesbrück&lt;br /&gt;
|-&lt;br /&gt;
|H5&lt;br /&gt;
|Drunken Gust Tavern&lt;br /&gt;
|Trunkzug Taverne&lt;br /&gt;
|-&lt;br /&gt;
|H9&lt;br /&gt;
|Western Stone Portal&lt;br /&gt;
|Westliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H11&lt;br /&gt;
|Eastern Stone Portal&lt;br /&gt;
|Östliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H12&lt;br /&gt;
|Elvesign Crossing&lt;br /&gt;
|Elfzeich Übergang&lt;br /&gt;
|-&lt;br /&gt;
|H13&lt;br /&gt;
|Thunder Hoove Peak&lt;br /&gt;
|Donnerhufspitze&lt;br /&gt;
|-&lt;br /&gt;
|H14&lt;br /&gt;
|Broken Statue&lt;br /&gt;
|Zerbrochene Startur&lt;br /&gt;
|-&lt;br /&gt;
|I5&lt;br /&gt;
|Northwind Canion&lt;br /&gt;
|Nordwindschlucht&lt;br /&gt;
|-&lt;br /&gt;
|I6&lt;br /&gt;
|Giants Nest&lt;br /&gt;
|Riesennest&lt;br /&gt;
|-&lt;br /&gt;
|I7&lt;br /&gt;
|Lovers Lake&lt;br /&gt;
|See der Liebenden&lt;br /&gt;
|-&lt;br /&gt;
|I8&lt;br /&gt;
|Greylight Cavern&lt;br /&gt;
|Graulichthöhle&lt;br /&gt;
|-&lt;br /&gt;
|I10&lt;br /&gt;
|Splinted Tree&lt;br /&gt;
|Gespaltener Baum&lt;br /&gt;
|-&lt;br /&gt;
|I11&lt;br /&gt;
|Elvengold Fall&lt;br /&gt;
|Elvengoldfall&lt;br /&gt;
|-&lt;br /&gt;
|I18&lt;br /&gt;
|Rockrain Fall&lt;br /&gt;
|Steinregenfall&lt;br /&gt;
|-&lt;br /&gt;
|I19&lt;br /&gt;
|Softstone Plain&lt;br /&gt;
|Weichsteinebene&lt;br /&gt;
|-&lt;br /&gt;
|I20&lt;br /&gt;
|Dragonstone Circle&lt;br /&gt;
|Drachensteinkreis&lt;br /&gt;
|-&lt;br /&gt;
|J12&lt;br /&gt;
|Howling Tower&lt;br /&gt;
|Heulender Turm&lt;br /&gt;
|-&lt;br /&gt;
|J15&lt;br /&gt;
|Deep Crack&lt;br /&gt;
|Tiefbruch&lt;br /&gt;
|-&lt;br /&gt;
|J17&lt;br /&gt;
|Northbound Way Stone&lt;br /&gt;
|Nordblick Wegstein&lt;br /&gt;
|-&lt;br /&gt;
|J19&lt;br /&gt;
|Crackrock&lt;br /&gt;
|Bruchstein&lt;br /&gt;
|-&lt;br /&gt;
|K3&lt;br /&gt;
|[[Wildfang Shipwreck]]&lt;br /&gt;
|Wildfang Wrack&lt;br /&gt;
|-&lt;br /&gt;
|K4&lt;br /&gt;
|[[Black Silk Wood]]&lt;br /&gt;
|Schwarzseiden Wald&lt;br /&gt;
|-&lt;br /&gt;
|K7&lt;br /&gt;
|Hornlake&lt;br /&gt;
|Hornsee&lt;br /&gt;
|-&lt;br /&gt;
|K9&lt;br /&gt;
|Wind Gate&lt;br /&gt;
|Windtor&lt;br /&gt;
|-&lt;br /&gt;
|K10&lt;br /&gt;
|Crowns Peak&lt;br /&gt;
|Kornspitze&lt;br /&gt;
|-&lt;br /&gt;
|K14&lt;br /&gt;
|Aschemeer Peak&lt;br /&gt;
|Aschemeerspitze&lt;br /&gt;
|-&lt;br /&gt;
|K18&lt;br /&gt;
|Saltwater Maw&lt;br /&gt;
|Salzwasserschlund&lt;br /&gt;
|-&lt;br /&gt;
|L5&lt;br /&gt;
|[[Horntal]]&lt;br /&gt;
|Horntal&lt;br /&gt;
|-&lt;br /&gt;
|L6&lt;br /&gt;
|[[Cloudhorde Peak|Cloud Horde Peak]]&lt;br /&gt;
|Wolkenhordspitze&lt;br /&gt;
|-&lt;br /&gt;
|L7&lt;br /&gt;
|Waterramp&lt;br /&gt;
|Wasserrampe&lt;br /&gt;
|-&lt;br /&gt;
|L10&lt;br /&gt;
|Greystone Mine&lt;br /&gt;
|Graustein Miene&lt;br /&gt;
|-&lt;br /&gt;
|L15&lt;br /&gt;
|[[Dragonstone Arena]]&lt;br /&gt;
|Drachensteinarena&lt;br /&gt;
|-&lt;br /&gt;
|L17&lt;br /&gt;
|Ashe&#039;s Neck&lt;br /&gt;
|Aschenacken&lt;br /&gt;
|-&lt;br /&gt;
|M8&lt;br /&gt;
|[[Curse Twig Wood]]&lt;br /&gt;
|Fluchzweig Wald&lt;br /&gt;
|-&lt;br /&gt;
|M10&lt;br /&gt;
|The Stomach&lt;br /&gt;
|Der Magen&lt;br /&gt;
|-&lt;br /&gt;
|M20&lt;br /&gt;
|Legends Inn&lt;br /&gt;
|Taverne der Legänden&lt;br /&gt;
|-&lt;br /&gt;
|N4&lt;br /&gt;
|[[Hoof&#039;s Harbour Ruin]]&lt;br /&gt;
|Hufhafen Ruine&lt;br /&gt;
|-&lt;br /&gt;
|N6&lt;br /&gt;
|Woodmans Call&lt;br /&gt;
|Waldmannsruf&lt;br /&gt;
|-&lt;br /&gt;
|N11&lt;br /&gt;
|Lighthouse Devil Fire&lt;br /&gt;
|Leuchtturm Dämonenfeuer&lt;br /&gt;
|-&lt;br /&gt;
|N20&lt;br /&gt;
|Fiends End&lt;br /&gt;
|Fiendende&lt;br /&gt;
|-&lt;br /&gt;
|P19&lt;br /&gt;
|Dragonfall Grave&lt;br /&gt;
|Drachenfallgrab&lt;br /&gt;
|-&lt;br /&gt;
|Q17&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|-&lt;br /&gt;
|R16&lt;br /&gt;
|Meststone Citadel&lt;br /&gt;
|Schmerlzstein Zitadelle&lt;br /&gt;
|-&lt;br /&gt;
|R17&lt;br /&gt;
|Stormsons Throne&lt;br /&gt;
|Tron des Sturmsohns&lt;br /&gt;
|-&lt;br /&gt;
|R18&lt;br /&gt;
|Twinhill Gate&lt;br /&gt;
|Zwillingshügeltor&lt;br /&gt;
|-&lt;br /&gt;
|S15&lt;br /&gt;
|Earthmaid Throne&lt;br /&gt;
|Tron der Erdmaid&lt;br /&gt;
|-&lt;br /&gt;
|S16&lt;br /&gt;
|Preservations Stairs&lt;br /&gt;
|Erhaltende Stufen&lt;br /&gt;
|-&lt;br /&gt;
|S17&lt;br /&gt;
|Changing Stepstones&lt;br /&gt;
|Wegstein des Wandels&lt;br /&gt;
|-&lt;br /&gt;
|S20&lt;br /&gt;
|Unnamed Graves&lt;br /&gt;
|Unbenanntes Grab&lt;br /&gt;
|-&lt;br /&gt;
|T3&lt;br /&gt;
|Magi&#039;s Academy&lt;br /&gt;
|Academi der Magi&lt;br /&gt;
|-&lt;br /&gt;
|T11&lt;br /&gt;
|Ashtree Castle&lt;br /&gt;
|Aschebaum Schloss&lt;br /&gt;
|-&lt;br /&gt;
|T12&lt;br /&gt;
|Ashtree Forest&lt;br /&gt;
|Aschebaum Wald&lt;br /&gt;
|}&lt;br /&gt;
=== Ancient History (DM Only) ===&lt;br /&gt;
In ancient times, during the time of Elf&#039;s, the Stormlands were a part of the Kingdom of Aravaile (High Wind/Elvish). The Kingdom included the whole southern area now known as Pyrilea and stretched north up to the Eismeer. It&#039;s inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf&#039;s that fell. Before that they were unrivaled to the point where they were able to spend their time to study and create, being rumored to even use the old eleven Magic, unimpeded by the laws of the Goddess of Secrets. These remaining items are treasured by those who hold them. In some cases the magic seems suttle and mundane but it most cases this just means that their full potential has not been awakened by it&#039;s holder. A favored method of their creators in case the items fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
In the ancient days the elves of old have been driving different kinds of Giants from their land aside mighty gem dragons, being mounted on mighty horses and other steeds during the time when Giants and dragons fought for domination over this world. Old pictures show army&#039;s of black armored knights atop graceful horses and some even on dragons, riding into battle against any kind of giant known to the modern world as cloud, Stone, fire and frost giants. The knights raise swords and shields glowing in any color gems can create. There is no cavalier in the known history that could rival these riders of old, no horse stronger or more dedicated. Other tales tell the story of the downfall of a storm giant kingdom, depicting large fleets of ships besieging an enormous [[Magi&#039;s Academy|castle in the middle of the sea]] defended by lightning throwing giants riding atop [[Giant Crab Alpha|gigantic crabs]], succumbing to the sheer force of an elven army the modern world has never seen. &lt;br /&gt;
&lt;br /&gt;
The size of the Kingdom [[Aravaile]] became it&#039;s downfall when unknown evil forces ripped open the gates to the hell&#039;s of demons. Faced with a new enemy in a part of their kingdom deemed save until then ended in a devastating confrontation between the mounted knights and the forces of chaos. The demons were driven back on several occasions just to return in bigger numbers. Being outnumbered by demons on nearly every occasion, the numbers of Knights dwindled to the point the kingdom of Aravaile had to send more and more troupes from it&#039;s northern realms, just to fall back later on. The times were dire and so the common folk of the south turned to pray into the void and Tiamat answered...&lt;br /&gt;
&lt;br /&gt;
As a second rift opened, this time allowing the army&#039;s of devils to enter the plane, the ones who completed the ritual immediately understood the gratitude of their mistake, as the devils and red dragons burned through their land, killing demon and Elf alike. The ruby knights retreated as Volcanoes started to spring forth from the ground, covering the land with fire and molten stone, creating Pyrilea in the process. It took just a few weeks until dragons and devils struck at the heart of the demonic forces and demons and closed the rift in a decisive air strike. The Bargain was fulfilled, the demon gate closed, but there were still demonic forces left in the world not bound to the Abyss but seemingly to this plane...&lt;br /&gt;
&lt;br /&gt;
The rest of the demon army consisted of bestial humanoids created in the image of the Arch-Demon [[Baphomet]], half man, half bull, being called &amp;quot;the Minotaur&#039;s&amp;quot;, trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur&#039;s continued their strife for power over this domain, fighting the devils and dragons, giving the kingdom of Aravaile time to think and prepare. They noticed a weakness in the mind of the Minotaur&#039;s, a naivety, sense of bestial self preservation, humanoid self importance and ambition. These creatures were well designed but their thinking could be manipulated and so the Elf&#039;s began to slowly convert many of the them into their service, changing them, turning them into slaves and soldiers, bound to the promise of the elven King of freedom and a self determined life. &lt;br /&gt;
&lt;br /&gt;
[[Baphomet]] noticed too late how many of his creations had fallen into the hands of the Elf&#039;s, so the Ruby knights regained some of their strength and prepared for a last push against Tiamats forces. A large army of remaining Ruby Knights stood aside hordes of Minotaur&#039;s, being motivated by the thought of freedom in this world. They faced a legion of barbed devils and corrupted elven Warlocks. The Sky was filled with dragons, the red ones fighting for the hell&#039;s, others in the color of ruby&#039;s fighting for Aravaile. The battlefield chosen was the large, burning area east of the Twin Mountains and the flames shooting up from the ground diminished any chance of victory but when the horns of war rang in every bodies ears, there was no going back. &lt;br /&gt;
&lt;br /&gt;
The horses of the Ruby Knights started to move and the hordes of turned Minotaur&#039;s followed closely. Faster and faster they ran until the air was filled with thunder, running into the burning breech when the clouds seemed to grant their aid in this confrontation. Rain started to fall down from the skies, extinguishing the flames from beneath while lightning struck over and over, lighting up the battlefield and smashing flying rocks, spat out by the vulkanos, into thousands of peaces. The devilish forces were caught off guard as the battlefield itself turned against them. The battle ensued and even though the forces of evil cut down most of the enemy, they faced annihilation. Tiamat was not willing to loose here, so she struck at the heart of the elven army. The last remaining red dragon ripped the elven King into pieces, burning his remains, and roared so loud that many of the remaining Ruby Knights and Monotaurs began to flee. The last dragon . The fight was won, but the King and the dragon god Sadior lied dead, as did most of the brave soldiers fighting this battle.&lt;br /&gt;
&lt;br /&gt;
When the Elf king died, so did his promises to the Minotaur&#039;s, at least it seemed so for several decades. Since the day pesant Elf&#039;s have opened the door to the nine hell&#039;s no Elf of Aravaile has been able to cross over to paradise of their people even after the hellish brute has been defeated. The great Mages, Nobles and Scientists of their people have died and a young prince, one of the few survivors of the fight, now had to rule a land much to big for what he could manage in addition to a slowly revolting horde of Minotaur&#039;s, waiting for their promised freedom. Luckily the new king was wise and even though those closest to him disagreed he handed the two most influential Minotaur&#039;s one weapon each, before leaving the Sormlands as a present to the new found folk. One he called lightning, a scimitar that was created during a storm, cutting a tree right in the middle from top to bottom, and Thunder, a Hammer that was thrown once an knocked out a red dragon in the battle. As the two weapons were gifted to the two Minotaur&#039;s it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as &amp;quot;Stormlands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by &amp;quot;the Cloud Horde&amp;quot; and &amp;quot;The Living Hills&amp;quot;, a nature religion that speaks of fallen warriors watching over these lands. Since the existence of the country it has most often been ruled by two Minotaurs, the most peaceful times were created by pairs of siblings. Many decades and even century&#039;s have been turbulent since individual hordes always did strife to be the most worthy to rule. A ruler can be rightfully overthrown if there are more powerful forces to claim the right to rule. Documentation of the past is rare and hard to come by. The most recent pair of regents might be the most relevant for their rule is commonly known as the most just and peaceful in the history of the country - The twins [[Lebos]] and [[Mina]].&lt;br /&gt;
&lt;br /&gt;
In 1215 PM [[Mina]], the representative of the earth, got killed supposedly by a stranger cloaked in red. Her brother [[Lebos]] fell into a rage and the peacefull country turned into a war-zone. Since this time storms started to form even more rapidly and more often, even with some unnatural affects, creating lightning elemental, disturbing spells and children disappearing over night. For nearly two decades Lebos roamed the lands before disappearing. His Mad Rage started with a massacre in the former Minotaur Capital, now known as [[Hordschlacht]], where different Hordes were fighting each other, destroying the city, leaving a pile of rubble. After that Lebos, who came out on top with his followers, started to destroy all naval citiys and Villages and put all ship builders to the blade for they must have helped to allow the murderer of his sister to flee. Those caught and to young to have had a part in this plot suffered in different ways. Most often victims had their tongue cut out for &amp;quot;their words will grow to be those of a traitor&amp;quot;, since they did not honor the work of his sister, for forests and thus wood was the domain of Mina. After that Lebos vanished. It is said that he traveled to other parts of the world to find his sisters murderer and take revenge but there are no records of other country&#039;s that support this theory. After he was gone there were many Hordes who claimed to rule the Stormlands but non of them prevailed. The country is torn since then.&lt;br /&gt;
&lt;br /&gt;
During the Soul harvest in 1225 PM the Stormlands endured many casualties and the infighting came to an end just to progress later on in history.  Three Children of the former Minotaur Leader had made a name for themselves and became the pillars of the now enduring power struggle - Ghom, First born son of Lebos, Dominos, second born son of Lebos and Vallah, daughter of Lebos. In 1235 PM a battle for control over the country broke out where all 3 of them faced each other in combat during a brutal storm. Vallah was forced to retreat north, wounded and defeated, while Ghom and Lebos fought atop Cloudhorde Peak. As the last thunder bellowed over the land and the rain started to calm the remaining Minotaurs stared upwards to see who won the fight. They saw Dominos holding the giant, liveless body of Ghom over his own muscular frame and throwing it off the cliffs, breaking every singe bone in the body of his older brother. His remains where ripped away by the crushing waves. Dominos earned the biggest following after that battle and is seen as the new King of the Stormlands. &lt;br /&gt;
&lt;br /&gt;
Dominos the Minotaur is referred to as the regent over the Stormlands but the remaining hordes seem to be undecided regarding his rule. They might accept him but at the same time some of the hordes still roam the land like in the last days of his father, restless and unyielding whenever a storm is brewing. The remaining non Minotaur citys like [[Kornwall]], [[Riesbruck]], [[Sinnersrun]] and [[Crackrock]] as well as travelers and caravans have been targeted many times by roaming hordes. Even though many travellers tell storys of forthcoming and welcoming Minotaur Individuals the stormlands are considered to be dangerous. Many historians agree that the death of Mina, Dominos&#039;s aunt, was the death of peace, the event that enraged the Could Horde. Other sources speak of a dark plot that lerks in the background, an enemy that has been here far longer than the Minotaurs themselves. They speak of an ancient history that predates the common sources that holds the secret to the truth. A story of a land called Aravaile, a fallen elven Kingdom, and it&#039;s lasting impact.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts/Magic Items ===&lt;br /&gt;
Lighning (Very Rare Scimitar, attunement, proficient with weapon). Deals extra 2d6 lighning damage on hit or 5 lighning on a missed hit. Gain +5 to Initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Thunder (Rare - Legendary light hammer, attunement). Returns back to hand after throw. Relative to Stage 2/4/6 Charges, on a hit you may cast thunder wave on level 1-6 (charges, 1/turn), Save DC 13/15/17. Recharge after long rest. (No Components, just works with this weapon)&lt;br /&gt;
&lt;br /&gt;
Crown of Mina (Legendary Helmed, attunement by Ranger or Druid). +2 to all saving throws. 9 Charges, cast Druid spell equal to charges spend (must not know the spell, pay cost, recharges after long rest). DC 17/+9.&lt;br /&gt;
&lt;br /&gt;
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.&lt;br /&gt;
&lt;br /&gt;
Heavy Bone Arrows: This arrow can just be fired by a ballista or a bow strong enough. The projectile deals 4d8+10 (28) Piercing Damage.&lt;br /&gt;
&lt;br /&gt;
Bloodportal Dagger (uncommon - Very Rare Dagger, 3 States, attunement). Relative to Stage +1/+2/+3, Charges 2/4/6 (recharges on short rest), On hit on a creature that can bleed spend 1 Charge to return dagger or pay 2 Charges and teleport to the target hit. Leveling requirement - Last hit Blood which or sacrifice child.&lt;br /&gt;
&lt;br /&gt;
The Book of lost History (Uncommon Book, attunement). The book is wrapped in expensive purple leather. Whenever this book is attuned when a character levels up and was attuned for the whole level, the character gains one information of any history the character knows about.&lt;br /&gt;
&lt;br /&gt;
Hunters Reward (Very Rare Great axe, proficient with weapon, +2, attunement). 3 Charges (recharge after long rest), 1 Charge: Ensnaring Smite, Hunters Mark, Searing Smite (No Components, just works with this weapon), DC 15.&lt;br /&gt;
&lt;br /&gt;
Baphomet&#039;s Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand. &lt;br /&gt;
&lt;br /&gt;
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.&lt;br /&gt;
&lt;br /&gt;
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.&lt;br /&gt;
&lt;br /&gt;
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.&lt;br /&gt;
&lt;br /&gt;
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1&lt;br /&gt;
&lt;br /&gt;
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.&lt;br /&gt;
&lt;br /&gt;
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.&lt;br /&gt;
&lt;br /&gt;
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.&lt;br /&gt;
&lt;br /&gt;
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Kasa Helm (Uncommon, requires shield proficiency and Con 15, Shield). Grants reaction against small projectiles (Magical or not) ranged attacks: Ranged Parry +2 AC. Can&#039;t wear Helm.&lt;br /&gt;
&lt;br /&gt;
Heavy Pelt (Common, attunement, Cloak), Ac+1 up to a AC score of 15. (Exists with bonuses, raising the bar were it is effective).&lt;br /&gt;
&lt;br /&gt;
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.&lt;br /&gt;
&lt;br /&gt;
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
Pushing Arrow (Uncommon, requires use of a bow or Crossbow, consumable), Target must succeed strengh save 12 or take 1d10 force and is pushed 10 ft.&lt;br /&gt;
&lt;br /&gt;
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).&lt;br /&gt;
&lt;br /&gt;
Acid Arrow (Uncommon, requires use of Bow or Crossbow, consumable), adds 1d4 Acid damage, target must use action or take 1d4 acid at end of turn.&lt;br /&gt;
&lt;br /&gt;
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.&lt;br /&gt;
&lt;br /&gt;
Shield of the Maiden (Rare, requires attunement, proficiant with shields), gain reaction: if target is hit with n attack within 5 ft. take the damage instead.&lt;br /&gt;
&lt;br /&gt;
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.&lt;br /&gt;
&lt;br /&gt;
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.&lt;br /&gt;
&lt;br /&gt;
Cape of the ruby&#039;s blessing (Rare, Attunement, Cape), Saving throws +1.&lt;br /&gt;
&lt;br /&gt;
Boots of the strider (Uncommon, Attunement), ignore difficult terrain. &lt;br /&gt;
&lt;br /&gt;
Hood of remorse (Uncommon, Helm, Attunement), Face is blackened out in darkness, voice distorted, Advantage on intimidation, disadvantage for insight checks againt wearer. conceal identity, curse: can&#039;t be unattuned. Can be destroyed with remove curse. (Punishment for former Dragonriders who lost their dragons in the last fight of Aravaile, now known as The Riders of the King) &lt;br /&gt;
&lt;br /&gt;
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos&#039;s Pelt.&lt;br /&gt;
&lt;br /&gt;
Horn of the Cloud Horde (Very Rare, Horn, Attunement Optional), 1 Charge, 1 Action, Summon a lighning elemental within 30ft. of you for 10 Minutes. If you are not attuned the elemental behaves randomly. To renew the Charge make a ritual for 10 Minutes in a Lightning Storm. Everytime you recharge it there is a 10% chance that the Horn explodes and lightning elementals attack you.&lt;br /&gt;
&lt;br /&gt;
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)&lt;br /&gt;
&lt;br /&gt;
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).&lt;br /&gt;
&lt;br /&gt;
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage. &lt;br /&gt;
&lt;br /&gt;
Eye of the Other One (Very Rare, Nackless, Attunement by Warlock), Spell Save and Spell Attack +1, True Seeing 15 ft., 5 Charges/Long Rest, Spells Equal Level: Intellect Fortress, Unseen Servant, Contact other Plane, Mind Spike, Summon Aberration. &lt;br /&gt;
&lt;br /&gt;
Noxic Priest Staff (Rare, Quaterstaff, Attunement by Magic User), Magical Melee Attacks +1, 5 Charges/Long Rest, DC15/+7: Hellish Rebuke, Suggestion, Dispell Magic, Blight, Scrying. &lt;br /&gt;
&lt;br /&gt;
Aravaile&#039;s Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Cavalry&#039;s Skin (Very Rare, Half Plate, Attunement), +1, Can&#039;t be unmounted, Mount shares AC (Whatever is Higher).&lt;br /&gt;
&lt;br /&gt;
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby&#039;s), Worth at least 10.000 Gold.&lt;br /&gt;
&lt;br /&gt;
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby&#039;s), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Paralyzing Poison: Contact. (Very Rare) the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2. &lt;br /&gt;
&lt;br /&gt;
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.&lt;br /&gt;
&lt;br /&gt;
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2. &lt;br /&gt;
&lt;br /&gt;
Hull of the Iron Will (Rare, Plate Armor) +1. &lt;br /&gt;
&lt;br /&gt;
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure). &lt;br /&gt;
&lt;br /&gt;
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll a D10&lt;br /&gt;
!Legend&lt;br /&gt;
!DM Info&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. &lt;br /&gt;
|True.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of.&lt;br /&gt;
|True, Blood-wiches prey on the weak, charming them in the process to help them capture children. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule.&lt;br /&gt;
|Wrong, The country was gifted to them by the High Elves of Aravaile.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|This country is secratley controlled by devils, lerking in every corner. Never give a word to a stormlander for you are speaking to a devi and will pay with your soul.&lt;br /&gt;
|False, the only connection to devils is found in the ancient story of this lands creation (Aravaile)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The Sky and the earth are santiant. Every move outside a city is watched by the land itself and harming nature comes at a high price for Elemental Titans are still watching over this land.&lt;br /&gt;
|Partially true. The weather effects are influencial but random. There is an Elder Tempist and a sleeping Terrasque though that can awake if you medal with strong nature altering effects.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. &lt;br /&gt;
|True, The Magi Academy lies there and is well protected.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Never wear red! Minotaurs can&#039;t handle the look of the colour and will immediately attack. &lt;br /&gt;
|Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Follow the wind. It will automatically lead you were you are ment to be.&lt;br /&gt;
|False. It&#039;s random, but you will find interesting things probably.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. &lt;br /&gt;
|True, they turn hostile for they see it as a sign of the sky horde.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The freedom was lost when Mina died. Her head was cut off and as long as it is not returned to her grave on the twin hills south of here there can&#039;t be freedom, nore will the storms calm down.&lt;br /&gt;
|True, that&#039;s the premise of the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Patricks_Junggesellenabschied&amp;diff=516</id>
		<title>Patricks Junggesellenabschied</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Patricks_Junggesellenabschied&amp;diff=516"/>
		<updated>2026-06-28T22:23:32Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;   Paddi: Ritter (Nobel), reist mit seinen Knappe/Bediensteten.    Geschichte  Paddi spielt Nicole und muss sich selber retten (Holfe, zu Hilfe!!! rette mich sagt Paddi).  Antagonist: Gruppe von Nerds (Magiern) die seine Talente für sich nutzen wollen. Sie brauchen Paddis Magie um sein &amp;quot;Mojo&amp;quot; , sein &amp;quot;Whyz&amp;quot; zu stehlen. Dann werden sie diejenigen mit dem meisten Whyz sein. Man kann nie genug Whyz haben. &amp;quot;Whysisted&amp;quot;. Die Bösewichte benutzen Jugendsprache.  Jugendsprache:...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paddi: Ritter (Nobel), reist mit seinen Knappe/Bediensteten. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geschichte&lt;br /&gt;
&lt;br /&gt;
Paddi spielt Nicole und muss sich selber retten (Holfe, zu Hilfe!!! rette mich sagt Paddi).&lt;br /&gt;
&lt;br /&gt;
Antagonist: Gruppe von Nerds (Magiern) die seine Talente für sich nutzen wollen. Sie brauchen Paddis Magie um sein &amp;quot;Mojo&amp;quot; , sein &amp;quot;Whyz&amp;quot; zu stehlen. Dann werden sie diejenigen mit dem meisten Whyz sein. Man kann nie genug Whyz haben. &amp;quot;Whysisted&amp;quot;. Die Bösewichte benutzen Jugendsprache.&lt;br /&gt;
&lt;br /&gt;
Jugendsprache: https://search.brave.com/search?q=adjektive+jugendw%C3%B6rter&amp;amp;summary=1&amp;amp;conversation=094219808ea0c5627b1ef2827a2b2832e84d&lt;br /&gt;
&lt;br /&gt;
4 Nerds:&lt;br /&gt;
&lt;br /&gt;
# Summoner erster Gegner in der Kirche. Magic Spieler. &lt;br /&gt;
# Kampf (Beispiel Neckbeard)&lt;br /&gt;
# Klugscheißer (Rätsel), Rules Loyer, Finaler Hinweis zu Wizard of the Coast. Verkaufszahl/Preisentwicklung, Universes Beyond, Geldgier, Wizards gehört Toys&#039;R&#039;Us (Sie arbeiten vielleicht für Toys&#039;R us). &lt;br /&gt;
# Ober Nerd (Hentai Tentacle Boy) an der Küste,&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=515</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=515"/>
		<updated>2026-05-15T16:57:07Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Evocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan. Lawful Good&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin. Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade. Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila. Lawful Evil&lt;br /&gt;
&lt;br /&gt;
==== Path of Evocation ====&lt;br /&gt;
Color: Brown, Sheikha: Elya, Amira: Taiba. Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman. Chaotic Good&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart. Neutral Good.&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira: Neutral Evil.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=514</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=514"/>
		<updated>2026-05-14T21:26:08Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Evocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan. Lawful Good&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin. Chaotic Neutral&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade. Lawful Neutral&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila. Chaotic Evil&lt;br /&gt;
&lt;br /&gt;
==== Path of Evocation ====&lt;br /&gt;
Color: Brown, Sheikha: Elya, Amira: Taiba. Lawfull Evil&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman. Chaotic Good&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart. Neutral Good.&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira: Neutral Evil.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Kornwall&amp;diff=513</id>
		<title>Kornwall</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Kornwall&amp;diff=513"/>
		<updated>2026-04-12T10:35:08Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Kornwall is a City in the North-Western parts of the Stormlands. It is in habitat by humans, Half-Minotaurs, Half-Elves, Gnomes, Halflings and pretty much everything else. The City is known for being open to anybody, no matter the race as long anybody brings something to benefit the existence of this city. In the North of the city there are wide fields of grain or &amp;quot;Korn&amp;quot;. The City itself is surrounded by a wooden wall, protecting the inner buildings of the city itself. These two attributes gave ground for naming the city. In the south a huge gate seperates the city from the small harbour, filled with docks, fishing boats and transport ships for cargo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Harrald Hauptmann &lt;br /&gt;
&lt;br /&gt;
Herr Mueller&lt;br /&gt;
&lt;br /&gt;
Dieter Diener&lt;br /&gt;
&lt;br /&gt;
[[File:Kornwall City Map.jpg|1024x1024px]]&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
==== 1. Mullersville ====&lt;br /&gt;
A large area towered over by two wind mills turning in the breeze. Many farmers can be seen working the fields arount while key and sacks of flour are moved from the mills to a huge hut near by before being transported to the city. A tall, skinny, old lady with a harsh look is shouting orders and the swarm of workers is following her demands to the letter while a small old man is watching everyone from above. The old lady is angry for some reason and she seems to be repeating weird comments like &#039;&#039;&amp;quot;Don&#039;t break your hands or I will break you&amp;quot; and &amp;quot;A bandage does not count as an excuse for bad performance&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Talk to workers Social Check DC 10 (They need to keep working or it needs a distraction): The Ladys husband has broken his hand which is bandaged. He is not able to help because of that which makes work harder for everybody else. The old Lady Mueller is a terrible person anyways so people take more pitty on the old Mueller even though this means more work. The old Mueller is sitting on the small balkony and has to whitness his wife terrorising the workers.&lt;br /&gt;
&lt;br /&gt;
Talk to Lady Mueller, She just talks to the melizia, Social Check DC 15: She thinks you are with the milizia and starts spilling the beans about what she saw, no matter the question: &#039;&#039;&amp;quot;I told you guys already, it was a tall and skinny figure that I saw after sundown on the 7th of february. I was finishing up work on the market for my husband is a lazy peace of hay. This skinny one came from the north east and went straight towards the Storm gate. Lightfooded would be an understatement carrying a huge sack the size of a BABY. Under the black robes I saw a light brown coat. I am sure this is the monster you are searching for. Now let me continue my work!&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Talk to the old Mueller: The Mueller is sitting on an old woven chair and is wearing a far to thick bandage that looks more like a punching glove covering his left hand completley. A slightly disgusting smell fills the heroes nostrils as they step closer like the old man had peed himself a little. His expression seems weary as he listens to the insults of his wife bellowing over the fields. He tells the heroes that he has hurt his hand in an exident on the fields (Insight Check 12, he is lying, but will not reveal the true reason behind it). If fact he cut his finger off with the wedding ring on it and made a trade with the hag south east of here. He knows how to trade body parts for some magical gifts. To communicate with the hag you must stand in front of the 19. Bloodeye Tree (Kornwall) and speak the words &amp;quot;Martha, Martha in the tree&amp;quot; followed by what you wish for. The old Mueller will just offer this information when he is pressured exactly about that topic. The hag always asks for body parts, except for anything below the hips. The more important the better. Whole arms are her favorite as well as eyes and ears. The wish can be granted by Martha, the flesh hag living in F6 [[Dirtwish Hut]]. &lt;br /&gt;
&lt;br /&gt;
==== 2. St. Wurtz Chapel ====&lt;br /&gt;
A chapel made of common stone, in the midst of trees, flowers and a garden surrounded by large hedges. The garden is filled with beautifull flowers and plants seemingly from all over the world. It is like a small paradise surrounded by hedges. Everything here seems to be in perfect order, as if the plants have been sorted by type. One with a understanding of nature would sertainly know the names of the many plants found here. An old gardener, eyes burned from being &amp;quot;blinded&amp;quot; by steel in dirty rags is tending to the flowers dipping the scenery in colors. He is barely talking, but when he does he is very unpolite, not wanting to talk to others and not enjoying the presence of anyone. In the Chapel itself the heroes find 4 well drawn pictures at the walls showing one ancient elf each.&lt;br /&gt;
&lt;br /&gt;
- The Old Man: The old gardener is very unfriendly to everybody who enters the gardens next to the chapels while he ignores those who enter the chapel. He makes sure the wholle vacinity stays clean and offers shelter and food in case the heroes do need it. He&#039;s very insightful, knowledgeable and wise (DC 18). He has a secret for he was known in his prime as &amp;quot;Der Bluthund, Inquisitor Marx&amp;quot;. Now he is a bitter old man and his flowers are everything that he cars for.&lt;br /&gt;
&lt;br /&gt;
# Buy Potions: &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Product&lt;br /&gt;
!Price in GP&lt;br /&gt;
|-&lt;br /&gt;
|healing potion&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Potion of climbing&lt;br /&gt;
|25&lt;br /&gt;
|-&lt;br /&gt;
|Potion of grwoth&lt;br /&gt;
|25&lt;br /&gt;
|}&lt;br /&gt;
2. Find expensive flowers:   &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Plant&lt;br /&gt;
!Price&lt;br /&gt;
|-&lt;br /&gt;
|Roses&lt;br /&gt;
|1 SP&lt;br /&gt;
|-&lt;br /&gt;
|Plack Roses&lt;br /&gt;
|5 SP&lt;br /&gt;
|-&lt;br /&gt;
|Blue Hands&lt;br /&gt;
|1 GP&lt;br /&gt;
|-&lt;br /&gt;
|Violet Lotus&lt;br /&gt;
|5 GP&lt;br /&gt;
|}&lt;br /&gt;
3. The Paintings of the four Elven Heros: Each pictures shows one of four elven heros: A fighter with a Rapier and a Half Plate, a hunter with a bow and cape, a mage with a staff and a book in heavy armor and a commoner in nice clothing. The heroes can learn everything about [[the Elven Four]].  &lt;br /&gt;
&lt;br /&gt;
==== 3. Scherzer Ruin ====&lt;br /&gt;
A Group of burned and withered farm houses in the middle of golden fields. The roofs are caved in and ruble is blocking the entrance to the biggest of the houses while the others burned down completely. An old burned sign lies in front of the heavily damaged door reading &amp;quot;Scherzer Family&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
Investigate the ruins: Investigation 15, Carpenter&#039;s Tools 12 - The ruin of the main house still stands but is unstable. It must have been like this for a few months at least. A subtle attempt is needed to enter through the door or the other entrances like windows to enter the house. (Find a way inside without bringing it to the ground).Inside there are 3 points of interest&lt;br /&gt;
&lt;br /&gt;
1. The blocked Fireplace at the far end of the main hall showing some well designed cooking covered in the ash while the fireplace itself lies in ruin blocked by a huge tile of the roof. (Athletics 12: Remove the Roof tile and find a little flask with 3 strains of very long red hair in it). Cooking Supplies Check DC 12: This was not a normal fire place but a well crafted oven with a stable cattle. The cattle must have been forced out of it&#039;s position and most likely started the fire).&lt;br /&gt;
&lt;br /&gt;
2. A broken skeleton lying close to a window, black from the ashes lying in front of it in a weird position. It is surrounded by blackened shards of glass, originating from the window near by most likely. (Medicine 12: This individual has a broken rip cage. Something pierced through it&#039;s back, severing rips. Glass Blowers Tools 12: The window broke because of heat, not because of force. The glass itself would have resisted any heat a normal fire could have created. It is likely that the roof coming down created this damage)&lt;br /&gt;
&lt;br /&gt;
3. Footsteps of at least two people can be seen in the ashes. They seem different from each other. A rope can be seen lying in the ashes. (Survival 12: There are two footsteps, one of a child walking barefoot and one heavy individual. Details can not be seen apart that the footsteps can not be older than 1 month. Weavers Tools 12: The rope has been cut. It is soaked in small amounts of blood. Somebody was cuffed with this rope and it was cut hastily on a rough surface a few days ago).&lt;br /&gt;
&lt;br /&gt;
==== 4. Militia Camp ====&lt;br /&gt;
Behind wooden walls and a strengthened gate lies a training ground and the barracks of the local Militia. Before being granted access a visitor has to state their business. Through the open gate some soldiers and many recruits can be seen, training the use of different weapons and a few rich looking individuals are learning the proper movement in armor. Many of the guards here look tired and from the far end of the area you can hear a loud voice coming from the prison &amp;quot;WHERE IS THE FOURTH?&amp;quot;. The militia is 100 men strong and consists mostly of guards and veterans. Here you find [[Barnabas Lachma]], the Captain of the militia and the head of Warfare education.&lt;br /&gt;
&lt;br /&gt;
Guards: There are always at least 4 guards (DC 12) and two Veterans (DC 15) at the gate. Because of their dutiful position they gain +2 to all skills including their passives outside of battle. 8 Guards and 2 Veterans are always in reserve to support if something goes south. They Chatter about the Mayor. He is said to be writing poetry in his backyard that is so bad, that it is not even funny anymore. He seems to be in love. &lt;br /&gt;
&lt;br /&gt;
The Prison: The Prison is always guarded by 2 guards at least. Behind the bars there is a tall but stupit looking High Elf repeating the same phrase &amp;quot;Where is the Fourth?&amp;quot; over and over again. He is obviously out of his mind. He was found south of Kornwall in the forest and was taken here by merchants from [[Riesbruck]]. He is under the spell &amp;quot;Maze&amp;quot; and has been for so long that just a dispell magic on level 8 (Dc 18) or a wish spell can save him. Calm Emotions will make it possible to speak to him shortly. He has the following information: &amp;quot;I was in the cave on the hill west of the forest. A big Hall, 3 Statues, The three I have seen in St. Wurtz Chapel outside of Kornwall. The Elven protectors but one is missing. Then I looked in a horned face, red eyes... Since then I just see walls, walls, walls wherever I look. Where is the pesant?&amp;quot;. He implies that there should be four Statues in the [[Temple of Baphomet]], not three. The Commoner is missing, because it is hidden behind one of the statues.&lt;br /&gt;
&lt;br /&gt;
Warrior Training: The Melicia offers training for weapons and armor. This training requires time, money and feat dependent prerequisites and attributes. [[Barnabas Lachma]] must be alive for this option. Any Hero can just learn one feat with training in their life. Prificiancys learned this way just cover content from the basic game, no added content.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Skill&lt;br /&gt;
!Time&lt;br /&gt;
!Cost in GP&lt;br /&gt;
|-&lt;br /&gt;
|Cook’s utensils Proficiancy&lt;br /&gt;
|50 Days&lt;br /&gt;
|100 GP&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Proficiancy&lt;br /&gt;
|100 Days&lt;br /&gt;
|500 GP&lt;br /&gt;
|-&lt;br /&gt;
|Weapon Master (Feat)&lt;br /&gt;
|100 Days&lt;br /&gt;
|1000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Fighter Training (Multi class Option, Battlemaster)&lt;br /&gt;
|100 Days&lt;br /&gt;
|2000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Lightly Armored Training Feat&lt;br /&gt;
|100 Days&lt;br /&gt;
|2000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Moderately Armored Training Feat&lt;br /&gt;
|100 Days&lt;br /&gt;
|2000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Heavily Armored Training Feat&lt;br /&gt;
|100 Days&lt;br /&gt;
|2000 GP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 5. Korn-Gate ====&lt;br /&gt;
Korn-Gate is always guarded by at least 6 guards and 2 veterans while a yellow banner is dancing in the wind, showing a golden corn weed in a golden circle, the symbol of the town. Sometimes the gate is also guarded by Barnabas Lachma, the leader of the Militia. Entering through the gate is easy during the day while the gate is closed during the night. The most important function of the gate is to drive attention to important matters of the city. A huge wooden board at the inside and outside of the city shows tasks for anybody that searches for work.&lt;br /&gt;
&lt;br /&gt;
# Repair the Fishwell Bridge: November 5th, 1244 PM: &amp;quot;The Fishwell Bridge, one day walk north-east of Kornwall, has bee destroyed during one of the recent storms and we need help to repair it since [[Twigrest]] does not seem to care. I do not have much money but you all know how important it is to reopen the travel route to the east. Wood from [[Twigrest]], horse meat from [[Plainswealth]] or the master leather-wears and fabrics crafted by Leather&amp;amp;Stitch in [[Sinnersrun]]? Masons, strong ones, smart architects and defenders against goats needed. Meet me at [[Fishwell Bridge]], fallow the street north east. Report to Bob.&amp;quot; -&amp;gt; [[Fishwell Bridge]].&lt;br /&gt;
# The Militia want&#039;s you! January 12th, 1245 PM: &amp;quot;You want to be useful? Join the militia! We offer training in weapons and armor. Save the small folk of Kornwall, the honorable source of prosperity. Corruption grows in our midst. Save society, save the next generation. Good payment and honor guaranteed. The dutiful, strong and well aimed needed. Meet me at the Militia Camp north-west of the city. Report to [[Barnabas Lachma]].&lt;br /&gt;
# Reopen the Tavern, February 13th, 1245 PM: &amp;quot;Do you remember having a drink after work? It is time to make this memory a reality again. Value a deal I say for I am the rightfull owner of this ruin. Help me claiming what is mine and you&#039;ll get payed better than in any profession and free stay for the rest of your life. Creative thinkers, Woodcarvers , Carpenters and bouncers wanted. Meet me at the Tavern Copperluck near the marketplace. Report to Trimm.&lt;br /&gt;
# Robed child, January 23rd, 1245 PM: &amp;quot;Please save my daughter. My little girl Maggy has been obstructed at the beginning of January during the night and I offer 750 gold pieces if you return my child back to me alive! I already told everything I know to the militia but to...&amp;quot;. The rest of the sheet is missing. It was ripped off seemingly.&lt;br /&gt;
&lt;br /&gt;
==== 6. Fishers Tower ====&lt;br /&gt;
A stone tower with a few small fisher boats in front of it lies north of the small lake connected to the large river south of it. A man with wild grey hair and beard sits on one of the boats stairs with empty eyes onto the lake. The boats have seen better days. It seems like the last storm has ripped the sails from the masts and the only thing holding the boats ashore are some loosely tied knots. As the heroes come closer no reaction of the old man is notable. It seems he is ignoring the group or has not even noticed that they arrived. In the right hand he is holding a doll with red hair, in the left he holds an amulet.&lt;br /&gt;
&lt;br /&gt;
# Talk to Friedrich Fisherman DC 15 Persuasion: He seems to be not quite here as the heroes talk to him, taken by grief and sadness clutching the puppet and the coin even harder. He repeats that he knows that his daughter is out there, she lives and he seems convinced of that. He tells them storys of his 6 year old daughter Maggy. She has red, long hair and is a brat. She hates fish but she is strong at heart. She is smart he says, much smarter than other kids at her age. On the 10th of January 1245 PM Friedrich woke up and found &#039;&#039;&#039;her bed empty and her room nearly completely destroyed&#039;&#039;&#039;. In the night in his dream he has heard a distant female voice in a commanding tone. Since then he has not dared to enter the room again. Friedrich offers 750 Gold pieces if the heroes find his daughter alive. He told the militia and they started an investigation but no results until now. &amp;quot;We don&#039;t have enough men&amp;quot; they sad.&lt;br /&gt;
# The red haired puppet, Investigation DC 12: Within the hair of the puppet they find several long red hair strings at least 3 feet long. too long for a child and they certainly don&#039;t belonging to the puppet.&lt;br /&gt;
# The Golden Coin, Int Check 10: This is a noxic coin given to those who make a contract as a reminder for payment&lt;br /&gt;
# Survival Check the room DC 15: There was a fight here. It seems impossible that this chaos could have been created without another person in the house noticing by normal means. Something strong and/or heavy must have created this mess. There are many heavy footprints of armored boots on the ground but also some signs of a person with high heels.&lt;br /&gt;
&lt;br /&gt;
==== 7. Volkshall ====&lt;br /&gt;
A large house stands out from the rest because of it&#039;s beautiful blue shingles and the general absence of dirt. Many well dressed people walk in and out of it carrying large books and scrolls of parchment. Near the opened and well guarded entrance the heroes can have a look at a sign reading: &amp;quot;Volkshall, Center of Kornwall, a conference with the mayor just possible by signing up for an audience including 1. Question, 2. Reason, 3. Intend 4. Name and status. Draw a number and wait for your turn. Not attending because of long waiting time will be punished for wasting time. Opened from 10-15.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== 8. Mayors Residence ====&lt;br /&gt;
A giant house stands out between all the others. Constantly guarded by at least 4 Veterans at all times this structure towers over nearly all buldings found in the city. The whole construction seems relatively delicate compared to the rest of the city. A Large garden surrounded by walls is attached to the large house and a large, leafed tree can be seen over the walls. Every now and then, when the Mayor of Kornwall is at home, you can hear him reading out loud some very bad poems, all about love and undying loyalty to a lover. &lt;br /&gt;
&lt;br /&gt;
==== 9. Butchers House ====&lt;br /&gt;
A gutter separates a huge field filled with pigs lying under the trees and drinking from the small river coming from the north. Connected to the gutter there is wooden house, the windows filled with colorful curtains showing little hearts and flowers. Over the heavy door there is sign reading &amp;quot;Beatrix&#039;s Butcher House - a heaven for meat&amp;quot;. A huge pile of excrement roughly 30 feet away from the house fills the air with a terrible stench which would explain why most people try to stay away from this area. &lt;br /&gt;
&lt;br /&gt;
Beatrix Butcher, usually called Bify is a chubby lady with a warm smile on her face and she is generally likable. When the players try to talk to her the first time she seems to have expected somebody else while wearing relatively revealing clothing. After noticing her mistake she goes to business right away and tries to sell them rations for a good price (4SP each). She will tell them she expected a friend if asked but will not reveal who she means. She has an affair with the old Mueller and want&#039;s to keep this a secret. If players order something from her she will take the heroes to the backyard, lure one of the pigs with her honest seeming kindness into a room in the back of the house before slaughtering it with precision and without a sound heard from the pig. A very disturbing situation for it is difficult to know if it is proficiency or ruthlessness guiding the blade. She will continue talking nicely to the heroes as if nothing had happened. &lt;br /&gt;
&lt;br /&gt;
If the players observe the house they will see a dark hooded figure entering the house at night. A small hunched over figure. It is the old Mueller coming here for some fun.&lt;br /&gt;
&lt;br /&gt;
==== 10. Scribere Mysterio ====&lt;br /&gt;
A broken down house made completely of stone in contrast to all the other houses around is found in a small alley in the north-eastern district of Kornwall. The broken windows are barricaded with wood and the caved in roof does not seem like it can protect the upper floor from rain or wind. Nonetheless a finely carved shields dangles in the breeze on a metal rod, reading &amp;quot;Scribere Mysterio&amp;quot; and shows a filled wine glass and a book with a whispering mouth on it (DC 10 History, It is a Gentlemen s Club). It seems like a mix of a high society tavern and a library, like gentlemen&#039;s club from the Empire.  Right under the sign there are narrow stares leading from the outside down the presumed cellar of the building. A fine wooden door with milky glass, a bronze keyhole and a strange ruin barricades the entry to this establishment. A sign on the door says: &amp;quot;Just whisper near the door please. Hold the agreed amount in your hand and whisper for allowance, I will get you in. Gunther&amp;quot;. Hushed voices from the inside can be heard at any time from inside and every now and then hooded figures enter or leave this weird place, seeming distressed and ashamed, looking around to see if they have been spotted entering or leaving.&lt;br /&gt;
&lt;br /&gt;
There are no guards but the door is magically sealed by two spells: Arcane Lock (2nd lvl spell) and just opens for those knowing the password &amp;quot;Susurro&amp;quot; (I whisper in Latin) and Symbol: Insanity (7th lvl Spell), triggering when forced open and just effecting those who knowingly plan to intrude. (Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can’t take actions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. The GM controls its movement, which is erratic.). Insane beeings shout and babble and alarm Gunter, the owner of the Location. He is not shy of getting the guards to arrest trespassers. &lt;br /&gt;
&lt;br /&gt;
Scribe Training: Gunther offers knowledge about languages. This training requires time, money and feat dependent prerequisites and attributes. Guntha Whisperquill must be alive for this option. Any Hero can just learn one feat with training in their life. Proficiencies learned this way just cover content from the basic game, no added content.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Skill&lt;br /&gt;
!Time&lt;br /&gt;
!Cost in GP&lt;br /&gt;
|-&lt;br /&gt;
|Research Knowledge&lt;br /&gt;
|10&lt;br /&gt;
|10 GP x 5 für jedes Level des Wissens + Investigation (10+(Lvlx2))&lt;br /&gt;
|-&lt;br /&gt;
|Calligrapher&#039;s supplies prifinciancy &lt;br /&gt;
|50 Days&lt;br /&gt;
|250 GP&lt;br /&gt;
|-&lt;br /&gt;
|Learn Lenguage&lt;br /&gt;
|100 Days&lt;br /&gt;
|500 GP&lt;br /&gt;
|-&lt;br /&gt;
|Linguist (Feat)&lt;br /&gt;
|100 Days&lt;br /&gt;
|1000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Warlock Training (Multi class Option, the Old One)&lt;br /&gt;
|100 Days&lt;br /&gt;
|2000 GP&lt;br /&gt;
|-&lt;br /&gt;
|Train Attribute Charisma (Max lvl. 18)&lt;br /&gt;
|100 Days&lt;br /&gt;
|X&lt;br /&gt;
|-&lt;br /&gt;
|Magical Help (Whatever the players come up with)&lt;br /&gt;
|X&lt;br /&gt;
|Secrets and/or Gold&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 11. Salty Emboss Smith ====&lt;br /&gt;
A dwarfen woman with the name of Smitty greeds you. She sells armor, can craft items for you and can offer her amboss for metal work to create metal products for half of the listed price. She has red hair with a undercut on the left side of her head. On the left side of her arm she has 12 vertical scars and one that crosses through all of them from top to bottom. She is small, even for a dwarf and her physique reminds more of a large halfling but she hates to be compared to them. Her opening phrase usually is &amp;quot;Welcome to the salty Amboss! What can scum do for you fine people?&amp;quot;. The adventure starts with a shortcoming of recourse. When the players reach level 5 the prices for metal wear goes back to normal. &lt;br /&gt;
&lt;br /&gt;
Trader: Smitty has the following to offer.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Product&lt;br /&gt;
!Price&lt;br /&gt;
!Quantity&lt;br /&gt;
!Note/Link&lt;br /&gt;
|-&lt;br /&gt;
|Weapons&lt;br /&gt;
|x2&lt;br /&gt;
|1 each&lt;br /&gt;
|https://roll20.net/compendium/dnd5e/Weapons#content&lt;br /&gt;
|-&lt;br /&gt;
|Gilded Battleaxe&lt;br /&gt;
|1000 GP&lt;br /&gt;
|1&lt;br /&gt;
|Can be bought just once. Inscribed: For my Daughter, Goldenhammer.&lt;br /&gt;
|-&lt;br /&gt;
|Chain Shirt&lt;br /&gt;
|100 GP&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Chain Mail&lt;br /&gt;
|150 GP&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===== Quest: Get the corpse of a Gorgon =====&lt;br /&gt;
Get a corpse of a Gorgon - a metal bull created by magic, spewing acid - back to her to get the prices back to normal and the availability of higher gear. These beasts roam the [[Stormlands]] south-east of the great river. &lt;br /&gt;
&lt;br /&gt;
===== Quest: Crafting =====&lt;br /&gt;
Smitty tells the heroes that she can craft some magical weapons, armor, rings, crowns and other stuff that is made of &#039;&#039;&#039;metal&#039;&#039;&#039;. She will not charge extra but will be take the listed price. The heroes also can rent her emboss to create the item themselves but a successful Smithing Tools Check check will be needed as described in the crafting rules. Smitty has no idea where these creatures live. &lt;br /&gt;
&lt;br /&gt;
===== Information for players =====&lt;br /&gt;
&lt;br /&gt;
# Gorgons: These majestic, metallic beasts are found just south or east of the great river within the stormlands.&lt;br /&gt;
&lt;br /&gt;
==== 12. Headless Statue ====&lt;br /&gt;
A macen must have been at work, creating a large statue of two people holding each other in their arms, made of grey stone showing slender humans or else, a man and woman, hugging each other facing south. The fine dressed female clutches a dagger and the armored male wears a Scimitar on the hip. Smiths, Historians and religious people might know more about those. Both of them are portrait with flowing capes with detailed lining but time has damaged most of it by some force. It looks natural, but is it?&lt;br /&gt;
&lt;br /&gt;
# Idetify the stone: Macens tools DC 13, It is a relativeley soft stone, easy to sculpt with. The work is far away from being a masterpiece but it was sculpted with respect, care and a very strong arm.&lt;br /&gt;
# Identify the Weapons: Smith Tools DC 13 (Str or Int): The Weapons seem to be of elven heritage. &lt;br /&gt;
# Idetify Sword: History DC 13: This Weapon is called &amp;quot;Lightning&amp;quot;, a fabled weapon that deals lightning damage with every strike. &lt;br /&gt;
# Itentify Dagger: Religion DC 13: Blood Portal Dagger, a weapon used to sacrifice beings in an unholy manner and let&#039;s you teleport when blood is drawn.&lt;br /&gt;
#Lighning Burned capes: Nature DC 13: The lining is impossible to decipher but it looks like lightning has dealt the damage to the statue.&lt;br /&gt;
&lt;br /&gt;
==== 13. Tavern Copperluck ====&lt;br /&gt;
An old, wooden building that seen better days towers over the marketplace. The walls are damaged, the windows broken and the roof caved in. A old and rusted copper sign hangs above the door reading &amp;quot;Tavern Copperluck&amp;quot;. In front of the building stands a huge wagon filled to the brim with wooden planks and tools. A large Humanoid with light blue skin is leaning against it, his skin covered in black tattoos and his dark brown hair woven and bound in an exotic way to the back. He wears simple cloths, tokens made of bone in combination with gold and silver jewelry showing different symbols like a sun, a bird and claws just to name a few. He is staring at the door of the in intetley, lost in his thoughts with an expression of anger and determination.&lt;br /&gt;
&lt;br /&gt;
Start first Quest of [[Trimm]]. If you succeed the taverns description changes as follows...&lt;br /&gt;
&lt;br /&gt;
A cleaned up sign towers over the renewed and supported door. The old building has been fully repaired, still showing signs of it&#039;s long existence but now it is filled with live. You hear chatter from outside, bards come here to perform and the local foe spends their time here to exchange gossip. A worm bed, boos, a warm meal and gambling awaits any wearing traveler for an adequate price. Trimm, now owner of the tavern, turned this place into what it once was, a booming business and the center of attention. Aside from the Townsfolk a large number of noxic mercenary&#039;s have moved into the tavern keeping guard over the drunks and weary. Aside from the heavily armored mercenary&#039;s there seems to be always a weird looking priest present with the name of Prosh Swiftquill. He wears black and gold robes and a staff showing a golden star. This one must be leader of the Mercenary&#039;s from Noxis. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Actions&lt;br /&gt;
!requirement/Price&lt;br /&gt;
|-&lt;br /&gt;
|Rest&lt;br /&gt;
|1GP&lt;br /&gt;
|-&lt;br /&gt;
|Food/Drink&lt;br /&gt;
|5SP&lt;br /&gt;
|-&lt;br /&gt;
|Gossip&lt;br /&gt;
|Persuasion DC 10 (1/Day) by talking to Trimm&lt;br /&gt;
|-&lt;br /&gt;
|Quest of Prosh&lt;br /&gt;
|At least lvl. 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== 14. Marketplace ====&lt;br /&gt;
&lt;br /&gt;
==== 15. Boat House ====&lt;br /&gt;
An old building attached with a tirning water mill lies at the riverbank. A few landing stages lead to small a few small sailing boats that seemingly can also be steered by oars. A sign over the door reads &amp;quot;10 Gold pieces per crossing, no extra charge for cargo, no interest in haggling! Best Regards, Rudy Rowboat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Rudy Rowboat it a strong man roughly 40 years old with a large weathered book straped to his hips. He keeps note on all crossings but does not give these information out by any means except to the militia. The Heroes can try to steal it (DC 12).&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!&#039;&#039;&#039;Business book of Rudy Rowboat&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|January 23rd, 1245 PM, priest in gold and black robes pays to cross from the south to the north accompanied by 5 soldiers in the same colours.&lt;br /&gt;
|-&lt;br /&gt;
|February 5th, 1245 PM, Same priest pays for crossing from north to south accompanied by 3 soldiers in the same colors. &lt;br /&gt;
|-&lt;br /&gt;
|February 9th, 1245 PM, A slim, hooded figure plus a dozend thugs, 2 soldiers in black and gold armor, a bunch of tools and rations cross from north to south. They seemed very happy, talked about a profitable job.&lt;br /&gt;
|-&lt;br /&gt;
|February 10th, 1245 PM, The old Mueller crossed, tried to hide under a hood, recognized him immediately but did not tell him. Crossed north to south.&lt;br /&gt;
|-&lt;br /&gt;
|February 10th, 1245 PM, later that day, old Mueller crossed back from south to north. tried to haggle, I HATE WHEN THEY HAGGLE. He payed full like anybody.&lt;br /&gt;
|-&lt;br /&gt;
|February 11th, 1245 PM, Blue skinned huge man crosses from south to north plus wagon, tools and wood. Seemed rich, payed in jewelry. &lt;br /&gt;
|-&lt;br /&gt;
|February 15th, 1245 PM, received an booking for tomorrow. paid in advance. Transport north to south.&lt;br /&gt;
|-&lt;br /&gt;
|February 16th, 1245 PM, Weird group of 5 people. 2 strong dudes, 2 scholars and 1 crazy guy  plus a wagon, 2 mules and heaps of equipment, don&#039;t know exactly what it was. Smelled like fart though.Payed extra, did&#039;t ask.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== 16. Stormgate ====&lt;br /&gt;
There are at least 8 guards of the militia watching the gate and the sorrounding walls at any given time. Some of them seem to be veterans and they take good care of asking any pesant daring to pass the gate for their name and the reason for their passing. The gate is made of heavy wood supported with metal and the gate house is made of solid stone with just a few cracks here and there. &lt;br /&gt;
&lt;br /&gt;
Talk to the guards Social DC 12: The weirdest thing I have seen in the last weeks was a small boat appearing out of nowhere near the shore and sailing south. It was during night time but I could hear the roars in the water. It was a woman I think. Half way over the river the figure took off her hood and I saw long hair, I think. This was certainly weirder then the Ogre luring in the forest for the past days. I can&#039;t remember the exact dates dude, maybe a week ago, maybe two, fuck off!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== 17. Broken Shrine ====&lt;br /&gt;
A huge Stone Plate, damaged and broken can be found between the cliffs south-west of Kornwall. &lt;br /&gt;
&lt;br /&gt;
History Check DC 12: If a player succeeds, gain one piece of Ancient Lore of the Stormlands.&lt;br /&gt;
&lt;br /&gt;
==== 18. Watchers Statue ====&lt;br /&gt;
A huge statue portraying a serpent like creature with a dragons head can be found on top of a stony hill. The beast is looking intensely to the south east with it&#039;s huge jaw slightly opened as if it would want to breath fire any moment. &lt;br /&gt;
&lt;br /&gt;
On the bottom of the statue you can read carved in words: &amp;quot;First Guardian&amp;quot;. (Connected to the leader of the [[Storm Caller]] Clan with the name of [[Bluebeard]]). &lt;br /&gt;
&lt;br /&gt;
==== 19. Bloodeye Tree ====&lt;br /&gt;
A rotten willow stands in the middle of swampy area right at the shore of the river. It seems like maggots or some kind f pest has at some point tried to make a home in this tree, carving scary looking holes into it. These holes now look like a face with wide gaping mouth and two eye sockets while gallons tree resin is running down it&#039;s face like tears. &lt;br /&gt;
&lt;br /&gt;
investigation DC 10: In the left eye you find a finger with a bronze ring on it, in the other eye you find a small flask with a pink liquid within it. (Potion of stiffness - heals males from performance issues). &lt;br /&gt;
&lt;br /&gt;
To communicate with the hag you must stand in front of the 19. Bloodeye Tree and speak the words &amp;quot;Martha, Martha in the tree&amp;quot; followed by what you wish for. The old Mueller will just offer this information when he is pressured exactly about that topic. The hag always asks for body parts, except for anything below the hips. The more important the better. Whole arms are her favorite as well as eyes and ears. The wish can be granted by Martha, the flesh hag living in F6 [[Dirtwish Hut]].&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stellau&amp;diff=512</id>
		<title>Stellau</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stellau&amp;diff=512"/>
		<updated>2026-04-08T00:01:53Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;This Page is for a one shot adventure.    == Map == Stellau, created by Vorlov                            == Basic Story == Der alte Graf von Rönn, lanjähriges Oberhaupt von Stellau als Landgraf, beschloss seinen Platz zu räumen um den Rest seiner Tage mit seiner Gräfin zu verbringen, weit weg von jeglichen Verpflichtungen. Zu diesem Anlass überlies er das Familiäre Herrenhaus seinem ältesten Sohn zusammen mit ein...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This Page is for a one shot adventure. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Stellau.jpg|border|left|thumb|1024x1024px|Stellau, created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Basic Story ==&lt;br /&gt;
Der alte Graf von Rönn, lanjähriges Oberhaupt von Stellau als Landgraf, beschloss seinen Platz zu räumen um den Rest seiner Tage mit seiner Gräfin zu verbringen, weit weg von jeglichen Verpflichtungen. Zu diesem Anlass überlies er das Familiäre Herrenhaus seinem ältesten Sohn zusammen mit einem hohem Schuldenbetrag um sich sein künftiges, bequemes Leben leisten zu können. Dennoch ist es ein Tag zum Feiern.&lt;br /&gt;
&lt;br /&gt;
Die Geschichte beginnt im Herrenhaus von Rönn, ein Ort an dem Moritz und seine Kammeraden lange nicht mehr wahren. Der Boote hat gerade das offizielle Dokument überreicht und der junge Graf Motitz von Rönn feiert seinen Frühzeitigen Aufstieg zusammen mit seiner Herzensdame und seinem besten Freund, Robin Rogowski sowie seiner wunderschönen Frau. Was für ein perfekter Moment für eine solche feier, denn übermorgen Abend wird sich das ganze Dorf am Rodelberg zusammenfinden um das Jährliche Osterfeuer zu feiern - Eine Traditionelle Verbrennung von Winter-Bäumen um die Kälte des Winters sowie alle bösen Geister aus der zeit zu vertreiben und den Sommer herbeizurufen. &lt;br /&gt;
&lt;br /&gt;
Spielerbeschreibung:&lt;br /&gt;
&lt;br /&gt;
# Graf Moritz von Rönn&lt;br /&gt;
# Seine Herzensdame&lt;br /&gt;
# Robin Rogowski &lt;br /&gt;
# Henri   &lt;br /&gt;
&lt;br /&gt;
Als die vier Freunde zusammensitzen beginnt das Abendteuer.&lt;br /&gt;
&lt;br /&gt;
Abendteuer&lt;br /&gt;
&lt;br /&gt;
===== Kapitel 1: Verteidigt das Herrenhaus (Max 45 min) - 15 Minuten Spare =====&lt;br /&gt;
Aufgabe 1 (5 Minuten). Seht euch im Herrenhaus um und schaut was ihr findet. (DC 10).&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. (30 Minuten). Besiegt die Assassine (5 Minuten), bereitet das Herrenhaus auf einen Angriff vor (5 Minuten) und Verteidigt das Haus gegen angreifende Feinde (20 Minuten).&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3.(10 Minuten). Beschäftigt euch mit der Notiz der Assassine und macht einen Plan für den nächsten Tag (Long Rest, keine weitere Long Rest)&lt;br /&gt;
&lt;br /&gt;
===== Kapitel 2: Aufklärung des Verrats (Max 1:30 min) -  30 min Spare =====&lt;br /&gt;
Aufgabe 1. (10 min) Informiert euch über verschiedene Orte und trefft eine Entscheidung welche Orte ihr besuchen möchtet.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. Verbringt den ersten Tag um Informationen zu sammeln, Max 5 Orte. (3 bei Sonnenlicht, 2 bei Nacht)&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3. Verbringt den Tag vor dem Osterfeuer damit Informationen zu finden, denn dann müsst ihr dorthin um die neue Grafschaft zu verkünden. &lt;br /&gt;
&lt;br /&gt;
===== Kapitel 3: Ein alter Feind (45 min max) - 15 min spare. =====&lt;br /&gt;
Aufgabe 1. (5 min) Findet herraus, das Michel der Verräter ist und bereitet euch eventuell auf die Ankunft von Sascha Hallmann vor.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 2. (30 min max) Bekämpft und besiegt Sascha den Totengräber.&lt;br /&gt;
&lt;br /&gt;
Aufgabe 3. (10 min max) Findet heraus, dass die wahre Gefahr aus der Hammer Burg selber kommt. &lt;br /&gt;
&lt;br /&gt;
== Places ==&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=File:Stellau.jpg&amp;diff=511</id>
		<title>File:Stellau.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=File:Stellau.jpg&amp;diff=511"/>
		<updated>2026-04-07T22:28:52Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stellau, created by Vorlov&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Riverwatch&amp;diff=510</id>
		<title>Riverwatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Riverwatch&amp;diff=510"/>
		<updated>2026-03-05T21:24:14Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riverwatch is the peak of small, steep mountain standing near to the river East stream in the Stormlands. In the Stormlands Campaign it is the place where the main force of the Ruby Knights have their military camp.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Riverwatch&amp;diff=509</id>
		<title>Riverwatch</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Riverwatch&amp;diff=509"/>
		<updated>2026-03-05T21:22:43Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;Riverwatch is the peak of small hill. In the Stormlands Campaign it is the place where the main force of the Ruby Knights have their military camp.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riverwatch is the peak of small hill. In the Stormlands Campaign it is the place where the main force of the Ruby Knights have their military camp.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=508</id>
		<title>Pantheon of Gods</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=508"/>
		<updated>2026-03-05T20:55:26Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Pillars of Existence (CR ∞) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Pantheon ==&lt;br /&gt;
The Pantheon basically is a list of gods that are known, listed in a hierarchy based on the interpretation of power/influence of conscious beings. &lt;br /&gt;
&lt;br /&gt;
Within the pantheon differences exist. The differences are usually based on Devotion and thus power/influence.&lt;br /&gt;
&lt;br /&gt;
The Pantheon lists gods in a hierarchy, but the hierarchy is imperfect and can be changed, depending on how the story of the world turns out, since the power of a god depends on devotion.&lt;br /&gt;
&lt;br /&gt;
== What is a god/goddess? ==&lt;br /&gt;
Description: A God is a supernatural being considered sacred and worthy of worship, often believed to have authority over some aspect/domain of existence. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;God&amp;quot; is a status and a &amp;quot;creature type&amp;quot;: It enables limited but hard to overcome immortality, resistance and power, but depends on devotion. Thus this status can be changed, given or taken. &lt;br /&gt;
&lt;br /&gt;
Domain/Aspect: Gods are representatives of physical and mental attributes, patterns of behavior, believes or even the basic principals for existence. &lt;br /&gt;
&lt;br /&gt;
Devotion: Believing, behaving or acting in a way an aspect or domain covers grants the connected god power. The more influential/powerful these influences, believes, behaviors or acts are, the more power is granted to the god of the specific domain. The devotion of a thing is also the source to fuel the godly powers of believers.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy of Gods ==&lt;br /&gt;
&lt;br /&gt;
==== The Origin (CR ∞) ====&lt;br /&gt;
&amp;quot;The Origin&amp;quot; is the most mysteries and rarely devoted to group of gods known to existence. Members of the Origin need no devotion to exist for existence is a fact. The intention of &amp;quot;The Origin&amp;quot; is impossible to read. It stands for &amp;quot;Creation&amp;quot; in the truest sense of the word. The term &amp;quot;creation&amp;quot; has been adapted by other gods but true creation is bound to &amp;quot;The Origin&amp;quot;, a force that came out of nothingness and created the pillars of existence. True Followers of this path are older then dragons, giants, Devils, Demons, Angels and most individuals that claim to be old. The only followers known to modern history seem to be Arnem and Ishnar, the Snake Twins (Yuan-Ti).&lt;br /&gt;
&lt;br /&gt;
The World Serpent &lt;br /&gt;
&lt;br /&gt;
Ao - The Creator &lt;br /&gt;
&lt;br /&gt;
==== Pillars of Existence (CR ∞) ====&lt;br /&gt;
The Pillars of Existence describes gods that are seen to be base of existence, working with each other, willingly or not, to create the canvas that everything is painted on. They literally are seen as the base of existence and if even one of them would be missing existence would end. Some people see these gods as principals and not as beings. &lt;br /&gt;
&lt;br /&gt;
[[Erit]] - God of Space and Matter. (Matter)&lt;br /&gt;
&lt;br /&gt;
[[Mortis]] - God of Death and the end. (Meaning)&lt;br /&gt;
&lt;br /&gt;
[[Tempist]] - God of Time and Destiny. (Cause) &lt;br /&gt;
&lt;br /&gt;
[[Vitalis]] - God of Life and recreation. (Consciousness) &lt;br /&gt;
&lt;br /&gt;
==== Major Gods (51+) ====&lt;br /&gt;
Major Gods are beings able to change the rules of existence to a limited extend. &lt;br /&gt;
&lt;br /&gt;
[[Mystra]]/Mystral - Keeper of Secrets and master of the Ethereal Plane&lt;br /&gt;
&lt;br /&gt;
[[Annam]] - All-Father - God of Giants&lt;br /&gt;
&lt;br /&gt;
[[Io/Asgorath]] - God of Dragons&lt;br /&gt;
&lt;br /&gt;
==== Gods (CR 31-50) ====&lt;br /&gt;
These are the gods that are the most powerfull representation of the current state of the word and are able to enforce them to a high extend. They stand fore broad domains and thus draw power from many sources. &lt;br /&gt;
&lt;br /&gt;
Moradin - God of Dwarfs&lt;br /&gt;
&lt;br /&gt;
Corellon Larethia - God of the Elves&lt;br /&gt;
&lt;br /&gt;
Bahamut - God of good Dragons&lt;br /&gt;
&lt;br /&gt;
Tiamat - God of evil Dragons&lt;br /&gt;
&lt;br /&gt;
Primus - God of Judgement&lt;br /&gt;
&lt;br /&gt;
Hades - God of Hopelessness, Apathy and Despair&lt;br /&gt;
&lt;br /&gt;
Persephone - God of Eternal Bliss&lt;br /&gt;
&lt;br /&gt;
==== Minor Gods (CR 21-30) ====&lt;br /&gt;
Minor Gods are representatives of specific domains. &lt;br /&gt;
&lt;br /&gt;
Othea - Mother of Giants&lt;br /&gt;
&lt;br /&gt;
Maglubiyet - God of Goblins&lt;br /&gt;
&lt;br /&gt;
Gruumsh - God of Orcs&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness&lt;br /&gt;
&lt;br /&gt;
[[Namtaru]] - Mother of Spiders&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness and Retribution&lt;br /&gt;
&lt;br /&gt;
Norlys - Angel of the Northlight&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demigods are beings with godly powers without being gods themselves. They don&#039;t rely on but can be empowered by it nonetheless. They can be greatest supporter of the pantheon or the greatest threat. By being unbound this way, the pantheon never will be save and thus can change. Thus this is the place to include any kind of fiends like devils and demons.   &lt;br /&gt;
&lt;br /&gt;
==== Demigod (CR 28+) ====&lt;br /&gt;
Demigods are on the verge of becoming gods, having godlike features, powers and resistances and are able to disturb the the order of the pantheon in a major way. Even though they are listed beneath the pantheon they can be more powerfull than gods themselves without the downsides. They tend to be immortal or at least seem to be. &lt;br /&gt;
&lt;br /&gt;
God Avatar - Many Gods have the power to create Avatars of themselves. These are on the Level of Demigods. &lt;br /&gt;
&lt;br /&gt;
[[Asmodeus]] - Prime Archdevil, Lord of Hell (Devil)&lt;br /&gt;
&lt;br /&gt;
Mephistopheles - Chief Devil, Hell&#039;s greatest Wizard (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Monoris]] - Daughter of Death, Goddess of Souls, Creator of the Soul Plague. (Celestial) &lt;br /&gt;
&lt;br /&gt;
Vecna - The Whispered one (Undead) &lt;br /&gt;
&lt;br /&gt;
Tarrasque - High Earth Titan &lt;br /&gt;
&lt;br /&gt;
The World Kraken - High Water Titan &lt;br /&gt;
&lt;br /&gt;
Pale Knight - Mother of Demons &lt;br /&gt;
&lt;br /&gt;
==== High Servants (21 - 27) ====&lt;br /&gt;
Any Archdemonon&lt;br /&gt;
&lt;br /&gt;
Any Archdevil aside from [[Asmodeus]] &lt;br /&gt;
&lt;br /&gt;
[[Vorlov]] -  Vampire Lord of Klarsen (Undead)&lt;br /&gt;
&lt;br /&gt;
[[Zariel]] - Ruler of Avernus (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Garshon]] - King of Ignetia (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Celthintiallore]] - Black Great Wyrm (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[The Red Doom]] - Red Great Wyrm (Dragon) &lt;br /&gt;
&lt;br /&gt;
Da-Kuris - Devil of swallowing Light (Devil) &lt;br /&gt;
&lt;br /&gt;
==== Striving (16 - 20) ====&lt;br /&gt;
[[Ocard]] - Fallen Gold Dragon of Bahamut (Dragon)&lt;br /&gt;
&lt;br /&gt;
Doonstein - Brewer of the end (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Argar]] - Paladin of the Red Talons (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[Ignel]] - Archwizard of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Morten]] - Hammer of Vitalis, Druid of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Yagu]] - Tireless hunter of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
Eynmana - Snowangel of Tiers and suffering (Celestial)&lt;br /&gt;
&lt;br /&gt;
Imdirion - The Witness (Humanoid)&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Tempist&amp;diff=507</id>
		<title>Tempist</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Tempist&amp;diff=507"/>
		<updated>2026-03-05T20:30:38Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tempist is the [[Pantheon of Gods|god]] of Time and Destiny but at the core most likeley the god of &amp;quot;cause&amp;quot;. together with [[Mortis]] (death and the end)), [[Vitalis]] (Life and Renewal) and [[Erit]] (Space and Matter) she forms the Four [[Pillars of Existence]], the highest form of godhood possible.&lt;br /&gt;
&lt;br /&gt;
She is a neutral god often being seen as being chaotic, the source of chance and destiny, combating the stability and safety. &lt;br /&gt;
&lt;br /&gt;
She is also called: Time, Opportunity, The Changer, The uncertain one, Destiny, The Three Faced, Eternity. &lt;br /&gt;
&lt;br /&gt;
Tempist exists at any point in time and between any given moment without gathering or loosing power overall. The Past, the present and the future exists at the same time for her. For her existence is like a story read many times, unchanging but surprising and exciting anyways. Choice is an illusion but stories written hide interpretations not yet noticed. Existing at all times it is like existing in a loop, granting her the questionable honor to be the representation of eternity, destiny and thus all knowing. &lt;br /&gt;
&lt;br /&gt;
=== Symbols of Tempist ===&lt;br /&gt;
In different culture Tempist has different Symbols representing her:&lt;br /&gt;
&lt;br /&gt;
An Hourglass, The Color Blue, The Color Violet, An Eye, A Watch, Sun and Moon, Freedom.&lt;br /&gt;
&lt;br /&gt;
=== Quotes ===&lt;br /&gt;
&#039;&#039;Opportunity is an Illusion.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Are decisions the source of change or the result of it?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny is luck or misfortune for those blind to it.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Would I understand, cherish, believe or know what &amp;quot;Time&amp;quot; means, I&#039;d be a god myself.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Destiny exists but can&#039;t be shared.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Anything &amp;quot;is&amp;quot; at many times, won&#039;t &amp;quot;at&amp;quot; many more and thus won&#039;t ever matter, until it does.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An Unknown destiny calling is real freedom.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commandments of Tempist ===&lt;br /&gt;
&lt;br /&gt;
# Tempest is Destiny and Change.&lt;br /&gt;
# Time between Moments is prayer to Tempist.&lt;br /&gt;
# Freedom is to choose your destiny.&lt;br /&gt;
# The Future is certain, destiny is not. &lt;br /&gt;
# Noting matters but intention.&lt;br /&gt;
# Expectations do not shape the future, nor memories the past.&lt;br /&gt;
# Past, present and future are two sides of the same coin.&lt;br /&gt;
&lt;br /&gt;
==== Common Folk ====&lt;br /&gt;
Everything is affected by change, if you like it or not. Tempest acknowledges those who give into the stream of time, those who understand that nothing matters aside the way we confront unchangeable destiny and uncertain pasts. Freedom is to choose hardship if necessary even if it seems useless, for Destiny is dictating future, not an opposing force. &lt;br /&gt;
&lt;br /&gt;
=== The Blessings/Curses of Tempist ===&lt;br /&gt;
Tempist grants boons to individuals but it is impossible to tell blessing from curse.&lt;br /&gt;
&lt;br /&gt;
Time Travel: Allowing beings to travel through time does not change the fact, that Tempist already knows the outcome of this travel. &lt;br /&gt;
&lt;br /&gt;
Free of Destiny/Child of Surprise: Some are touched by Tempist and allowed to give a new interpretation to an already written story and even be able to change it. In the eyes of the afflicted, they earned the highest form of freedom.&lt;br /&gt;
&lt;br /&gt;
Send to Limbo: Beeing send to Limbo means to share eternity with Tempist herself. Being send there means loosing any sense of past, present or future. A place meant for those who strife for complete knowledge and insignificance. &lt;br /&gt;
&lt;br /&gt;
==== High impact planes ====&lt;br /&gt;
&lt;br /&gt;
# Elemental Chaos&lt;br /&gt;
# Limbo&lt;br /&gt;
&lt;br /&gt;
==== Neutral impact planes ====&lt;br /&gt;
&lt;br /&gt;
# Material Plane&lt;br /&gt;
# Mount Celestia&lt;br /&gt;
# The Abyss&lt;br /&gt;
# The Nine Hells&lt;br /&gt;
# Arborea&lt;br /&gt;
# Etherial/Astral Plane&lt;br /&gt;
&lt;br /&gt;
==== Low impact planes ====&lt;br /&gt;
&lt;br /&gt;
# Hades&lt;br /&gt;
# Feywild &lt;br /&gt;
# Shadowfell&lt;br /&gt;
# Elysium &lt;br /&gt;
# Mechanus&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=506</id>
		<title>Pantheon of Gods</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=506"/>
		<updated>2026-03-05T20:29:19Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Pillars of Existence (CR ∞) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Pantheon ==&lt;br /&gt;
The Pantheon basically is a list of gods that are known, listed in a hierarchy based on the interpretation of power/influence of conscious beings. &lt;br /&gt;
&lt;br /&gt;
Within the pantheon differences exist. The differences are usually based on Devotion and thus power/influence.&lt;br /&gt;
&lt;br /&gt;
The Pantheon lists gods in a hierarchy, but the hierarchy is imperfect and can be changed, depending on how the story of the world turns out, since the power of a god depends on devotion.&lt;br /&gt;
&lt;br /&gt;
== What is a god/goddess? ==&lt;br /&gt;
Description: A God is a supernatural being considered sacred and worthy of worship, often believed to have authority over some aspect/domain of existence. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;God&amp;quot; is a status and a &amp;quot;creature type&amp;quot;: It enables limited but hard to overcome immortality, resistance and power, but depends on devotion. Thus this status can be changed, given or taken. &lt;br /&gt;
&lt;br /&gt;
Domain/Aspect: Gods are representatives of physical and mental attributes, patterns of behavior, believes or even the basic principals for existence. &lt;br /&gt;
&lt;br /&gt;
Devotion: Believing, behaving or acting in a way an aspect or domain covers grants the connected god power. The more influential/powerful these influences, believes, behaviors or acts are, the more power is granted to the god of the specific domain. The devotion of a thing is also the source to fuel the godly powers of believers.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy of Gods ==&lt;br /&gt;
&lt;br /&gt;
==== The Origin (CR ∞) ====&lt;br /&gt;
&amp;quot;The Origin&amp;quot; is the most mysteries and rarely devoted to group of gods known to existence. Members of the Origin need no devotion to exist for existence is a fact. The intention of &amp;quot;The Origin&amp;quot; is impossible to read. It stands for &amp;quot;Creation&amp;quot; in the truest sense of the word. The term &amp;quot;creation&amp;quot; has been adapted by other gods but true creation is bound to &amp;quot;The Origin&amp;quot;, a force that came out of nothingness and created the pillars of existence. True Followers of this path are older then dragons, giants, Devils, Demons, Angels and most individuals that claim to be old. The only followers known to modern history seem to be Arnem and Ishnar, the Snake Twins (Yuan-Ti).&lt;br /&gt;
&lt;br /&gt;
The World Serpent &lt;br /&gt;
&lt;br /&gt;
Ao - The Creator &lt;br /&gt;
&lt;br /&gt;
==== Pillars of Existence (CR ∞) ====&lt;br /&gt;
The Pillars of Existence describes gods that are seen to be base of existence, working with each other, willingly or not, to create the canvas that everything is painted on. They literally are seen as the base of existence and if even one of them would be missing existence would end.&lt;br /&gt;
&lt;br /&gt;
[[Erit]] - God of Space and Matter. (Matter)&lt;br /&gt;
&lt;br /&gt;
[[Mortis]] - God of Death and the end. (Meaning)&lt;br /&gt;
&lt;br /&gt;
[[Tempist]] - God of Time and Destiny. (Cause) &lt;br /&gt;
&lt;br /&gt;
[[Vitalis]] - God of Life and recreation. (Consciousness) &lt;br /&gt;
&lt;br /&gt;
==== Major Gods (51+) ====&lt;br /&gt;
Major Gods are beings able to change the rules of existence to a limited extend. &lt;br /&gt;
&lt;br /&gt;
[[Mystra]]/Mystral - Keeper of Secrets and master of the Ethereal Plane&lt;br /&gt;
&lt;br /&gt;
[[Annam]] - All-Father - God of Giants&lt;br /&gt;
&lt;br /&gt;
[[Io/Asgorath]] - God of Dragons&lt;br /&gt;
&lt;br /&gt;
==== Gods (CR 31-50) ====&lt;br /&gt;
These are the gods that are the most powerfull representation of the current state of the word and are able to enforce them to a high extend. They stand fore broad domains and thus draw power from many sources. &lt;br /&gt;
&lt;br /&gt;
Moradin - God of Dwarfs&lt;br /&gt;
&lt;br /&gt;
Corellon Larethia - God of the Elves&lt;br /&gt;
&lt;br /&gt;
Bahamut - God of good Dragons&lt;br /&gt;
&lt;br /&gt;
Tiamat - God of evil Dragons&lt;br /&gt;
&lt;br /&gt;
Primus - God of Judgement&lt;br /&gt;
&lt;br /&gt;
Hades - God of Hopelessness, Apathy and Despair&lt;br /&gt;
&lt;br /&gt;
Persephone - God of Eternal Bliss&lt;br /&gt;
&lt;br /&gt;
==== Minor Gods (CR 21-30) ====&lt;br /&gt;
Minor Gods are representatives of specific domains. &lt;br /&gt;
&lt;br /&gt;
Othea - Mother of Giants&lt;br /&gt;
&lt;br /&gt;
Maglubiyet - God of Goblins&lt;br /&gt;
&lt;br /&gt;
Gruumsh - God of Orcs&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness&lt;br /&gt;
&lt;br /&gt;
[[Namtaru]] - Mother of Spiders&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness and Retribution&lt;br /&gt;
&lt;br /&gt;
Norlys - Angel of the Northlight&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demigods are beings with godly powers without being gods themselves. They don&#039;t rely on but can be empowered by it nonetheless. They can be greatest supporter of the pantheon or the greatest threat. By being unbound this way, the pantheon never will be save and thus can change. Thus this is the place to include any kind of fiends like devils and demons.   &lt;br /&gt;
&lt;br /&gt;
==== Demigod (CR 28+) ====&lt;br /&gt;
Demigods are on the verge of becoming gods, having godlike features, powers and resistances and are able to disturb the the order of the pantheon in a major way. Even though they are listed beneath the pantheon they can be more powerfull than gods themselves without the downsides. They tend to be immortal or at least seem to be. &lt;br /&gt;
&lt;br /&gt;
God Avatar - Many Gods have the power to create Avatars of themselves. These are on the Level of Demigods. &lt;br /&gt;
&lt;br /&gt;
[[Asmodeus]] - Prime Archdevil, Lord of Hell (Devil)&lt;br /&gt;
&lt;br /&gt;
Mephistopheles - Chief Devil, Hell&#039;s greatest Wizard (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Monoris]] - Daughter of Death, Goddess of Souls, Creator of the Soul Plague. (Celestial) &lt;br /&gt;
&lt;br /&gt;
Vecna - The Whispered one (Undead) &lt;br /&gt;
&lt;br /&gt;
Tarrasque - High Earth Titan &lt;br /&gt;
&lt;br /&gt;
The World Kraken - High Water Titan &lt;br /&gt;
&lt;br /&gt;
Pale Knight - Mother of Demons &lt;br /&gt;
&lt;br /&gt;
==== High Servants (21 - 27) ====&lt;br /&gt;
Any Archdemonon&lt;br /&gt;
&lt;br /&gt;
Any Archdevil aside from [[Asmodeus]] &lt;br /&gt;
&lt;br /&gt;
[[Vorlov]] -  Vampire Lord of Klarsen (Undead)&lt;br /&gt;
&lt;br /&gt;
[[Zariel]] - Ruler of Avernus (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Garshon]] - King of Ignetia (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Celthintiallore]] - Black Great Wyrm (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[The Red Doom]] - Red Great Wyrm (Dragon) &lt;br /&gt;
&lt;br /&gt;
Da-Kuris - Devil of swallowing Light (Devil) &lt;br /&gt;
&lt;br /&gt;
==== Striving (16 - 20) ====&lt;br /&gt;
[[Ocard]] - Fallen Gold Dragon of Bahamut (Dragon)&lt;br /&gt;
&lt;br /&gt;
Doonstein - Brewer of the end (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Argar]] - Paladin of the Red Talons (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[Ignel]] - Archwizard of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Morten]] - Hammer of Vitalis, Druid of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Yagu]] - Tireless hunter of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
Eynmana - Snowangel of Tiers and suffering (Celestial)&lt;br /&gt;
&lt;br /&gt;
Imdirion - The Witness (Humanoid)&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=505</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=505"/>
		<updated>2026-01-06T15:52:14Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 3. The Houling Chappel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
The Nothern gate ist the one that is used most often. That&#039;s most likeley the reason why it is heavily guarded at all times. The guards here can give the players information about who has entered or left the city recently. It is also the place where contracts are given to adventurers or soldiers to serve the city.&lt;br /&gt;
&lt;br /&gt;
Quests:&lt;br /&gt;
&lt;br /&gt;
# Kill the Manticore: Cows and Bulls beware! The Mountain lions and their flying bretheren seem to be more aggressive this year. We keep them alive to rid us of the giant goats witch are ravaging our food supplies but it happened many times in the last weeks that our farmers where attacked and many of them died. we don&#039;t know why they seem to be more aggressive but it has to stop! They usually attack only small detachments so sending troups will not yield any success. A small and strong group would be perfect for the job. The Farmers will be gratefull. We believe they rest south of the [[Giants Nest]] north east of [[Horntal]], just 1 and 1/2 days of travel. &lt;br /&gt;
# Return Reckoner Artifacts: Two of our Reckoner Brothers did not return from their journey to [[Sodtstone Church Ruin]] so we must believe that they are dead. They investigated the swamp in the north for they believed this place has something to do with the curse of the young ones - Disappearing younglings. Your task will be to return their gear and if possible information about their demise.&lt;br /&gt;
# The Flying Monster: The Stormcallers say that they have seen a flying creature during one of the recent storms near [[Lovers Lake]]. They say it disappeared shortly after. Travelers at the lake have claimed the same. They say it is a gigantic dragon that has landed there to drink before continuing its journey to the east. Others say it flew north. Others say it flew west. All of them seem to have very different memories of the sighting.&lt;br /&gt;
# Kill the Traitors: There is a ship sailing in the Aschemeer filled with outlaw minotaurs. Sink the damn thing and get rid of all of them. Your king demands it. They have been seen to rest at the [[Hoof&#039;s Harbour Ruin]] a few weeks ago. Maybe there is still something to be found. These Clanless individuals will see what happens to those who deem to put themselves outside the System.&lt;br /&gt;
# Holy Cow!: Just recently a hooded person  has been seen fighting a cow during an earthquake east of Cloud Horde Peak on the [[Waterramp]]. The Stormcallers say that the earth itself moved where the two of them fought. It was near the river they said. Both disappeared shortly after. What has happened? Some of the tempest clerics say that this is an omen. &amp;quot;The Living Hills seek revenge&amp;quot; they say. &lt;br /&gt;
# Elven Treasures: The Stomper Clan tells of a large war host far east near the east Stream on a hill. Elven horsemen have assembeld there a few months ago and are fighting the stomper clan for their territory, killing their members and burning the fields. It is said the Elves in red robes issued a command: &amp;quot;Return all elven treasures or find yourself at the end of my lance, beasts. Signed, Prince Dondriel, third Son of Dundrel, King of the Ruby Knights&amp;quot;. This could mean war but this is our land. defend it with all you&#039;ve got. If you want to join the war effort travel to the stompers capital in the east - The [[Dragonstone Arena]]. &lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
An old Chappel made of grey stone stands in the north east of the city of Horntal. Other buildings and people who live here keep a save distance of at least 100 ft. to this place. They say it is cursed and bodyless voices can be heard. It&#039;s walls still stand tall and beautifull carvings still tell storys of heroic victorys if the reader understands elvish. Magical Signs can be seen on many of the remaining walls. Inside there are many rows of benches and at the far end of the chappel there is a platform with a shining book, radiating with golden energy. Behind it stands a huge statue made of stone representing an elven soldier with a stoic facial expression. one handed Maul in the one hand and a shield in the other, eyes glowing faintly with a blue light, nearly extinguished. This must have been a holy place for the elves of Aravaile (History of the [[Stormlands]]), that much is sure. &lt;br /&gt;
&lt;br /&gt;
# The Carvings on the wall: Must understand Elvish, History Check 15. Gain one Story part of Aravaile (History of the [[Stormlands]]). &lt;br /&gt;
# Magical Signs: Arcana 15. These are protective Signs of the school of summoning. They seem to react to Minotaurs and Fiends. If activated individuals of that kind within the chapel or close by have to succeed a DC 15 Wisdom Saving Throw or be paralyzed and take 2d6 radiant damage. These beings will hear cursing voices of dead elves.&lt;br /&gt;
# The Book: A very heavy and large book resting on a Stone Table. Elvish + Investigation    Free if elvish (No check) = The latest paragraph gives interesting information about this place: &#039;&#039;&amp;quot;We Noble ones, the Sunstorm three, refuse to give in to decree. A Monarchs weapon, even more? It shakes me to my Smith Hearts core! As king fell dead and dragon slayen, you became our futures bane. You fool was crowned, a promise made, not free of charge, with blood we payed. Sardior oh Sardior I cried for him the ruby tiers and you waste land on monsters fierce. You waste treasure, pride we made but you won&#039;t get your fathers blade! We will bear your curse with pride for all the honored Knights who died. For one who can not hold his bride? Who gives away instead of fight? Do you really think that&#039;s right? You&#039;re not worthy, step aside! My soul will stay as you command until your bloodline speaks the chant. Willingly in cursed grave, while I deny you&#039;re fathers blade. For Sunstorm is a Paragon, too precious for a horned one. May the red Doom find you, Gift King!&amp;quot;&#039;&#039;  DC 16 Investigation and Elvish = Gain one Knowladge of the Aravaile History (History of the [[Stormlands]]). Nontheless, most of the ink on the other pages appear in a ghostly blue glow like it is protected by something more powerfull then mere magic. It seems like the statue. (Magical Artifact: Story of Aravaile. For every time when it is brought to the statue counterpart in Souls Rest a new Information can be gained by reading for an hour without a check).   DC 20 Investigation = The Book is trapped. Lifting it up from the altar will trigger something (Three Ghosts will appear and try to ensure that the book does not leave the chappel. &lt;br /&gt;
# The Statue: Insight DC 15: The Statue always seems to have a look at the book at seems more angry when it is read by people. (Stone Golem can turn to life if it has to protect the book from harm (Not if it is stolen, just harm to the book. Area of effect damage counts). &lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=504</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=504"/>
		<updated>2026-01-06T15:51:49Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 3. The Houling Chappel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
The Nothern gate ist the one that is used most often. That&#039;s most likeley the reason why it is heavily guarded at all times. The guards here can give the players information about who has entered or left the city recently. It is also the place where contracts are given to adventurers or soldiers to serve the city.&lt;br /&gt;
&lt;br /&gt;
Quests:&lt;br /&gt;
&lt;br /&gt;
# Kill the Manticore: Cows and Bulls beware! The Mountain lions and their flying bretheren seem to be more aggressive this year. We keep them alive to rid us of the giant goats witch are ravaging our food supplies but it happened many times in the last weeks that our farmers where attacked and many of them died. we don&#039;t know why they seem to be more aggressive but it has to stop! They usually attack only small detachments so sending troups will not yield any success. A small and strong group would be perfect for the job. The Farmers will be gratefull. We believe they rest south of the [[Giants Nest]] north east of [[Horntal]], just 1 and 1/2 days of travel. &lt;br /&gt;
# Return Reckoner Artifacts: Two of our Reckoner Brothers did not return from their journey to [[Sodtstone Church Ruin]] so we must believe that they are dead. They investigated the swamp in the north for they believed this place has something to do with the curse of the young ones - Disappearing younglings. Your task will be to return their gear and if possible information about their demise.&lt;br /&gt;
# The Flying Monster: The Stormcallers say that they have seen a flying creature during one of the recent storms near [[Lovers Lake]]. They say it disappeared shortly after. Travelers at the lake have claimed the same. They say it is a gigantic dragon that has landed there to drink before continuing its journey to the east. Others say it flew north. Others say it flew west. All of them seem to have very different memories of the sighting.&lt;br /&gt;
# Kill the Traitors: There is a ship sailing in the Aschemeer filled with outlaw minotaurs. Sink the damn thing and get rid of all of them. Your king demands it. They have been seen to rest at the [[Hoof&#039;s Harbour Ruin]] a few weeks ago. Maybe there is still something to be found. These Clanless individuals will see what happens to those who deem to put themselves outside the System.&lt;br /&gt;
# Holy Cow!: Just recently a hooded person  has been seen fighting a cow during an earthquake east of Cloud Horde Peak on the [[Waterramp]]. The Stormcallers say that the earth itself moved where the two of them fought. It was near the river they said. Both disappeared shortly after. What has happened? Some of the tempest clerics say that this is an omen. &amp;quot;The Living Hills seek revenge&amp;quot; they say. &lt;br /&gt;
# Elven Treasures: The Stomper Clan tells of a large war host far east near the east Stream on a hill. Elven horsemen have assembeld there a few months ago and are fighting the stomper clan for their territory, killing their members and burning the fields. It is said the Elves in red robes issued a command: &amp;quot;Return all elven treasures or find yourself at the end of my lance, beasts. Signed, Prince Dondriel, third Son of Dundrel, King of the Ruby Knights&amp;quot;. This could mean war but this is our land. defend it with all you&#039;ve got. If you want to join the war effort travel to the stompers capital in the east - The [[Dragonstone Arena]]. &lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
An old Chappel made of grey stone stands in the north east of the city of Horntal. Other buildings and people who live here keep a save distance of at least 100 ft. to this place. They say it is cursed and bodyless voices can be heard. It&#039;s walls still stand tall and beautifull carvings still tell storys of heroic victorys if the reader understands elvish. Magical Signs can be seen on many of the remaining walls. Inside there are many rows of benches and at the far end of the chappel there is a platform with a shining book, radiating with golden energy. Behind it stands a huge statue made of stone representing an elven soldier with a stoic facial expression. one handed Maul in the one hand and a shield in the other, eyes glowing faintly with a blue light, nearly extinguished. This must have been a holy place for the elves of Aravaile (History of the [[Stormlands]]), that much is sure. &lt;br /&gt;
&lt;br /&gt;
# The Carvings on the wall: Must understand Elvish, History Check 15. Gain one Story part of Aravaile (History of the [[Stormlands]]). &lt;br /&gt;
# Magical Signs: Arcana 15. These are protective Signs of the school of summoning. They seem to react to Minotaurs and Fiends. If activated individuals of that kind within the chapel or close by have to succeed a DC 15 Wisdom Saving Throw or be paralyzed and take 2d6 radiant damage. These beings will hear cursing voices of dead elves.&lt;br /&gt;
# The Book: A very heavy and large book resting on a Stone Table. Elvish + Investigation    Free if elvish (No check) = The latest paragraph gives interesting information about this place: &#039;&#039;&amp;quot;We Noble ones, the Sunstorm three, refuse to give in to decree. A Monarchs weapon, even more? It shakes me to my Smith Hearts core! As king fell dead and dragon slayen, you became our futures bane. You fool was crowned, a promise made, not free of charge, with blood we payed. Sardior oh Sardior I cried for him the ruby tiers and you waste land on monsters fierce. You waste treasure, pride we made but you won&#039;t get your fathers blade! We will bear your curse with pride for all the honored Knights who died. For one who can not hold his bride? Who gives away instead of fight? Do you really think that&#039;s right? You&#039;re not worthy, step aside! My soul will stay as you command until your bloodline speaks the chant. Willingly in cursed grave, while I deny you&#039;re fathers blade. For Sunstorm is a Paragon, too precious for a horned one. May the red Doom find you, Gift King!&amp;quot;&#039;&#039; DC 16 Investigation and Elvish = Gain one Knowladge of the Aravaile History (History of the [[Stormlands]]). Nontheless, most of the ink on the other pages appear in a ghostly blue glow like it is protected by something more powerfull then mere magic. It seems like the statue. (Magical Artifact: Story of Aravaile. For every time when it is brought to the statue counterpart in Souls Rest a new Information can be gained by reading for an hour without a check).  DC 20 Investigation = The Book is trapped. Lifting it up from the altar will trigger something (Three Ghosts will appear and try to ensure that the book does not leave the chappel. &lt;br /&gt;
# The Statue: Insight DC 15: The Statue always seems to have a look at the book at seems more angry when it is read by people. (Stone Golem can turn to life if it has to protect the book from harm (Not if it is stolen, just harm to the book. Area of effect damage counts). &lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=503</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=503"/>
		<updated>2026-01-06T14:58:24Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 3. The Houling Chappel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
The Nothern gate ist the one that is used most often. That&#039;s most likeley the reason why it is heavily guarded at all times. The guards here can give the players information about who has entered or left the city recently. It is also the place where contracts are given to adventurers or soldiers to serve the city.&lt;br /&gt;
&lt;br /&gt;
Quests:&lt;br /&gt;
&lt;br /&gt;
# Kill the Manticore: Cows and Bulls beware! The Mountain lions and their flying bretheren seem to be more aggressive this year. We keep them alive to rid us of the giant goats witch are ravaging our food supplies but it happened many times in the last weeks that our farmers where attacked and many of them died. we don&#039;t know why they seem to be more aggressive but it has to stop! They usually attack only small detachments so sending troups will not yield any success. A small and strong group would be perfect for the job. The Farmers will be gratefull. We believe they rest south of the [[Giants Nest]] north east of [[Horntal]], just 1 and 1/2 days of travel. &lt;br /&gt;
# Return Reckoner Artifacts: Two of our Reckoner Brothers did not return from their journey to [[Sodtstone Church Ruin]] so we must believe that they are dead. They investigated the swamp in the north for they believed this place has something to do with the curse of the young ones - Disappearing younglings. Your task will be to return their gear and if possible information about their demise.&lt;br /&gt;
# The Flying Monster: The Stormcallers say that they have seen a flying creature during one of the recent storms near [[Lovers Lake]]. They say it disappeared shortly after. Travelers at the lake have claimed the same. They say it is a gigantic dragon that has landed there to drink before continuing its journey to the east. Others say it flew north. Others say it flew west. All of them seem to have very different memories of the sighting.&lt;br /&gt;
# Kill the Traitors: There is a ship sailing in the Aschemeer filled with outlaw minotaurs. Sink the damn thing and get rid of all of them. Your king demands it. They have been seen to rest at the [[Hoof&#039;s Harbour Ruin]] a few weeks ago. Maybe there is still something to be found. These Clanless individuals will see what happens to those who deem to put themselves outside the System.&lt;br /&gt;
# Holy Cow!: Just recently a hooded person  has been seen fighting a cow during an earthquake east of Cloud Horde Peak on the [[Waterramp]]. The Stormcallers say that the earth itself moved where the two of them fought. It was near the river they said. Both disappeared shortly after. What has happened? Some of the tempest clerics say that this is an omen. &amp;quot;The Living Hills seek revenge&amp;quot; they say. &lt;br /&gt;
# Elven Treasures: The Stomper Clan tells of a large war host far east near the east Stream on a hill. Elven horsemen have assembeld there a few months ago and are fighting the stomper clan for their territory, killing their members and burning the fields. It is said the Elves in red robes issued a command: &amp;quot;Return all elven treasures or find yourself at the end of my lance, beasts. Signed, Prince Dondriel, third Son of Dundrel, King of the Ruby Knights&amp;quot;. This could mean war but this is our land. defend it with all you&#039;ve got. If you want to join the war effort travel to the stompers capital in the east - The [[Dragonstone Arena]]. &lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
An old Chappel made of grey stone stands in the north east of the city of Horntal. Other buildings and people who live here keep a save distance of at least 100 ft. to this place. They say it is cursed and bodyless voices can be heard. It&#039;s walls still stand tall and beautifull carvings still tell storys of heroic victorys if the reader understands elvish. Magical Signs can be seen on many of the remaining walls. Inside there are many rows of benches and at the far end of the chappel there is a platform with a shining book, radiating with golden energy. Behind it stands a huge statue made of stone representing an elven soldier with a One handed Maul in the one hand and a shield in the other. This must have been a holy place for the elves of Aravaile (History of the [[Stormlands]]), that much is sure. &lt;br /&gt;
&lt;br /&gt;
# The Carvings on the wall: Must understand Elvish, History Check 15. Gain one Story part of Aravaile (History of the [[Stormlands]]). &lt;br /&gt;
# Magical Signs: Arcana 15. These are protective Signs of the school of summoning. They seem to react to Minotaurs and Fiends. If activated individuals of that kind within the chapel or close by have to succeed a DC 15 Wisdom Saving Throw or be paralyzed and take 2d6 radiant damage. These beings will hear cursing voices of dead elves.&lt;br /&gt;
# The Book: A very heavy and large book resting on a Stone Table. Elvish + Investigation  DC 12 = Gain one Knowladge of the Aravaile History (History of the [[Stormlands]]).  DC 16 = A late paragraph gives interesing information about this place: &#039;&#039;&amp;quot;We Noble ones, the Sunstorm three, refuse to give in to decree. As king fell dead and dragon slayen, the rise to our futures bane. You fool was crowned, a gift was made, not free of charge, with blood we payed. Sardior oh Sardior I cried for him the ruby tiers and you waste land on monsters fierce. You waste steel, the pride we made but you won&#039;t get your fathers blade. We will bear you curse with pride for all the honored Knights who died. For one who can not hold his bride? Who gives away instead of fight? The one avoiding thund&#039;res night? Your not worthy, step aside! My soul will stay as you command until your bloodline speaks the chant. Willingly in curse&#039;d grave while I deny you&#039;re fathers blade. For Sunstorm is Paragon, too precious for a horned one.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Hoof%27s_Harbour_Ruin&amp;diff=502</id>
		<title>Hoof&#039;s Harbour Ruin</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Hoof%27s_Harbour_Ruin&amp;diff=502"/>
		<updated>2026-01-06T11:59:26Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;A former city with several paths down to the coast. Not much more then rubble of old buildings can be seen these days.  The Path down to the water leads to a camp that is every now and then used by the Pirates of Volter Woodfood (Minotaurs of the Stormlands). They usually have a small scouting party in the ruins of the city to watch out for intruders.   The bay the camp of the pirates is in is covered by high cliffs so the light can&amp;#039;t be seen from a far.   Quest: Con...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A former city with several paths down to the coast. Not much more then rubble of old buildings can be seen these days.&lt;br /&gt;
&lt;br /&gt;
The Path down to the water leads to a camp that is every now and then used by the Pirates of Volter Woodfood ([[Minotaurs of the Stormlands]]). They usually have a small scouting party in the ruins of the city to watch out for intruders. &lt;br /&gt;
&lt;br /&gt;
The bay the camp of the pirates is in is covered by high cliffs so the light can&#039;t be seen from a far. &lt;br /&gt;
&lt;br /&gt;
Quest: Confront Volter Woodfood and his pirates.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Sodtstone_Church_Ruin&amp;diff=501</id>
		<title>Sodtstone Church Ruin</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Sodtstone_Church_Ruin&amp;diff=501"/>
		<updated>2026-01-05T22:59:30Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;The Sodstone Church lies in the north eastern swamp of the stormlands. Not many of the walls are still left. Most of the building was clamed by the swamp and time itself to the point that any details that might have existed here to intetify it&amp;#039;s origin have been claimed by nature.   The Church is in a stratigically important position though for from there it is possible to travel from east to west or the other way arround in the stormlands without travelling over the mou...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Sodstone Church lies in the north eastern swamp of the stormlands. Not many of the walls are still left. Most of the building was clamed by the swamp and time itself to the point that any details that might have existed here to intetify it&#039;s origin have been claimed by nature. &lt;br /&gt;
&lt;br /&gt;
The Church is in a stratigically important position though for from there it is possible to travel from east to west or the other way arround in the stormlands without travelling over the mountain range that saperates east and west. &lt;br /&gt;
&lt;br /&gt;
This place is used by troups of the Ruby Knights of the High Elves as a choke point to guarantee that no Minotaurs are crossing to the east to confront the war host. The players will be ambushed here and be given an ultimatum: Come with them as guests, as prisoners or as corpses. Non of the players may ever return to western parts of the [[Stormlands]] to not give away there position. This will lead to conflict with the players.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=500</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=500"/>
		<updated>2026-01-01T02:10:27Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 1. Strangers Gate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
The Nothern gate ist the one that is used most often. That&#039;s most likeley the reason why it is heavily guarded at all times. The guards here can give the players information about who has entered or left the city recently. It is also the place where contracts are given to adventurers or soldiers to serve the city.&lt;br /&gt;
&lt;br /&gt;
Quests:&lt;br /&gt;
&lt;br /&gt;
# Kill the Manticore: Cows and Bulls beware! The Mountain lions and their flying bretheren seem to be more aggressive this year. We keep them alive to rid us of the giant goats witch are ravaging our food supplies but it happened many times in the last weeks that our farmers where attacked and many of them died. we don&#039;t know why they seem to be more aggressive but it has to stop! They usually attack only small detachments so sending troups will not yield any success. A small and strong group would be perfect for the job. The Farmers will be gratefull. We believe they rest south of the [[Giants Nest]] north east of [[Horntal]], just 1 and 1/2 days of travel. &lt;br /&gt;
# Return Reckoner Artifacts: Two of our Reckoner Brothers did not return from their journey to [[Sodtstone Church Ruin]] so we must believe that they are dead. They investigated the swamp in the north for they believed this place has something to do with the curse of the young ones - Disappearing younglings. Your task will be to return their gear and if possible information about their demise.&lt;br /&gt;
# The Flying Monster: The Stormcallers say that they have seen a flying creature during one of the recent storms near [[Lovers Lake]]. They say it disappeared shortly after. Travelers at the lake have claimed the same. They say it is a gigantic dragon that has landed there to drink before continuing its journey to the east. Others say it flew north. Others say it flew west. All of them seem to have very different memories of the sighting.&lt;br /&gt;
# Kill the Traitors: There is a ship sailing in the Aschemeer filled with outlaw minotaurs. Sink the damn thing and get rid of all of them. Your king demands it. They have been seen to rest at the [[Hoof&#039;s Harbour Ruin]] a few weeks ago. Maybe there is still something to be found. These Clanless individuals will see what happens to those who deem to put themselves outside the System.&lt;br /&gt;
# Holy Cow!: Just recently a hooded person  has been seen fighting a cow during an earthquake east of Cloud Horde Peak on the [[Waterramp]]. The Stormcallers say that the earth itself moved where the two of them fought. It was near the river they said. Both disappeared shortly after. What has happened? Some of the tempest clerics say that this is an omen. &amp;quot;The Living Hills seek revenge&amp;quot; they say. &lt;br /&gt;
# Elven Treasures: The Stomper Clan tells of a large war host far east near the east Stream on a hill. Elven horsemen have assembeld there a few months ago and are fighting the stomper clan for their territory, killing their members and burning the fields. It is said the Elves in red robes issued a command: &amp;quot;Return all elven treasures or find yourself at the end of my lance, beasts. Signed, Prince Dondriel, third Son of Dundrel, King of the Ruby Knights&amp;quot;. This could mean war but this is our land. defend it with all you&#039;ve got. If you want to join the war effort travel to the stompers capital in the east - The [[Dragonstone Arena]]. &lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=499</id>
		<title>Stormlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=499"/>
		<updated>2026-01-01T01:41:50Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stormlands Cover.png|center|Stormlands Cover. By Vorlov]] &lt;br /&gt;
&lt;br /&gt;
Far to the east of the known world lies the country called the Stormlands, known for it&#039;s fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called &amp;quot;the Horde in the Sky&amp;quot;. It is a country mostly controlled by the [[Minotaurs of the Stormlands]] ([[Minotaur]]) and aside from [[Gracia]] the only place were Minotaurs have relevance. Currently the fractions of the Stormlands are in Conflict of each other, since the rule of the Minotaurs recently fell into chaos. Several Hord-Leaders and a newly arrived High-Elf Army are fighting over the control of this area while other factions like humans, fey and others are caught within the conflict. Even though this place is rough to live in it seen to be very open for any kind of individual, misfits, former criminals and alike as long they learned how to be useful. &lt;br /&gt;
&lt;br /&gt;
Even though the current situation is dangerous and chaotic, the undefined rulership actually attrcted many adventurers since before these times entering the well controlled and guarded country was very difficult. The risk might even pay off since it might offer a new beginning for some and the land is sad to hold plenty of ancient ruins, treasures, artifacts and a rich history to uncover. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
[[File:Stormlands Map.jpg|border|center|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
[[Minotaurs of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Ruby Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Blood Whitch Coven|Blood Witch Coven]]&lt;br /&gt;
&lt;br /&gt;
[[Twigrest]]&lt;br /&gt;
&lt;br /&gt;
[[Freefolk of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Undead of Soul&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
[[Demons of Baphomet]]&lt;br /&gt;
&lt;br /&gt;
[[Magi&#039;s Academy]]&lt;br /&gt;
&lt;br /&gt;
=== Weather ===&lt;br /&gt;
[[Stormlands Weather]]&lt;br /&gt;
&lt;br /&gt;
=== Places of interest (City&#039;s/Villages) (Dm Only) ===&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Position&lt;br /&gt;
|Name (English)&lt;br /&gt;
|Name (German&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
|[[Iron Temple]]&lt;br /&gt;
|Eiserner Tempel&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|Northriver Ruin&lt;br /&gt;
|Nordfluss Ruine&lt;br /&gt;
|-&lt;br /&gt;
|A15&lt;br /&gt;
|Breezetrees Forest&lt;br /&gt;
|Brieswald&lt;br /&gt;
|-&lt;br /&gt;
|A18&lt;br /&gt;
|[[Memory Tower]]&lt;br /&gt;
|Erinnerturm&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|[[Elvenrast]]&lt;br /&gt;
|Elvenrast&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
|[[Fishingwell Tavern]]&lt;br /&gt;
|Gutfischer Taverne&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
|[[Thunderstone]]&lt;br /&gt;
|Donnerstein&lt;br /&gt;
|-&lt;br /&gt;
|B12&lt;br /&gt;
|Stones End&lt;br /&gt;
|Steinende&lt;br /&gt;
|-&lt;br /&gt;
|B20&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|[[Rival Cliff]]&lt;br /&gt;
|Rivalklippe&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|[[Fishwell Bridge]]&lt;br /&gt;
|Gutfischer Brücke&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|Corpseend Tavern&lt;br /&gt;
|Leichnamsend Taverne&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|Twigrest&lt;br /&gt;
|Zweigrast&lt;br /&gt;
|-&lt;br /&gt;
|C13&lt;br /&gt;
|Plainswealth town&lt;br /&gt;
|Ebenreichstadt&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|[[Soul&#039;s Rest]]&lt;br /&gt;
|Seelenrast&lt;br /&gt;
|-&lt;br /&gt;
|D10&lt;br /&gt;
|Lekkilas&lt;br /&gt;
|Lekkilas (Polnisch: Lichtwald)&lt;br /&gt;
|-&lt;br /&gt;
|D16&lt;br /&gt;
|Abandoned Hut&lt;br /&gt;
|Verlassene Hütte&lt;br /&gt;
|-&lt;br /&gt;
|D17&lt;br /&gt;
|Gorthad-Gowest&lt;br /&gt;
|Gorthad-Gowest (Grab des Vertrags)&lt;br /&gt;
|-&lt;br /&gt;
|D18&lt;br /&gt;
|Nagtirith&lt;br /&gt;
|Nagtirith (Fluchwache)&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|Seasonisle&lt;br /&gt;
|Saisoninsel&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|[[Kornwall]]&lt;br /&gt;
|Kornwall&lt;br /&gt;
|-&lt;br /&gt;
|E12&lt;br /&gt;
|Rebellshome&lt;br /&gt;
|Rebellheim&lt;br /&gt;
|-&lt;br /&gt;
|E15&lt;br /&gt;
|Horsemanville&lt;br /&gt;
|Rossmannsheim&lt;br /&gt;
|-&lt;br /&gt;
|F5&lt;br /&gt;
|Clayquarry&lt;br /&gt;
|Lehmbruch&lt;br /&gt;
|-&lt;br /&gt;
|F6&lt;br /&gt;
|Dirtwish Hut&lt;br /&gt;
|Schlammwunsch Hütte&lt;br /&gt;
|-&lt;br /&gt;
|F7&lt;br /&gt;
|Lovers Widow&lt;br /&gt;
|Liebweis Weide&lt;br /&gt;
|-&lt;br /&gt;
|F9&lt;br /&gt;
|[[Sodtstone Church Ruin]]&lt;br /&gt;
|Weichstein Kirche Ruine&lt;br /&gt;
|-&lt;br /&gt;
|F13&lt;br /&gt;
|Softstone Altar&lt;br /&gt;
|Weichstein Altar&lt;br /&gt;
|-&lt;br /&gt;
|F15&lt;br /&gt;
|Riverwatch&lt;br /&gt;
|Flusswacht&lt;br /&gt;
|-&lt;br /&gt;
|F17&lt;br /&gt;
|Dried up Spring&lt;br /&gt;
|Trockenspeier&lt;br /&gt;
|-&lt;br /&gt;
|G1&lt;br /&gt;
|Gravel Hill&lt;br /&gt;
|Schotterhügel&lt;br /&gt;
|-&lt;br /&gt;
|G3&lt;br /&gt;
|[[Bridgewatch Hill]]&lt;br /&gt;
|Brückwacht Hügel&lt;br /&gt;
|-&lt;br /&gt;
|G4&lt;br /&gt;
|[[Temple of Baphomet]]&lt;br /&gt;
|[[Temple of Baphomet|Tempel des Baphomet]]&lt;br /&gt;
|-&lt;br /&gt;
|G8&lt;br /&gt;
|Sisterend Peak&lt;br /&gt;
|Schwesterendspitze&lt;br /&gt;
|-&lt;br /&gt;
|G9&lt;br /&gt;
|Mushroom Forest&lt;br /&gt;
|Pilzwald&lt;br /&gt;
|-&lt;br /&gt;
|G12&lt;br /&gt;
|Sinnersrun&lt;br /&gt;
|Sundstrom&lt;br /&gt;
|-&lt;br /&gt;
|G17&lt;br /&gt;
|East Bridge&lt;br /&gt;
|Ost-Brücke&lt;br /&gt;
|-&lt;br /&gt;
|G20&lt;br /&gt;
|Gems Grave&lt;br /&gt;
|Edelsteingrab&lt;br /&gt;
|-&lt;br /&gt;
|H1&lt;br /&gt;
|[[Everstone Halls]]&lt;br /&gt;
|Ewigstein Hallen&lt;br /&gt;
|-&lt;br /&gt;
|H2&lt;br /&gt;
|[[Riesbruck]]&lt;br /&gt;
|Riesbrück&lt;br /&gt;
|-&lt;br /&gt;
|H5&lt;br /&gt;
|Drunken Gust Tavern&lt;br /&gt;
|Trunkzug Taverne&lt;br /&gt;
|-&lt;br /&gt;
|H9&lt;br /&gt;
|Western Stone Portal&lt;br /&gt;
|Westliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H11&lt;br /&gt;
|Eastern Stone Portal&lt;br /&gt;
|Östliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H12&lt;br /&gt;
|Elvesign Crossing&lt;br /&gt;
|Elfzeich Übergang&lt;br /&gt;
|-&lt;br /&gt;
|H13&lt;br /&gt;
|Thunder Hoove Peak&lt;br /&gt;
|Donnerhufspitze&lt;br /&gt;
|-&lt;br /&gt;
|H14&lt;br /&gt;
|Broken Statue&lt;br /&gt;
|Zerbrochene Startur&lt;br /&gt;
|-&lt;br /&gt;
|I5&lt;br /&gt;
|Northwind Canion&lt;br /&gt;
|Nordwindschlucht&lt;br /&gt;
|-&lt;br /&gt;
|I6&lt;br /&gt;
|Giants Nest&lt;br /&gt;
|Riesennest&lt;br /&gt;
|-&lt;br /&gt;
|I7&lt;br /&gt;
|Lovers Lake&lt;br /&gt;
|See der Liebenden&lt;br /&gt;
|-&lt;br /&gt;
|I8&lt;br /&gt;
|Greylight Cavern&lt;br /&gt;
|Graulichthöhle&lt;br /&gt;
|-&lt;br /&gt;
|I10&lt;br /&gt;
|Splinted Tree&lt;br /&gt;
|Gespaltener Baum&lt;br /&gt;
|-&lt;br /&gt;
|I11&lt;br /&gt;
|Elvengold Fall&lt;br /&gt;
|Elvengoldfall&lt;br /&gt;
|-&lt;br /&gt;
|I18&lt;br /&gt;
|Rockrain Fall&lt;br /&gt;
|Steinregenfall&lt;br /&gt;
|-&lt;br /&gt;
|I19&lt;br /&gt;
|Softstone Plain&lt;br /&gt;
|Weichsteinebene&lt;br /&gt;
|-&lt;br /&gt;
|I20&lt;br /&gt;
|Dragonstone Circle&lt;br /&gt;
|Drachensteinkreis&lt;br /&gt;
|-&lt;br /&gt;
|J12&lt;br /&gt;
|Howling Tower&lt;br /&gt;
|Heulender Turm&lt;br /&gt;
|-&lt;br /&gt;
|J15&lt;br /&gt;
|Deep Crack&lt;br /&gt;
|Tiefbruch&lt;br /&gt;
|-&lt;br /&gt;
|J17&lt;br /&gt;
|Northbound Way Stone&lt;br /&gt;
|Nordblick Wegstein&lt;br /&gt;
|-&lt;br /&gt;
|J19&lt;br /&gt;
|Crackrock&lt;br /&gt;
|Bruchstein&lt;br /&gt;
|-&lt;br /&gt;
|K3&lt;br /&gt;
|[[Wildfang Shipwreck]]&lt;br /&gt;
|Wildfang Wrack&lt;br /&gt;
|-&lt;br /&gt;
|K4&lt;br /&gt;
|[[Black Silk Wood]]&lt;br /&gt;
|Schwarzseiden Wald&lt;br /&gt;
|-&lt;br /&gt;
|K7&lt;br /&gt;
|Hornlake&lt;br /&gt;
|Hornsee&lt;br /&gt;
|-&lt;br /&gt;
|K9&lt;br /&gt;
|Wind Gate&lt;br /&gt;
|Windtor&lt;br /&gt;
|-&lt;br /&gt;
|K10&lt;br /&gt;
|Crowns Peak&lt;br /&gt;
|Kornspitze&lt;br /&gt;
|-&lt;br /&gt;
|K14&lt;br /&gt;
|Aschemeer Peak&lt;br /&gt;
|Aschemeerspitze&lt;br /&gt;
|-&lt;br /&gt;
|K18&lt;br /&gt;
|Saltwater Maw&lt;br /&gt;
|Salzwasserschlund&lt;br /&gt;
|-&lt;br /&gt;
|L5&lt;br /&gt;
|[[Horntal]]&lt;br /&gt;
|Horntal&lt;br /&gt;
|-&lt;br /&gt;
|L6&lt;br /&gt;
|[[Cloudhorde Peak|Cloud Horde Peak]]&lt;br /&gt;
|Wolkenhordspitze&lt;br /&gt;
|-&lt;br /&gt;
|L7&lt;br /&gt;
|Waterramp&lt;br /&gt;
|Wasserrampe&lt;br /&gt;
|-&lt;br /&gt;
|L10&lt;br /&gt;
|Greystone Mine&lt;br /&gt;
|Graustein Miene&lt;br /&gt;
|-&lt;br /&gt;
|L15&lt;br /&gt;
|[[Dragonstone Arena]]&lt;br /&gt;
|Drachensteinarena&lt;br /&gt;
|-&lt;br /&gt;
|L17&lt;br /&gt;
|Ashe&#039;s Neck&lt;br /&gt;
|Aschenacken&lt;br /&gt;
|-&lt;br /&gt;
|M8&lt;br /&gt;
|[[Curse Twig Wood]]&lt;br /&gt;
|Fluchzweig Wald&lt;br /&gt;
|-&lt;br /&gt;
|M10&lt;br /&gt;
|The Stomach&lt;br /&gt;
|Der Magen&lt;br /&gt;
|-&lt;br /&gt;
|M20&lt;br /&gt;
|Legends Inn&lt;br /&gt;
|Taverne der Legänden&lt;br /&gt;
|-&lt;br /&gt;
|N4&lt;br /&gt;
|[[Hoof&#039;s Harbour Ruin]]&lt;br /&gt;
|Hufhafen Ruine&lt;br /&gt;
|-&lt;br /&gt;
|N6&lt;br /&gt;
|Woodmans Call&lt;br /&gt;
|Waldmannsruf&lt;br /&gt;
|-&lt;br /&gt;
|N11&lt;br /&gt;
|Lighthouse Devil Fire&lt;br /&gt;
|Leuchtturm Dämonenfeuer&lt;br /&gt;
|-&lt;br /&gt;
|N20&lt;br /&gt;
|Fiends End&lt;br /&gt;
|Fiendende&lt;br /&gt;
|-&lt;br /&gt;
|P19&lt;br /&gt;
|Dragonfall Grave&lt;br /&gt;
|Drachenfallgrab&lt;br /&gt;
|-&lt;br /&gt;
|Q17&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|-&lt;br /&gt;
|R16&lt;br /&gt;
|Meststone Citadel&lt;br /&gt;
|Schmerlzstein Zitadelle&lt;br /&gt;
|-&lt;br /&gt;
|R17&lt;br /&gt;
|Stormsons Throne&lt;br /&gt;
|Tron des Sturmsohns&lt;br /&gt;
|-&lt;br /&gt;
|R18&lt;br /&gt;
|Twinhill Gate&lt;br /&gt;
|Zwillingshügeltor&lt;br /&gt;
|-&lt;br /&gt;
|S15&lt;br /&gt;
|Earthmaid Throne&lt;br /&gt;
|Tron der Erdmaid&lt;br /&gt;
|-&lt;br /&gt;
|S16&lt;br /&gt;
|Preservations Stairs&lt;br /&gt;
|Erhaltende Stufen&lt;br /&gt;
|-&lt;br /&gt;
|S17&lt;br /&gt;
|Changing Stepstones&lt;br /&gt;
|Wegstein des Wandels&lt;br /&gt;
|-&lt;br /&gt;
|S20&lt;br /&gt;
|Unnamed Graves&lt;br /&gt;
|Unbenanntes Grab&lt;br /&gt;
|-&lt;br /&gt;
|T3&lt;br /&gt;
|Magi&#039;s Academy&lt;br /&gt;
|Academi der Magi&lt;br /&gt;
|-&lt;br /&gt;
|T11&lt;br /&gt;
|Ashtree Castle&lt;br /&gt;
|Aschebaum Schloss&lt;br /&gt;
|-&lt;br /&gt;
|T12&lt;br /&gt;
|Ashtree Forest&lt;br /&gt;
|Aschebaum Wald&lt;br /&gt;
|}&lt;br /&gt;
=== Ancient History (DM Only) ===&lt;br /&gt;
In ancient times, during the time of Elf&#039;s, the Stormlands were a part of the Kingdom of Aravaile (High Wind/Elvish). The Kingdom included the whole southern area now known as Pyrilea and stretched north up to the Eismeer. It&#039;s inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf&#039;s that fell. Before that they were unrivaled to the point where they were able to spend their time to study and create, being rumored to even use the old eleven Magic, unimpeded by the laws of the Goddess of Secrets. These remaining items are treasured by those who hold them. In some cases the magic seems suttle and mundane but it most cases this just means that their full potential has not been awakened by it&#039;s holder. A favored method of their creators in case the items fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
In the ancient days the elves of old have been driving different kinds of Giants from their land aside mighty gem dragons, being mounted on mighty horses and other steeds during the time when Giants and dragons fought for domination over this world. Old pictures show army&#039;s of black armored knights atop graceful horses and some even on dragons, riding into battle against any kind of giant known to the modern world as cloud, Stone, fire and frost giants. The knights raise swords and shields glowing in any color gems can create. There is no cavalier in the known history that could rival these riders of old, no horse stronger or more dedicated. Other tales tell the story of the downfall of a storm giant kingdom, depicting large fleets of ships besieging an enormous [[Magi&#039;s Academy|castle in the middle of the sea]] defended by lightning throwing giants riding atop [[Giant Crab Alpha|gigantic crabs]], succumbing to the sheer force of an elven army the modern world has never seen. &lt;br /&gt;
&lt;br /&gt;
The size of the Kingdom [[Aravaile]] became it&#039;s downfall when unknown evil forces ripped open the gates to the hell&#039;s of demons. Faced with a new enemy in a part of their kingdom deemed save until then ended in a devastating confrontation between the mounted knights and the forces of chaos. The demons were driven back on several occasions just to return in bigger numbers. Being outnumbered by demons on nearly every occasion, the numbers of Knights dwindled to the point the kingdom of Aravaile had to send more and more troupes from it&#039;s northern realms, just to fall back later on. The times were dire and so the common folk of the south turned to pray into the void and Tiamat answered...&lt;br /&gt;
&lt;br /&gt;
As a second rift opened, this time allowing the army&#039;s of devils to enter the plane, the ones who completed the ritual immediately understood the gratitude of their mistake, as the devils and red dragons burned through their land, killing demon and Elf alike. The ruby knights retreated as Volcanoes started to spring forth from the ground, covering the land with fire and molten stone, creating Pyrilea in the process. It took just a few weeks until dragons and devils struck at the heart of the demonic forces and demons and closed the rift in a decisive air strike. The Bargain was fulfilled, the demon gate closed, but there were still demonic forces left in the world not bound to the Abyss but seemingly to this plane...&lt;br /&gt;
&lt;br /&gt;
The rest of the demon army consisted of bestial humanoids created in the image of the Arch-Demon [[Baphomet]], half man, half bull, being called &amp;quot;the Minotaur&#039;s&amp;quot;, trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur&#039;s continued their strife for power over this domain, fighting the devils and dragons, giving the kingdom of Aravaile time to think and prepare. They noticed a weakness in the mind of the Minotaur&#039;s, a naivety, sense of bestial self preservation, humanoid self importance and ambition. These creatures were well designed but their thinking could be manipulated and so the Elf&#039;s began to slowly convert many of the them into their service, changing them, turning them into slaves and soldiers, bound to the promise of the elven King of freedom and a self determined life. &lt;br /&gt;
&lt;br /&gt;
[[Baphomet]] noticed too late how many of his creations had fallen into the hands of the Elf&#039;s, so the Ruby knights regained some of their strength and prepared for a last push against Tiamats forces. A large army of remaining Ruby Knights stood aside hordes of Minotaur&#039;s, being motivated by the thought of freedom in this world. They faced a legion of barbed devils and corrupted elven Warlocks. The Sky was filled with dragons, the red ones fighting for the hell&#039;s, others in the color of ruby&#039;s fighting for Aravaile. The battlefield chosen was the large, burning area east of the Twin Mountains and the flames shooting up from the ground diminished any chance of victory but when the horns of war rang in every bodies ears, there was no going back. &lt;br /&gt;
&lt;br /&gt;
The horses of the Ruby Knights started to move and the hordes of turned Minotaur&#039;s followed closely. Faster and faster they ran until the air was filled with thunder, running into the burning breech when the clouds seemed to grant their aid in this confrontation. Rain started to fall down from the skies, extinguishing the flames from beneath while lightning struck over and over, lighting up the battlefield and smashing flying rocks, spat out by the vulkanos, into thousands of peaces. The devilish forces were caught off guard as the battlefield itself turned against them. The battle ensued and even though the forces of evil cut down most of the enemy, they faced annihilation. Tiamat was not willing to loose here, so she struck at the heart of the elven army. The last remaining red dragon ripped the elven King into pieces, burning his remains, and roared so loud that many of the remaining Ruby Knights and Monotaurs began to flee. The last dragon . The fight was won, but the King of the elves lied dead, as did most of the brave soldiers fighting this battle.&lt;br /&gt;
&lt;br /&gt;
When the Elf king died, so did his promises to the Minotaur&#039;s, at least it seemed so for several decades. Since the day pesant Elf&#039;s have opened the door to the nine hell&#039;s no Elf of Aravaile has been able to cross over to paradise of their people even after the hellish brute has been defeated. The great Mages, Nobles and Scientists of their people have died and a young prince, one of the few survivors of the fight, now had to rule a land much to big for what he could manage in addition to a slowly revolting horde of Minotaur&#039;s, waiting for their promised freedom. Luckily the new king was wise and even though those closest to him disagreed he handed the two most influential Minotaur&#039;s one weapon each, before leaving the Sormlands as a present to the new found folk. One he called lightning, a scimitar that was created during a storm, cutting a tree right in the middle from top to bottom, and Thunder, a Hammer that was thrown once an knocked out a red dragon in the battle. As the two weapons were gifted to the two Minotaur&#039;s it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as &amp;quot;Stormlands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by &amp;quot;the Cloud Horde&amp;quot; and &amp;quot;The Living Hills&amp;quot;, a nature religion that speaks of fallen warriors watching over these lands. Since the existence of the country it has most often been ruled by two Minotaurs, the most peaceful times were created by pairs of siblings. Many decades and even century&#039;s have been turbulent since individual hordes always did strife to be the most worthy to rule. A ruler can be rightfully overthrown if there are more powerful forces to claim the right to rule. Documentation of the past is rare and hard to come by. The most recent pair of regents might be the most relevant for their rule is commonly known as the most just and peaceful in the history of the country - The twins [[Lebos]] and [[Mina]].&lt;br /&gt;
&lt;br /&gt;
In 1215 PM [[Mina]], the representative of the earth, got killed supposedly by a stranger cloaked in red. Her brother [[Lebos]] fell into a rage and the peacefull country turned into a war-zone. Since this time storms started to form even more rapidly and more often, even with some unnatural affects, creating lightning elemental, disturbing spells and children disappearing over night. For nearly two decades Lebos roamed the lands before disappearing. His Mad Rage started with a massacre in the former Minotaur Capital, now known as [[Hordschlacht]], where different Hordes were fighting each other, destroying the city, leaving a pile of rubble. After that Lebos, who came out on top with his followers, started to destroy all naval citiys and Villages and put all ship builders to the blade for they must have helped to allow the murderer of his sister to flee. Those caught and to young to have had a part in this plot suffered in different ways. Most often victims had their tongue cut out for &amp;quot;their words will grow to be those of a traitor&amp;quot;, since they did not honor the work of his sister, for forests and thus wood was the domain of Mina. After that Lebos vanished. It is said that he traveled to other parts of the world to find his sisters murderer and take revenge but there are no records of other country&#039;s that support this theory. After he was gone there were many Hordes who claimed to rule the Stormlands but non of them prevailed. The country is torn since then.&lt;br /&gt;
&lt;br /&gt;
During the Soul harvest in 1225 PM the Stormlands endured many casualties and the infighting came to an end just to progress later on in history.  Three Children of the former Minotaur Leader had made a name for themselves and became the pillars of the now enduring power struggle - Ghom, First born son of Lebos, Dominos, second born son of Lebos and Vallah, daughter of Lebos. In 1235 PM a battle for control over the country broke out where all 3 of them faced each other in combat during a brutal storm. Vallah was forced to retreat north, wounded and defeated, while Ghom and Lebos fought atop Cloudhorde Peak. As the last thunder bellowed over the land and the rain started to calm the remaining Minotaurs stared upwards to see who won the fight. They saw Dominos holding the giant, liveless body of Ghom over his own muscular frame and throwing it off the cliffs, breaking every singe bone in the body of his older brother. His remains where ripped away by the crushing waves. Dominos earned the biggest following after that battle and is seen as the new King of the Stormlands. &lt;br /&gt;
&lt;br /&gt;
Dominos the Minotaur is referred to as the regent over the Stormlands but the remaining hordes seem to be undecided regarding his rule. They might accept him but at the same time some of the hordes still roam the land like in the last days of his father, restless and unyielding whenever a storm is brewing. The remaining non Minotaur citys like [[Kornwall]], [[Riesbruck]], [[Sinnersrun]] and [[Crackrock]] as well as travelers and caravans have been targeted many times by roaming hordes. Even though many travellers tell storys of forthcoming and welcoming Minotaur Individuals the stormlands are considered to be dangerous. Many historians agree that the death of Mina, Dominos&#039;s aunt, was the death of peace, the event that enraged the Could Horde. Other sources speak of a dark plot that lerks in the background, an enemy that has been here far longer than the Minotaurs themselves. They speak of an ancient history that predates the common sources that holds the secret to the truth. A story of a land called Aravaile, a fallen elven Kingdom, and it&#039;s lasting impact.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts/Magic Items ===&lt;br /&gt;
Lighning (Very Rare Scimitar, attunement, proficient with weapon). Deals extra 2d6 lighning damage on hit or 5 lighning on a missed hit. Gain +5 to Initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Thunder (Rare - Legendary light hammer, attunement). Returns back to hand after throw. Relative to Stage 2/4/6 Charges, on a hit you may cast thunder wave on level 1-6 (charges, 1/turn), Save DC 13/15/17. Recharge after long rest. (No Components, just works with this weapon)&lt;br /&gt;
&lt;br /&gt;
Crown of Mina (Legendary Helmed, attunement by Ranger or Druid). +2 to all saving throws. 9 Charges, cast Druid spell equal to charges spend (must not know the spell, pay cost, recharges after long rest). DC 17/+9.&lt;br /&gt;
&lt;br /&gt;
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.&lt;br /&gt;
&lt;br /&gt;
Heavy Bone Arrows: This arrow can just be fired by a ballista or a bow strong enough. The projectile deals 4d8+10 (28) Piercing Damage.&lt;br /&gt;
&lt;br /&gt;
Bloodportal Dagger (uncommon - Very Rare Dagger, 3 States, attunement). Relative to Stage +1/+2/+3, Charges 2/4/6 (recharges on short rest), On hit on a creature that can bleed spend 1 Charge to return dagger or pay 2 Charges and teleport to the target hit. Leveling requirement - Last hit Blood which or sacrifice child.&lt;br /&gt;
&lt;br /&gt;
The Book of lost History (Uncommon Book, attunement). The book is wrapped in expensive purple leather. Whenever this book is attuned when a character levels up and was attuned for the whole level, the character gains one information of any history the character knows about.&lt;br /&gt;
&lt;br /&gt;
Hunters Reward (Very Rare Great axe, proficient with weapon, +2, attunement). 3 Charges (recharge after long rest), 1 Charge: Ensnaring Smite, Hunters Mark, Searing Smite (No Components, just works with this weapon), DC 15.&lt;br /&gt;
&lt;br /&gt;
Baphomet&#039;s Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand. &lt;br /&gt;
&lt;br /&gt;
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.&lt;br /&gt;
&lt;br /&gt;
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.&lt;br /&gt;
&lt;br /&gt;
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.&lt;br /&gt;
&lt;br /&gt;
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1&lt;br /&gt;
&lt;br /&gt;
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.&lt;br /&gt;
&lt;br /&gt;
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.&lt;br /&gt;
&lt;br /&gt;
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.&lt;br /&gt;
&lt;br /&gt;
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Kasa Helm (Uncommon, requires shield proficiency and Con 15, Shield). Grants reaction against small projectiles (Magical or not) ranged attacks: Ranged Parry +2 AC. Can&#039;t wear Helm.&lt;br /&gt;
&lt;br /&gt;
Heavy Pelt (Common, attunement, Cloak), Ac+1 up to a AC score of 15. (Exists with bonuses, raising the bar were it is effective).&lt;br /&gt;
&lt;br /&gt;
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.&lt;br /&gt;
&lt;br /&gt;
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
Pushing Arrow (Uncommon, requires use of a bow or Crossbow, consumable), Target must succeed strengh save 12 or take 1d10 force and is pushed 10 ft.&lt;br /&gt;
&lt;br /&gt;
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).&lt;br /&gt;
&lt;br /&gt;
Acid Arrow (Uncommon, requires use of Bow or Crossbow, consumable), adds 1d4 Acid damage, target must use action or take 1d4 acid at end of turn.&lt;br /&gt;
&lt;br /&gt;
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.&lt;br /&gt;
&lt;br /&gt;
Shield of the Maiden (Rare, requires attunement, proficiant with shields), gain reaction: if target is hit with n attack within 5 ft. take the damage instead.&lt;br /&gt;
&lt;br /&gt;
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.&lt;br /&gt;
&lt;br /&gt;
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.&lt;br /&gt;
&lt;br /&gt;
Cape of the ruby&#039;s blessing (Rare, Attunement, Cape), Saving throws +1.&lt;br /&gt;
&lt;br /&gt;
Boots of the strider (Uncommon, Attunement), ignore difficult terrain. &lt;br /&gt;
&lt;br /&gt;
Hood of remorse (Uncommon, Helm, Attunement), Face is blackened out in darkness, voice distorted, Advantage on intimidation, disadvantage for insight checks againt wearer. conceal identity, curse: can&#039;t be unattuned. Can be destroyed with remove curse. (Punishment for former Dragonriders who lost their dragons in the last fight of Aravaile, now known as The Riders of the King) &lt;br /&gt;
&lt;br /&gt;
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos&#039;s Pelt.&lt;br /&gt;
&lt;br /&gt;
Horn of the Cloud Horde (Very Rare, Horn, Attunement Optional), 1 Charge, 1 Action, Summon a lighning elemental within 30ft. of you for 10 Minutes. If you are not attuned the elemental behaves randomly. To renew the Charge make a ritual for 10 Minutes in a Lightning Storm. Everytime you recharge it there is a 10% chance that the Horn explodes and lightning elementals attack you.&lt;br /&gt;
&lt;br /&gt;
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)&lt;br /&gt;
&lt;br /&gt;
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).&lt;br /&gt;
&lt;br /&gt;
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage. &lt;br /&gt;
&lt;br /&gt;
Eye of the Other One (Very Rare, Nackless, Attunement by Warlock), Spell Save and Spell Attack +1, True Seeing 15 ft., 5 Charges/Long Rest, Spells Equal Level: Intellect Fortress, Unseen Servant, Contact other Plane, Mind Spike, Summon Aberration. &lt;br /&gt;
&lt;br /&gt;
Noxic Priest Staff (Rare, Quaterstaff, Attunement by Magic User), Magical Melee Attacks +1, 5 Charges/Long Rest, DC15/+7: Hellish Rebuke, Suggestion, Dispell Magic, Blight, Scrying. &lt;br /&gt;
&lt;br /&gt;
Aravaile&#039;s Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Cavalry&#039;s Skin (Very Rare, Half Plate, Attunement), +1, Can&#039;t be unmounted, Mount shares AC (Whatever is Higher).&lt;br /&gt;
&lt;br /&gt;
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby&#039;s), Worth at least 10.000 Gold.&lt;br /&gt;
&lt;br /&gt;
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby&#039;s), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Paralyzing Poison: Contact. (Very Rare) the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2. &lt;br /&gt;
&lt;br /&gt;
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.&lt;br /&gt;
&lt;br /&gt;
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2. &lt;br /&gt;
&lt;br /&gt;
Hull of the Iron Will (Rare, Plate Armor) +1. &lt;br /&gt;
&lt;br /&gt;
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure). &lt;br /&gt;
&lt;br /&gt;
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll a D10&lt;br /&gt;
!Legend&lt;br /&gt;
!DM Info&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. &lt;br /&gt;
|True.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of.&lt;br /&gt;
|True, Blood-wiches prey on the weak, charming them in the process to help them capture children. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule.&lt;br /&gt;
|Wrong, The country was gifted to them by the High Elves of Aravaile.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|This country is secratley controlled by devils, lerking in every corner. Never give a word to a stormlander for you are speaking to a devi and will pay with your soul.&lt;br /&gt;
|False, the only connection to devils is found in the ancient story of this lands creation (Aravaile)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The Sky and the earth are santiant. Every move outside a city is watched by the land itself and harming nature comes at a high price for Elemental Titans are still watching over this land.&lt;br /&gt;
|Partially true. The weather effects are influencial but random. There is an Elder Tempist and a sleeping Terrasque though that can awake if you medal with strong nature altering effects.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. &lt;br /&gt;
|True, The Magi Academy lies there and is well protected.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Never wear red! Minotaurs can&#039;t handle the look of the colour and will immediately attack. &lt;br /&gt;
|Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Follow the wind. It will automatically lead you were you are ment to be.&lt;br /&gt;
|False. It&#039;s random, but you will find interesting things probably.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. &lt;br /&gt;
|True, they turn hostile for they see it as a sign of the sky horde.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The freedom was lost when Mina died. Her head was cut off and as long as it is not returned to her grave on the twin hills south of here there can&#039;t be freedom, nore will the storms calm down.&lt;br /&gt;
|True, that&#039;s the premise of the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=498</id>
		<title>Stormlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=498"/>
		<updated>2026-01-01T01:39:49Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stormlands Cover.png|center|Stormlands Cover. By Vorlov]] &lt;br /&gt;
&lt;br /&gt;
Far to the east of the known world lies the country called the Stormlands, known for it&#039;s fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called &amp;quot;the Horde in the Sky&amp;quot;. It is a country mostly controlled by the [[Minotaurs of the Stormlands]] ([[Minotaur]]) and aside from [[Gracia]] the only place were Minotaurs have relevance. Currently the fractions of the Stormlands are in Conflict of each other, since the rule of the Minotaurs recently fell into chaos. Several Hord-Leaders and a newly arrived High-Elf Army are fighting over the control of this area while other factions like humans, fey and others are caught within the conflict. Even though this place is rough to live in it seen to be very open for any kind of individual, misfits, former criminals and alike as long they learned how to be useful. &lt;br /&gt;
&lt;br /&gt;
Even though the current situation is dangerous and chaotic, the undefined rulership actually attrcted many adventurers since before these times entering the well controlled and guarded country was very difficult. The risk might even pay off since it might offer a new beginning for some and the land is sad to hold plenty of ancient ruins, treasures, artifacts and a rich history to uncover. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
[[File:Stormlands Map.jpg|border|center|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
[[Minotaurs of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Ruby Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Blood Whitch Coven|Blood Witch Coven]]&lt;br /&gt;
&lt;br /&gt;
[[Twigrest]]&lt;br /&gt;
&lt;br /&gt;
[[Freefolk of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Undead of Soul&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
[[Demons of Baphomet]]&lt;br /&gt;
&lt;br /&gt;
[[Magi&#039;s Academy]]&lt;br /&gt;
&lt;br /&gt;
=== Weather ===&lt;br /&gt;
[[Stormlands Weather]]&lt;br /&gt;
&lt;br /&gt;
=== Places of interest (City&#039;s/Villages) (Dm Only) ===&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Position&lt;br /&gt;
|Name (English)&lt;br /&gt;
|Name (German&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
|[[Iron Temple]]&lt;br /&gt;
|Eiserner Tempel&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|Northriver Ruin&lt;br /&gt;
|Nordfluss Ruine&lt;br /&gt;
|-&lt;br /&gt;
|A15&lt;br /&gt;
|Breezetrees Forest&lt;br /&gt;
|Brieswald&lt;br /&gt;
|-&lt;br /&gt;
|A18&lt;br /&gt;
|[[Memory Tower]]&lt;br /&gt;
|Erinnerturm&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|[[Elvenrast]]&lt;br /&gt;
|Elvenrast&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
|[[Fishingwell Tavern]]&lt;br /&gt;
|Gutfischer Taverne&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
|[[Thunderstone]]&lt;br /&gt;
|Donnerstein&lt;br /&gt;
|-&lt;br /&gt;
|B12&lt;br /&gt;
|Stones End&lt;br /&gt;
|Steinende&lt;br /&gt;
|-&lt;br /&gt;
|B20&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|[[Rival Cliff]]&lt;br /&gt;
|Rivalklippe&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|[[Fishwell Bridge]]&lt;br /&gt;
|Gutfischer Brücke&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|Corpseend Tavern&lt;br /&gt;
|Leichnamsend Taverne&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|Twigrest&lt;br /&gt;
|Zweigrast&lt;br /&gt;
|-&lt;br /&gt;
|C13&lt;br /&gt;
|Plainswealth town&lt;br /&gt;
|Ebenreichstadt&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|[[Soul&#039;s Rest]]&lt;br /&gt;
|Seelenrast&lt;br /&gt;
|-&lt;br /&gt;
|D10&lt;br /&gt;
|Lekkilas&lt;br /&gt;
|Lekkilas (Polnisch: Lichtwald)&lt;br /&gt;
|-&lt;br /&gt;
|D16&lt;br /&gt;
|Abandoned Hut&lt;br /&gt;
|Verlassene Hütte&lt;br /&gt;
|-&lt;br /&gt;
|D17&lt;br /&gt;
|Gorthad-Gowest&lt;br /&gt;
|Gorthad-Gowest (Grab des Vertrags)&lt;br /&gt;
|-&lt;br /&gt;
|D18&lt;br /&gt;
|Nagtirith&lt;br /&gt;
|Nagtirith (Fluchwache)&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|Seasonisle&lt;br /&gt;
|Saisoninsel&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|[[Kornwall]]&lt;br /&gt;
|Kornwall&lt;br /&gt;
|-&lt;br /&gt;
|E12&lt;br /&gt;
|Rebellshome&lt;br /&gt;
|Rebellheim&lt;br /&gt;
|-&lt;br /&gt;
|E15&lt;br /&gt;
|Horsemanville&lt;br /&gt;
|Rossmannsheim&lt;br /&gt;
|-&lt;br /&gt;
|F5&lt;br /&gt;
|Clayquarry&lt;br /&gt;
|Lehmbruch&lt;br /&gt;
|-&lt;br /&gt;
|F6&lt;br /&gt;
|Dirtwish Hut&lt;br /&gt;
|Schlammwunsch Hütte&lt;br /&gt;
|-&lt;br /&gt;
|F7&lt;br /&gt;
|Lovers Widow&lt;br /&gt;
|Liebweis Weide&lt;br /&gt;
|-&lt;br /&gt;
|F9&lt;br /&gt;
|[[Sodtstone Church Ruin]]&lt;br /&gt;
|Weichstein Kirche Ruine&lt;br /&gt;
|-&lt;br /&gt;
|F13&lt;br /&gt;
|Softstone Altar&lt;br /&gt;
|Weichstein Altar&lt;br /&gt;
|-&lt;br /&gt;
|F15&lt;br /&gt;
|Riverwatch&lt;br /&gt;
|Flusswacht&lt;br /&gt;
|-&lt;br /&gt;
|F17&lt;br /&gt;
|Dried up Spring&lt;br /&gt;
|Trockenspeier&lt;br /&gt;
|-&lt;br /&gt;
|G1&lt;br /&gt;
|Gravel Hill&lt;br /&gt;
|Schotterhügel&lt;br /&gt;
|-&lt;br /&gt;
|G3&lt;br /&gt;
|[[Bridgewatch Hill]]&lt;br /&gt;
|Brückwacht Hügel&lt;br /&gt;
|-&lt;br /&gt;
|G4&lt;br /&gt;
|[[Temple of Baphomet]]&lt;br /&gt;
|[[Temple of Baphomet|Tempel des Baphomet]]&lt;br /&gt;
|-&lt;br /&gt;
|G8&lt;br /&gt;
|Sisterend Peak&lt;br /&gt;
|Schwesterendspitze&lt;br /&gt;
|-&lt;br /&gt;
|G9&lt;br /&gt;
|Mushroom Forest&lt;br /&gt;
|Pilzwald&lt;br /&gt;
|-&lt;br /&gt;
|G12&lt;br /&gt;
|Sinnersrun&lt;br /&gt;
|Sundstrom&lt;br /&gt;
|-&lt;br /&gt;
|G17&lt;br /&gt;
|East Bridge&lt;br /&gt;
|Ost-Brücke&lt;br /&gt;
|-&lt;br /&gt;
|G20&lt;br /&gt;
|Gems Grave&lt;br /&gt;
|Edelsteingrab&lt;br /&gt;
|-&lt;br /&gt;
|H1&lt;br /&gt;
|[[Everstone Halls]]&lt;br /&gt;
|Ewigstein Hallen&lt;br /&gt;
|-&lt;br /&gt;
|H2&lt;br /&gt;
|[[Riesbruck]]&lt;br /&gt;
|Riesbrück&lt;br /&gt;
|-&lt;br /&gt;
|H5&lt;br /&gt;
|Drunken Gust Tavern&lt;br /&gt;
|Trunkzug Taverne&lt;br /&gt;
|-&lt;br /&gt;
|H9&lt;br /&gt;
|Western Stone Portal&lt;br /&gt;
|Westliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H11&lt;br /&gt;
|Eastern Stone Portal&lt;br /&gt;
|Östliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H12&lt;br /&gt;
|Elvesign Crossing&lt;br /&gt;
|Elfzeich Übergang&lt;br /&gt;
|-&lt;br /&gt;
|H13&lt;br /&gt;
|Thunder Hoove Peak&lt;br /&gt;
|Donnerhufspitze&lt;br /&gt;
|-&lt;br /&gt;
|H14&lt;br /&gt;
|Broken Statue&lt;br /&gt;
|Zerbrochene Startur&lt;br /&gt;
|-&lt;br /&gt;
|I5&lt;br /&gt;
|Northwind Canion&lt;br /&gt;
|Nordwindschlucht&lt;br /&gt;
|-&lt;br /&gt;
|I6&lt;br /&gt;
|Hill Giant Camp&lt;br /&gt;
|Hügelriesen Lager&lt;br /&gt;
|-&lt;br /&gt;
|I7&lt;br /&gt;
|Lovers Lake&lt;br /&gt;
|See der Liebenden&lt;br /&gt;
|-&lt;br /&gt;
|I8&lt;br /&gt;
|Greylight Cavern&lt;br /&gt;
|Graulichthöhle&lt;br /&gt;
|-&lt;br /&gt;
|I10&lt;br /&gt;
|Splinted Tree&lt;br /&gt;
|Gespaltener Baum&lt;br /&gt;
|-&lt;br /&gt;
|I11&lt;br /&gt;
|Elvengold Fall&lt;br /&gt;
|Elvengoldfall&lt;br /&gt;
|-&lt;br /&gt;
|I18&lt;br /&gt;
|Rockrain Fall&lt;br /&gt;
|Steinregenfall&lt;br /&gt;
|-&lt;br /&gt;
|I19&lt;br /&gt;
|Softstone Plain&lt;br /&gt;
|Weichsteinebene&lt;br /&gt;
|-&lt;br /&gt;
|I20&lt;br /&gt;
|Dragonstone Circle&lt;br /&gt;
|Drachensteinkreis&lt;br /&gt;
|-&lt;br /&gt;
|J12&lt;br /&gt;
|Howling Tower&lt;br /&gt;
|Heulender Turm&lt;br /&gt;
|-&lt;br /&gt;
|J15&lt;br /&gt;
|Deep Crack&lt;br /&gt;
|Tiefbruch&lt;br /&gt;
|-&lt;br /&gt;
|J17&lt;br /&gt;
|Northbound Way Stone&lt;br /&gt;
|Nordblick Wegstein&lt;br /&gt;
|-&lt;br /&gt;
|J19&lt;br /&gt;
|Crackrock&lt;br /&gt;
|Bruchstein&lt;br /&gt;
|-&lt;br /&gt;
|K3&lt;br /&gt;
|[[Wildfang Shipwreck]]&lt;br /&gt;
|Wildfang Wrack&lt;br /&gt;
|-&lt;br /&gt;
|K4&lt;br /&gt;
|[[Black Silk Wood]]&lt;br /&gt;
|Schwarzseiden Wald&lt;br /&gt;
|-&lt;br /&gt;
|K7&lt;br /&gt;
|Hornlake&lt;br /&gt;
|Hornsee&lt;br /&gt;
|-&lt;br /&gt;
|K9&lt;br /&gt;
|Wind Gate&lt;br /&gt;
|Windtor&lt;br /&gt;
|-&lt;br /&gt;
|K10&lt;br /&gt;
|Crowns Peak&lt;br /&gt;
|Kornspitze&lt;br /&gt;
|-&lt;br /&gt;
|K14&lt;br /&gt;
|Aschemeer Peak&lt;br /&gt;
|Aschemeerspitze&lt;br /&gt;
|-&lt;br /&gt;
|K18&lt;br /&gt;
|Saltwater Maw&lt;br /&gt;
|Salzwasserschlund&lt;br /&gt;
|-&lt;br /&gt;
|L5&lt;br /&gt;
|[[Horntal]]&lt;br /&gt;
|Horntal&lt;br /&gt;
|-&lt;br /&gt;
|L6&lt;br /&gt;
|[[Cloudhorde Peak|Cloud Horde Peak]]&lt;br /&gt;
|Wolkenhordspitze&lt;br /&gt;
|-&lt;br /&gt;
|L7&lt;br /&gt;
|Waterramp&lt;br /&gt;
|Wasserrampe&lt;br /&gt;
|-&lt;br /&gt;
|L10&lt;br /&gt;
|Greystone Mine&lt;br /&gt;
|Graustein Miene&lt;br /&gt;
|-&lt;br /&gt;
|L15&lt;br /&gt;
|[[Dragonstone Arena]]&lt;br /&gt;
|Drachensteinarena&lt;br /&gt;
|-&lt;br /&gt;
|L17&lt;br /&gt;
|Ashe&#039;s Neck&lt;br /&gt;
|Aschenacken&lt;br /&gt;
|-&lt;br /&gt;
|M8&lt;br /&gt;
|[[Curse Twig Wood]]&lt;br /&gt;
|Fluchzweig Wald&lt;br /&gt;
|-&lt;br /&gt;
|M10&lt;br /&gt;
|The Stomach&lt;br /&gt;
|Der Magen&lt;br /&gt;
|-&lt;br /&gt;
|M20&lt;br /&gt;
|Legends Inn&lt;br /&gt;
|Taverne der Legänden&lt;br /&gt;
|-&lt;br /&gt;
|N4&lt;br /&gt;
|[[Hoof&#039;s Harbour Ruin]]&lt;br /&gt;
|Hufhafen Ruine&lt;br /&gt;
|-&lt;br /&gt;
|N6&lt;br /&gt;
|Woodmans Call&lt;br /&gt;
|Waldmannsruf&lt;br /&gt;
|-&lt;br /&gt;
|N11&lt;br /&gt;
|Lighthouse Devil Fire&lt;br /&gt;
|Leuchtturm Dämonenfeuer&lt;br /&gt;
|-&lt;br /&gt;
|N20&lt;br /&gt;
|Fiends End&lt;br /&gt;
|Fiendende&lt;br /&gt;
|-&lt;br /&gt;
|P19&lt;br /&gt;
|Dragonfall Grave&lt;br /&gt;
|Drachenfallgrab&lt;br /&gt;
|-&lt;br /&gt;
|Q17&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|-&lt;br /&gt;
|R16&lt;br /&gt;
|Meststone Citadel&lt;br /&gt;
|Schmerlzstein Zitadelle&lt;br /&gt;
|-&lt;br /&gt;
|R17&lt;br /&gt;
|Stormsons Throne&lt;br /&gt;
|Tron des Sturmsohns&lt;br /&gt;
|-&lt;br /&gt;
|R18&lt;br /&gt;
|Twinhill Gate&lt;br /&gt;
|Zwillingshügeltor&lt;br /&gt;
|-&lt;br /&gt;
|S15&lt;br /&gt;
|Earthmaid Throne&lt;br /&gt;
|Tron der Erdmaid&lt;br /&gt;
|-&lt;br /&gt;
|S16&lt;br /&gt;
|Preservations Stairs&lt;br /&gt;
|Erhaltende Stufen&lt;br /&gt;
|-&lt;br /&gt;
|S17&lt;br /&gt;
|Changing Stepstones&lt;br /&gt;
|Wegstein des Wandels&lt;br /&gt;
|-&lt;br /&gt;
|S20&lt;br /&gt;
|Unnamed Graves&lt;br /&gt;
|Unbenanntes Grab&lt;br /&gt;
|-&lt;br /&gt;
|T3&lt;br /&gt;
|Magi&#039;s Academy&lt;br /&gt;
|Academi der Magi&lt;br /&gt;
|-&lt;br /&gt;
|T11&lt;br /&gt;
|Ashtree Castle&lt;br /&gt;
|Aschebaum Schloss&lt;br /&gt;
|-&lt;br /&gt;
|T12&lt;br /&gt;
|Ashtree Forest&lt;br /&gt;
|Aschebaum Wald&lt;br /&gt;
|}&lt;br /&gt;
=== Ancient History (DM Only) ===&lt;br /&gt;
In ancient times, during the time of Elf&#039;s, the Stormlands were a part of the Kingdom of Aravaile (High Wind/Elvish). The Kingdom included the whole southern area now known as Pyrilea and stretched north up to the Eismeer. It&#039;s inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf&#039;s that fell. Before that they were unrivaled to the point where they were able to spend their time to study and create, being rumored to even use the old eleven Magic, unimpeded by the laws of the Goddess of Secrets. These remaining items are treasured by those who hold them. In some cases the magic seems suttle and mundane but it most cases this just means that their full potential has not been awakened by it&#039;s holder. A favored method of their creators in case the items fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
In the ancient days the elves of old have been driving different kinds of Giants from their land aside mighty gem dragons, being mounted on mighty horses and other steeds during the time when Giants and dragons fought for domination over this world. Old pictures show army&#039;s of black armored knights atop graceful horses and some even on dragons, riding into battle against any kind of giant known to the modern world as cloud, Stone, fire and frost giants. The knights raise swords and shields glowing in any color gems can create. There is no cavalier in the known history that could rival these riders of old, no horse stronger or more dedicated. Other tales tell the story of the downfall of a storm giant kingdom, depicting large fleets of ships besieging an enormous [[Magi&#039;s Academy|castle in the middle of the sea]] defended by lightning throwing giants riding atop [[Giant Crab Alpha|gigantic crabs]], succumbing to the sheer force of an elven army the modern world has never seen. &lt;br /&gt;
&lt;br /&gt;
The size of the Kingdom [[Aravaile]] became it&#039;s downfall when unknown evil forces ripped open the gates to the hell&#039;s of demons. Faced with a new enemy in a part of their kingdom deemed save until then ended in a devastating confrontation between the mounted knights and the forces of chaos. The demons were driven back on several occasions just to return in bigger numbers. Being outnumbered by demons on nearly every occasion, the numbers of Knights dwindled to the point the kingdom of Aravaile had to send more and more troupes from it&#039;s northern realms, just to fall back later on. The times were dire and so the common folk of the south turned to pray into the void and Tiamat answered...&lt;br /&gt;
&lt;br /&gt;
As a second rift opened, this time allowing the army&#039;s of devils to enter the plane, the ones who completed the ritual immediately understood the gratitude of their mistake, as the devils and red dragons burned through their land, killing demon and Elf alike. The ruby knights retreated as Volcanoes started to spring forth from the ground, covering the land with fire and molten stone, creating Pyrilea in the process. It took just a few weeks until dragons and devils struck at the heart of the demonic forces and demons and closed the rift in a decisive air strike. The Bargain was fulfilled, the demon gate closed, but there were still demonic forces left in the world not bound to the Abyss but seemingly to this plane...&lt;br /&gt;
&lt;br /&gt;
The rest of the demon army consisted of bestial humanoids created in the image of the Arch-Demon [[Baphomet]], half man, half bull, being called &amp;quot;the Minotaur&#039;s&amp;quot;, trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur&#039;s continued their strife for power over this domain, fighting the devils and dragons, giving the kingdom of Aravaile time to think and prepare. They noticed a weakness in the mind of the Minotaur&#039;s, a naivety, sense of bestial self preservation, humanoid self importance and ambition. These creatures were well designed but their thinking could be manipulated and so the Elf&#039;s began to slowly convert many of the them into their service, changing them, turning them into slaves and soldiers, bound to the promise of the elven King of freedom and a self determined life. &lt;br /&gt;
&lt;br /&gt;
[[Baphomet]] noticed too late how many of his creations had fallen into the hands of the Elf&#039;s, so the Ruby knights regained some of their strength and prepared for a last push against Tiamats forces. A large army of remaining Ruby Knights stood aside hordes of Minotaur&#039;s, being motivated by the thought of freedom in this world. They faced a legion of barbed devils and corrupted elven Warlocks. The Sky was filled with dragons, the red ones fighting for the hell&#039;s, others in the color of ruby&#039;s fighting for Aravaile. The battlefield chosen was the large, burning area east of the Twin Mountains and the flames shooting up from the ground diminished any chance of victory but when the horns of war rang in every bodies ears, there was no going back. &lt;br /&gt;
&lt;br /&gt;
The horses of the Ruby Knights started to move and the hordes of turned Minotaur&#039;s followed closely. Faster and faster they ran until the air was filled with thunder, running into the burning breech when the clouds seemed to grant their aid in this confrontation. Rain started to fall down from the skies, extinguishing the flames from beneath while lightning struck over and over, lighting up the battlefield and smashing flying rocks, spat out by the vulkanos, into thousands of peaces. The devilish forces were caught off guard as the battlefield itself turned against them. The battle ensued and even though the forces of evil cut down most of the enemy, they faced annihilation. Tiamat was not willing to loose here, so she struck at the heart of the elven army. The last remaining red dragon ripped the elven King into pieces, burning his remains, and roared so loud that many of the remaining Ruby Knights and Monotaurs began to flee. The last dragon . The fight was won, but the King of the elves lied dead, as did most of the brave soldiers fighting this battle.&lt;br /&gt;
&lt;br /&gt;
When the Elf king died, so did his promises to the Minotaur&#039;s, at least it seemed so for several decades. Since the day pesant Elf&#039;s have opened the door to the nine hell&#039;s no Elf of Aravaile has been able to cross over to paradise of their people even after the hellish brute has been defeated. The great Mages, Nobles and Scientists of their people have died and a young prince, one of the few survivors of the fight, now had to rule a land much to big for what he could manage in addition to a slowly revolting horde of Minotaur&#039;s, waiting for their promised freedom. Luckily the new king was wise and even though those closest to him disagreed he handed the two most influential Minotaur&#039;s one weapon each, before leaving the Sormlands as a present to the new found folk. One he called lightning, a scimitar that was created during a storm, cutting a tree right in the middle from top to bottom, and Thunder, a Hammer that was thrown once an knocked out a red dragon in the battle. As the two weapons were gifted to the two Minotaur&#039;s it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as &amp;quot;Stormlands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by &amp;quot;the Cloud Horde&amp;quot; and &amp;quot;The Living Hills&amp;quot;, a nature religion that speaks of fallen warriors watching over these lands. Since the existence of the country it has most often been ruled by two Minotaurs, the most peaceful times were created by pairs of siblings. Many decades and even century&#039;s have been turbulent since individual hordes always did strife to be the most worthy to rule. A ruler can be rightfully overthrown if there are more powerful forces to claim the right to rule. Documentation of the past is rare and hard to come by. The most recent pair of regents might be the most relevant for their rule is commonly known as the most just and peaceful in the history of the country - The twins [[Lebos]] and [[Mina]].&lt;br /&gt;
&lt;br /&gt;
In 1215 PM [[Mina]], the representative of the earth, got killed supposedly by a stranger cloaked in red. Her brother [[Lebos]] fell into a rage and the peacefull country turned into a war-zone. Since this time storms started to form even more rapidly and more often, even with some unnatural affects, creating lightning elemental, disturbing spells and children disappearing over night. For nearly two decades Lebos roamed the lands before disappearing. His Mad Rage started with a massacre in the former Minotaur Capital, now known as [[Hordschlacht]], where different Hordes were fighting each other, destroying the city, leaving a pile of rubble. After that Lebos, who came out on top with his followers, started to destroy all naval citiys and Villages and put all ship builders to the blade for they must have helped to allow the murderer of his sister to flee. Those caught and to young to have had a part in this plot suffered in different ways. Most often victims had their tongue cut out for &amp;quot;their words will grow to be those of a traitor&amp;quot;, since they did not honor the work of his sister, for forests and thus wood was the domain of Mina. After that Lebos vanished. It is said that he traveled to other parts of the world to find his sisters murderer and take revenge but there are no records of other country&#039;s that support this theory. After he was gone there were many Hordes who claimed to rule the Stormlands but non of them prevailed. The country is torn since then.&lt;br /&gt;
&lt;br /&gt;
During the Soul harvest in 1225 PM the Stormlands endured many casualties and the infighting came to an end just to progress later on in history.  Three Children of the former Minotaur Leader had made a name for themselves and became the pillars of the now enduring power struggle - Ghom, First born son of Lebos, Dominos, second born son of Lebos and Vallah, daughter of Lebos. In 1235 PM a battle for control over the country broke out where all 3 of them faced each other in combat during a brutal storm. Vallah was forced to retreat north, wounded and defeated, while Ghom and Lebos fought atop Cloudhorde Peak. As the last thunder bellowed over the land and the rain started to calm the remaining Minotaurs stared upwards to see who won the fight. They saw Dominos holding the giant, liveless body of Ghom over his own muscular frame and throwing it off the cliffs, breaking every singe bone in the body of his older brother. His remains where ripped away by the crushing waves. Dominos earned the biggest following after that battle and is seen as the new King of the Stormlands. &lt;br /&gt;
&lt;br /&gt;
Dominos the Minotaur is referred to as the regent over the Stormlands but the remaining hordes seem to be undecided regarding his rule. They might accept him but at the same time some of the hordes still roam the land like in the last days of his father, restless and unyielding whenever a storm is brewing. The remaining non Minotaur citys like [[Kornwall]], [[Riesbruck]], [[Sinnersrun]] and [[Crackrock]] as well as travelers and caravans have been targeted many times by roaming hordes. Even though many travellers tell storys of forthcoming and welcoming Minotaur Individuals the stormlands are considered to be dangerous. Many historians agree that the death of Mina, Dominos&#039;s aunt, was the death of peace, the event that enraged the Could Horde. Other sources speak of a dark plot that lerks in the background, an enemy that has been here far longer than the Minotaurs themselves. They speak of an ancient history that predates the common sources that holds the secret to the truth. A story of a land called Aravaile, a fallen elven Kingdom, and it&#039;s lasting impact.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts/Magic Items ===&lt;br /&gt;
Lighning (Very Rare Scimitar, attunement, proficient with weapon). Deals extra 2d6 lighning damage on hit or 5 lighning on a missed hit. Gain +5 to Initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Thunder (Rare - Legendary light hammer, attunement). Returns back to hand after throw. Relative to Stage 2/4/6 Charges, on a hit you may cast thunder wave on level 1-6 (charges, 1/turn), Save DC 13/15/17. Recharge after long rest. (No Components, just works with this weapon)&lt;br /&gt;
&lt;br /&gt;
Crown of Mina (Legendary Helmed, attunement by Ranger or Druid). +2 to all saving throws. 9 Charges, cast Druid spell equal to charges spend (must not know the spell, pay cost, recharges after long rest). DC 17/+9.&lt;br /&gt;
&lt;br /&gt;
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.&lt;br /&gt;
&lt;br /&gt;
Heavy Bone Arrows: This arrow can just be fired by a ballista or a bow strong enough. The projectile deals 4d8+10 (28) Piercing Damage.&lt;br /&gt;
&lt;br /&gt;
Bloodportal Dagger (uncommon - Very Rare Dagger, 3 States, attunement). Relative to Stage +1/+2/+3, Charges 2/4/6 (recharges on short rest), On hit on a creature that can bleed spend 1 Charge to return dagger or pay 2 Charges and teleport to the target hit. Leveling requirement - Last hit Blood which or sacrifice child.&lt;br /&gt;
&lt;br /&gt;
The Book of lost History (Uncommon Book, attunement). The book is wrapped in expensive purple leather. Whenever this book is attuned when a character levels up and was attuned for the whole level, the character gains one information of any history the character knows about.&lt;br /&gt;
&lt;br /&gt;
Hunters Reward (Very Rare Great axe, proficient with weapon, +2, attunement). 3 Charges (recharge after long rest), 1 Charge: Ensnaring Smite, Hunters Mark, Searing Smite (No Components, just works with this weapon), DC 15.&lt;br /&gt;
&lt;br /&gt;
Baphomet&#039;s Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand. &lt;br /&gt;
&lt;br /&gt;
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.&lt;br /&gt;
&lt;br /&gt;
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.&lt;br /&gt;
&lt;br /&gt;
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.&lt;br /&gt;
&lt;br /&gt;
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1&lt;br /&gt;
&lt;br /&gt;
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.&lt;br /&gt;
&lt;br /&gt;
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.&lt;br /&gt;
&lt;br /&gt;
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.&lt;br /&gt;
&lt;br /&gt;
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Kasa Helm (Uncommon, requires shield proficiency and Con 15, Shield). Grants reaction against small projectiles (Magical or not) ranged attacks: Ranged Parry +2 AC. Can&#039;t wear Helm.&lt;br /&gt;
&lt;br /&gt;
Heavy Pelt (Common, attunement, Cloak), Ac+1 up to a AC score of 15. (Exists with bonuses, raising the bar were it is effective).&lt;br /&gt;
&lt;br /&gt;
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.&lt;br /&gt;
&lt;br /&gt;
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
Pushing Arrow (Uncommon, requires use of a bow or Crossbow, consumable), Target must succeed strengh save 12 or take 1d10 force and is pushed 10 ft.&lt;br /&gt;
&lt;br /&gt;
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).&lt;br /&gt;
&lt;br /&gt;
Acid Arrow (Uncommon, requires use of Bow or Crossbow, consumable), adds 1d4 Acid damage, target must use action or take 1d4 acid at end of turn.&lt;br /&gt;
&lt;br /&gt;
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.&lt;br /&gt;
&lt;br /&gt;
Shield of the Maiden (Rare, requires attunement, proficiant with shields), gain reaction: if target is hit with n attack within 5 ft. take the damage instead.&lt;br /&gt;
&lt;br /&gt;
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.&lt;br /&gt;
&lt;br /&gt;
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.&lt;br /&gt;
&lt;br /&gt;
Cape of the ruby&#039;s blessing (Rare, Attunement, Cape), Saving throws +1.&lt;br /&gt;
&lt;br /&gt;
Boots of the strider (Uncommon, Attunement), ignore difficult terrain. &lt;br /&gt;
&lt;br /&gt;
Hood of remorse (Uncommon, Helm, Attunement), Face is blackened out in darkness, voice distorted, Advantage on intimidation, disadvantage for insight checks againt wearer. conceal identity, curse: can&#039;t be unattuned. Can be destroyed with remove curse. (Punishment for former Dragonriders who lost their dragons in the last fight of Aravaile, now known as The Riders of the King) &lt;br /&gt;
&lt;br /&gt;
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos&#039;s Pelt.&lt;br /&gt;
&lt;br /&gt;
Horn of the Cloud Horde (Very Rare, Horn, Attunement Optional), 1 Charge, 1 Action, Summon a lighning elemental within 30ft. of you for 10 Minutes. If you are not attuned the elemental behaves randomly. To renew the Charge make a ritual for 10 Minutes in a Lightning Storm. Everytime you recharge it there is a 10% chance that the Horn explodes and lightning elementals attack you.&lt;br /&gt;
&lt;br /&gt;
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)&lt;br /&gt;
&lt;br /&gt;
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).&lt;br /&gt;
&lt;br /&gt;
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage. &lt;br /&gt;
&lt;br /&gt;
Eye of the Other One (Very Rare, Nackless, Attunement by Warlock), Spell Save and Spell Attack +1, True Seeing 15 ft., 5 Charges/Long Rest, Spells Equal Level: Intellect Fortress, Unseen Servant, Contact other Plane, Mind Spike, Summon Aberration. &lt;br /&gt;
&lt;br /&gt;
Noxic Priest Staff (Rare, Quaterstaff, Attunement by Magic User), Magical Melee Attacks +1, 5 Charges/Long Rest, DC15/+7: Hellish Rebuke, Suggestion, Dispell Magic, Blight, Scrying. &lt;br /&gt;
&lt;br /&gt;
Aravaile&#039;s Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Cavalry&#039;s Skin (Very Rare, Half Plate, Attunement), +1, Can&#039;t be unmounted, Mount shares AC (Whatever is Higher).&lt;br /&gt;
&lt;br /&gt;
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby&#039;s), Worth at least 10.000 Gold.&lt;br /&gt;
&lt;br /&gt;
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby&#039;s), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Paralyzing Poison: Contact. (Very Rare) the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2. &lt;br /&gt;
&lt;br /&gt;
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.&lt;br /&gt;
&lt;br /&gt;
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2. &lt;br /&gt;
&lt;br /&gt;
Hull of the Iron Will (Rare, Plate Armor) +1. &lt;br /&gt;
&lt;br /&gt;
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure). &lt;br /&gt;
&lt;br /&gt;
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll a D10&lt;br /&gt;
!Legend&lt;br /&gt;
!DM Info&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. &lt;br /&gt;
|True.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of.&lt;br /&gt;
|True, Blood-wiches prey on the weak, charming them in the process to help them capture children. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule.&lt;br /&gt;
|Wrong, The country was gifted to them by the High Elves of Aravaile.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|This country is secratley controlled by devils, lerking in every corner. Never give a word to a stormlander for you are speaking to a devi and will pay with your soul.&lt;br /&gt;
|False, the only connection to devils is found in the ancient story of this lands creation (Aravaile)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The Sky and the earth are santiant. Every move outside a city is watched by the land itself and harming nature comes at a high price for Elemental Titans are still watching over this land.&lt;br /&gt;
|Partially true. The weather effects are influencial but random. There is an Elder Tempist and a sleeping Terrasque though that can awake if you medal with strong nature altering effects.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. &lt;br /&gt;
|True, The Magi Academy lies there and is well protected.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Never wear red! Minotaurs can&#039;t handle the look of the colour and will immediately attack. &lt;br /&gt;
|Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Follow the wind. It will automatically lead you were you are ment to be.&lt;br /&gt;
|False. It&#039;s random, but you will find interesting things probably.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. &lt;br /&gt;
|True, they turn hostile for they see it as a sign of the sky horde.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The freedom was lost when Mina died. Her head was cut off and as long as it is not returned to her grave on the twin hills south of here there can&#039;t be freedom, nore will the storms calm down.&lt;br /&gt;
|True, that&#039;s the premise of the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=497</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=497"/>
		<updated>2026-01-01T01:35:27Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Locations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
The Nothern gate ist the one that is used most often. That&#039;s most likeley the reason why it is heavily guarded at all times. The guards here can give the players information about who has entered or left the city recently. It is also the place where contracts are given to adventurers or soldiers to serve the city.&lt;br /&gt;
&lt;br /&gt;
Quests:&lt;br /&gt;
&lt;br /&gt;
# Kill the Manticore: Cows and Bulls beware! The Mountain lions and their flying bretheren seem to be more aggressive this year. We keep them allive to rid us of the giant goats witch are raveging our food supplies but it happened many times in the last weeks that our farmers where attacked and many of them died. we don&#039;t know why they seem to be more aggressive but it has to stop. They usually attack only small detachments so sending troups will not yield any success. A small and strong group would be perfect for the job. The Farmers will be gratefull. &lt;br /&gt;
# Return Reckoner Artifacts: Two of our Reckoner Brothers did not return so we must believe that they are dead. They investigated the swamp in the north for they believed this place has something to do with the curse of the young ones - Disappearing younglings. Your task will be to return their gear and if possible information about their demise.&lt;br /&gt;
# The Flying Monster: The Stormcallers say that they have seen a flying creature during one of the recent storms near [[Lovers Lake]]. They say it disappeared shortly after. Travelers at the lake have claimed the same. They say it is a gigantic dragon that has landed there to drink before continuing its journey to the east. Others say it flew north. Others say it flew west. All of them seem to have very different memories of the sighting.&lt;br /&gt;
# Kill the Traitors: There is a ship sailing in the Aschemeer filled with outlaw minotaurs. Sink the damn thing and get rid of all of them. Your king demands it. They have been seen to rest at the Hoof&#039;s Harbour Ruin a few weeks ago. Maybe there is still something to be found. These Clanless individuals will see what happens to those who deem to put themselves outside the System.&lt;br /&gt;
# Holy Cow!: Just recently a hooded person  has been seen fighting a cow during an earthquake east of Cloud Horde Peak on the [[Waterramp]]. The Stormcallers say that the earth itself moved where the two of them fought. It was near the river they said. Both disappeared shortly after. What has happened? Some of the tempest clerics say that this is an omen. &amp;quot;The Living Hills seek revenge&amp;quot; they say. &lt;br /&gt;
# Elven Treasures: The Stompers tell of a large warhost far east near the east Stream on a hill. Elven horsemen have assembeld there a few months ago and are fighting the stomper clan for their territory. It is said the Elves in red robes issued a command: &amp;quot;Return all elven treasures or find yourself at the end of my lance, beasts&amp;quot;. This could mean war but this is our land. defend it with all you&#039;ve got. If you want to join the war effort travel to the stompers capital in the east - The [[Dragonstone Arena]]. &lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=496</id>
		<title>Stormlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=496"/>
		<updated>2026-01-01T01:05:59Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stormlands Cover.png|center|Stormlands Cover. By Vorlov]] &lt;br /&gt;
&lt;br /&gt;
Far to the east of the known world lies the country called the Stormlands, known for it&#039;s fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called &amp;quot;the Horde in the Sky&amp;quot;. It is a country mostly controlled by the [[Minotaurs of the Stormlands]] ([[Minotaur]]) and aside from [[Gracia]] the only place were Minotaurs have relevance. Currently the fractions of the Stormlands are in Conflict of each other, since the rule of the Minotaurs recently fell into chaos. Several Hord-Leaders and a newly arrived High-Elf Army are fighting over the control of this area while other factions like humans, fey and others are caught within the conflict. Even though this place is rough to live in it seen to be very open for any kind of individual, misfits, former criminals and alike as long they learned how to be useful. &lt;br /&gt;
&lt;br /&gt;
Even though the current situation is dangerous and chaotic, the undefined rulership actually attrcted many adventurers since before these times entering the well controlled and guarded country was very difficult. The risk might even pay off since it might offer a new beginning for some and the land is sad to hold plenty of ancient ruins, treasures, artifacts and a rich history to uncover. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
[[File:Stormlands Map.jpg|border|center|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
[[Minotaurs of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Ruby Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Blood Whitch Coven|Blood Witch Coven]]&lt;br /&gt;
&lt;br /&gt;
[[Twigrest]]&lt;br /&gt;
&lt;br /&gt;
[[Freefolk of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Undead of Soul&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
[[Demons of Baphomet]]&lt;br /&gt;
&lt;br /&gt;
[[Magi&#039;s Academy]]&lt;br /&gt;
&lt;br /&gt;
=== Weather ===&lt;br /&gt;
[[Stormlands Weather]]&lt;br /&gt;
&lt;br /&gt;
=== Places of interest (City&#039;s/Villages) (Dm Only) ===&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Position&lt;br /&gt;
|Name (English)&lt;br /&gt;
|Name (German&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
|[[Iron Temple]]&lt;br /&gt;
|Eiserner Tempel&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|Northriver Ruin&lt;br /&gt;
|Nordfluss Ruine&lt;br /&gt;
|-&lt;br /&gt;
|A15&lt;br /&gt;
|Breezetrees Forest&lt;br /&gt;
|Brieswald&lt;br /&gt;
|-&lt;br /&gt;
|A18&lt;br /&gt;
|[[Memory Tower]]&lt;br /&gt;
|Erinnerturm&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|[[Elvenrast]]&lt;br /&gt;
|Elvenrast&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
|[[Fishingwell Tavern]]&lt;br /&gt;
|Gutfischer Taverne&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
|[[Thunderstone]]&lt;br /&gt;
|Donnerstein&lt;br /&gt;
|-&lt;br /&gt;
|B12&lt;br /&gt;
|Stones End&lt;br /&gt;
|Steinende&lt;br /&gt;
|-&lt;br /&gt;
|B20&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|[[Rival Cliff]]&lt;br /&gt;
|Rivalklippe&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|[[Fishwell Bridge]]&lt;br /&gt;
|Gutfischer Brücke&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|Corpseend Tavern&lt;br /&gt;
|Leichnamsend Taverne&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|Twigrest&lt;br /&gt;
|Zweigrast&lt;br /&gt;
|-&lt;br /&gt;
|C13&lt;br /&gt;
|Plainswealth town&lt;br /&gt;
|Ebenreichstadt&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|[[Soul&#039;s Rest]]&lt;br /&gt;
|Seelenrast&lt;br /&gt;
|-&lt;br /&gt;
|D10&lt;br /&gt;
|Lekkilas&lt;br /&gt;
|Lekkilas (Polnisch: Lichtwald)&lt;br /&gt;
|-&lt;br /&gt;
|D16&lt;br /&gt;
|Abandoned Hut&lt;br /&gt;
|Verlassene Hütte&lt;br /&gt;
|-&lt;br /&gt;
|D17&lt;br /&gt;
|Gorthad-Gowest&lt;br /&gt;
|Gorthad-Gowest (Grab des Vertrags)&lt;br /&gt;
|-&lt;br /&gt;
|D18&lt;br /&gt;
|Nagtirith&lt;br /&gt;
|Nagtirith (Fluchwache)&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|Seasonisle&lt;br /&gt;
|Saisoninsel&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|[[Kornwall]]&lt;br /&gt;
|Kornwall&lt;br /&gt;
|-&lt;br /&gt;
|E12&lt;br /&gt;
|Rebellshome&lt;br /&gt;
|Rebellheim&lt;br /&gt;
|-&lt;br /&gt;
|E15&lt;br /&gt;
|Horsemanville&lt;br /&gt;
|Rossmannsheim&lt;br /&gt;
|-&lt;br /&gt;
|F5&lt;br /&gt;
|Clayquarry&lt;br /&gt;
|Lehmbruch&lt;br /&gt;
|-&lt;br /&gt;
|F6&lt;br /&gt;
|Dirtwish Hut&lt;br /&gt;
|Schlammwunsch Hütte&lt;br /&gt;
|-&lt;br /&gt;
|F7&lt;br /&gt;
|Lovers Widow&lt;br /&gt;
|Liebweis Weide&lt;br /&gt;
|-&lt;br /&gt;
|F9&lt;br /&gt;
|Sodtstone Church Ruin&lt;br /&gt;
|Weichstein Kirche Ruine&lt;br /&gt;
|-&lt;br /&gt;
|F13&lt;br /&gt;
|Softstone Altar&lt;br /&gt;
|Weichstein Altar&lt;br /&gt;
|-&lt;br /&gt;
|F15&lt;br /&gt;
|Riverwatch&lt;br /&gt;
|Flusswacht&lt;br /&gt;
|-&lt;br /&gt;
|F17&lt;br /&gt;
|Dried up Spring&lt;br /&gt;
|Trockenspeier&lt;br /&gt;
|-&lt;br /&gt;
|G1&lt;br /&gt;
|Gravel Hill&lt;br /&gt;
|Schotterhügel&lt;br /&gt;
|-&lt;br /&gt;
|G3&lt;br /&gt;
|[[Bridgewatch Hill]]&lt;br /&gt;
|Brückwacht Hügel&lt;br /&gt;
|-&lt;br /&gt;
|G4&lt;br /&gt;
|[[Temple of Baphomet]]&lt;br /&gt;
|[[Temple of Baphomet|Tempel des Baphomet]]&lt;br /&gt;
|-&lt;br /&gt;
|G8&lt;br /&gt;
|Sisterend Peak&lt;br /&gt;
|Schwesterendspitze&lt;br /&gt;
|-&lt;br /&gt;
|G9&lt;br /&gt;
|Mushroom Forest&lt;br /&gt;
|Pilzwald&lt;br /&gt;
|-&lt;br /&gt;
|G12&lt;br /&gt;
|Sinnersrun&lt;br /&gt;
|Sundstrom&lt;br /&gt;
|-&lt;br /&gt;
|G17&lt;br /&gt;
|East Bridge&lt;br /&gt;
|Ost-Brücke&lt;br /&gt;
|-&lt;br /&gt;
|G20&lt;br /&gt;
|Gems Grave&lt;br /&gt;
|Edelsteingrab&lt;br /&gt;
|-&lt;br /&gt;
|H1&lt;br /&gt;
|[[Everstone Halls]]&lt;br /&gt;
|Ewigstein Hallen&lt;br /&gt;
|-&lt;br /&gt;
|H2&lt;br /&gt;
|[[Riesbruck]]&lt;br /&gt;
|Riesbrück&lt;br /&gt;
|-&lt;br /&gt;
|H5&lt;br /&gt;
|Drunken Gust Tavern&lt;br /&gt;
|Trunkzug Taverne&lt;br /&gt;
|-&lt;br /&gt;
|H9&lt;br /&gt;
|Western Stone Portal&lt;br /&gt;
|Westliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H11&lt;br /&gt;
|Eastern Stone Portal&lt;br /&gt;
|Östliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H12&lt;br /&gt;
|Elvesign Crossing&lt;br /&gt;
|Elfzeich Übergang&lt;br /&gt;
|-&lt;br /&gt;
|H13&lt;br /&gt;
|Thunder Hoove Peak&lt;br /&gt;
|Donnerhufspitze&lt;br /&gt;
|-&lt;br /&gt;
|H14&lt;br /&gt;
|Broken Statue&lt;br /&gt;
|Zerbrochene Startur&lt;br /&gt;
|-&lt;br /&gt;
|I5&lt;br /&gt;
|Northwind Canion&lt;br /&gt;
|Nordwindschlucht&lt;br /&gt;
|-&lt;br /&gt;
|I6&lt;br /&gt;
|Hill Giant Camp&lt;br /&gt;
|Hügelriesen Lager&lt;br /&gt;
|-&lt;br /&gt;
|I7&lt;br /&gt;
|Lovers Lake&lt;br /&gt;
|See der Liebenden&lt;br /&gt;
|-&lt;br /&gt;
|I8&lt;br /&gt;
|Greylight Cavern&lt;br /&gt;
|Graulichthöhle&lt;br /&gt;
|-&lt;br /&gt;
|I10&lt;br /&gt;
|Splinted Tree&lt;br /&gt;
|Gespaltener Baum&lt;br /&gt;
|-&lt;br /&gt;
|I11&lt;br /&gt;
|Elvengold Fall&lt;br /&gt;
|Elvengoldfall&lt;br /&gt;
|-&lt;br /&gt;
|I18&lt;br /&gt;
|Rockrain Fall&lt;br /&gt;
|Steinregenfall&lt;br /&gt;
|-&lt;br /&gt;
|I19&lt;br /&gt;
|Softstone Plain&lt;br /&gt;
|Weichsteinebene&lt;br /&gt;
|-&lt;br /&gt;
|I20&lt;br /&gt;
|Dragonstone Circle&lt;br /&gt;
|Drachensteinkreis&lt;br /&gt;
|-&lt;br /&gt;
|J12&lt;br /&gt;
|Howling Tower&lt;br /&gt;
|Heulender Turm&lt;br /&gt;
|-&lt;br /&gt;
|J15&lt;br /&gt;
|Deep Crack&lt;br /&gt;
|Tiefbruch&lt;br /&gt;
|-&lt;br /&gt;
|J17&lt;br /&gt;
|Northbound Way Stone&lt;br /&gt;
|Nordblick Wegstein&lt;br /&gt;
|-&lt;br /&gt;
|J19&lt;br /&gt;
|Crackrock&lt;br /&gt;
|Bruchstein&lt;br /&gt;
|-&lt;br /&gt;
|K3&lt;br /&gt;
|[[Wildfang Shipwreck]]&lt;br /&gt;
|Wildfang Wrack&lt;br /&gt;
|-&lt;br /&gt;
|K4&lt;br /&gt;
|[[Black Silk Wood]]&lt;br /&gt;
|Schwarzseiden Wald&lt;br /&gt;
|-&lt;br /&gt;
|K7&lt;br /&gt;
|Hornlake&lt;br /&gt;
|Hornsee&lt;br /&gt;
|-&lt;br /&gt;
|K9&lt;br /&gt;
|Wind Gate&lt;br /&gt;
|Windtor&lt;br /&gt;
|-&lt;br /&gt;
|K10&lt;br /&gt;
|Crowns Peak&lt;br /&gt;
|Kornspitze&lt;br /&gt;
|-&lt;br /&gt;
|K14&lt;br /&gt;
|Aschemeer Peak&lt;br /&gt;
|Aschemeerspitze&lt;br /&gt;
|-&lt;br /&gt;
|K18&lt;br /&gt;
|Saltwater Maw&lt;br /&gt;
|Salzwasserschlund&lt;br /&gt;
|-&lt;br /&gt;
|L5&lt;br /&gt;
|[[Horntal]]&lt;br /&gt;
|Horntal&lt;br /&gt;
|-&lt;br /&gt;
|L6&lt;br /&gt;
|[[Cloudhorde Peak|Cloud Horde Peak]]&lt;br /&gt;
|Wolkenhordspitze&lt;br /&gt;
|-&lt;br /&gt;
|L7&lt;br /&gt;
|Waterramp&lt;br /&gt;
|Wasserrampe&lt;br /&gt;
|-&lt;br /&gt;
|L10&lt;br /&gt;
|Greystone Mine&lt;br /&gt;
|Graustein Miene&lt;br /&gt;
|-&lt;br /&gt;
|L15&lt;br /&gt;
|[[Dragonstone Arena]]&lt;br /&gt;
|Drachensteinarena&lt;br /&gt;
|-&lt;br /&gt;
|L17&lt;br /&gt;
|Ashe&#039;s Neck&lt;br /&gt;
|Aschenacken&lt;br /&gt;
|-&lt;br /&gt;
|M8&lt;br /&gt;
|[[Curse Twig Wood]]&lt;br /&gt;
|Fluchzweig Wald&lt;br /&gt;
|-&lt;br /&gt;
|M10&lt;br /&gt;
|The Stomach&lt;br /&gt;
|Der Magen&lt;br /&gt;
|-&lt;br /&gt;
|M20&lt;br /&gt;
|Legends Inn&lt;br /&gt;
|Taverne der Legänden&lt;br /&gt;
|-&lt;br /&gt;
|N4&lt;br /&gt;
|[[Hoof&#039;s Harbour Ruin]]&lt;br /&gt;
|Hufhafen Ruine&lt;br /&gt;
|-&lt;br /&gt;
|N6&lt;br /&gt;
|Woodmans Call&lt;br /&gt;
|Waldmannsruf&lt;br /&gt;
|-&lt;br /&gt;
|N11&lt;br /&gt;
|Lighthouse Devil Fire&lt;br /&gt;
|Leuchtturm Dämonenfeuer&lt;br /&gt;
|-&lt;br /&gt;
|N20&lt;br /&gt;
|Fiends End&lt;br /&gt;
|Fiendende&lt;br /&gt;
|-&lt;br /&gt;
|P19&lt;br /&gt;
|Dragonfall Grave&lt;br /&gt;
|Drachenfallgrab&lt;br /&gt;
|-&lt;br /&gt;
|Q17&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|-&lt;br /&gt;
|R16&lt;br /&gt;
|Meststone Citadel&lt;br /&gt;
|Schmerlzstein Zitadelle&lt;br /&gt;
|-&lt;br /&gt;
|R17&lt;br /&gt;
|Stormsons Throne&lt;br /&gt;
|Tron des Sturmsohns&lt;br /&gt;
|-&lt;br /&gt;
|R18&lt;br /&gt;
|Twinhill Gate&lt;br /&gt;
|Zwillingshügeltor&lt;br /&gt;
|-&lt;br /&gt;
|S15&lt;br /&gt;
|Earthmaid Throne&lt;br /&gt;
|Tron der Erdmaid&lt;br /&gt;
|-&lt;br /&gt;
|S16&lt;br /&gt;
|Preservations Stairs&lt;br /&gt;
|Erhaltende Stufen&lt;br /&gt;
|-&lt;br /&gt;
|S17&lt;br /&gt;
|Changing Stepstones&lt;br /&gt;
|Wegstein des Wandels&lt;br /&gt;
|-&lt;br /&gt;
|S20&lt;br /&gt;
|Unnamed Graves&lt;br /&gt;
|Unbenanntes Grab&lt;br /&gt;
|-&lt;br /&gt;
|T3&lt;br /&gt;
|Magi&#039;s Academy&lt;br /&gt;
|Academi der Magi&lt;br /&gt;
|-&lt;br /&gt;
|T11&lt;br /&gt;
|Ashtree Castle&lt;br /&gt;
|Aschebaum Schloss&lt;br /&gt;
|-&lt;br /&gt;
|T12&lt;br /&gt;
|Ashtree Forest&lt;br /&gt;
|Aschebaum Wald&lt;br /&gt;
|}&lt;br /&gt;
=== Ancient History (DM Only) ===&lt;br /&gt;
In ancient times, during the time of Elf&#039;s, the Stormlands were a part of the Kingdom of Aravaile (High Wind/Elvish). The Kingdom included the whole southern area now known as Pyrilea and stretched north up to the Eismeer. It&#039;s inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf&#039;s that fell. Before that they were unrivaled to the point where they were able to spend their time to study and create, being rumored to even use the old eleven Magic, unimpeded by the laws of the Goddess of Secrets. These remaining items are treasured by those who hold them. In some cases the magic seems suttle and mundane but it most cases this just means that their full potential has not been awakened by it&#039;s holder. A favored method of their creators in case the items fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
In the ancient days the elves of old have been driving different kinds of Giants from their land aside mighty gem dragons, being mounted on mighty horses and other steeds during the time when Giants and dragons fought for domination over this world. Old pictures show army&#039;s of black armored knights atop graceful horses and some even on dragons, riding into battle against any kind of giant known to the modern world as cloud, Stone, fire and frost giants. The knights raise swords and shields glowing in any color gems can create. There is no cavalier in the known history that could rival these riders of old, no horse stronger or more dedicated. Other tales tell the story of the downfall of a storm giant kingdom, depicting large fleets of ships besieging an enormous [[Magi&#039;s Academy|castle in the middle of the sea]] defended by lightning throwing giants riding atop [[Giant Crab Alpha|gigantic crabs]], succumbing to the sheer force of an elven army the modern world has never seen. &lt;br /&gt;
&lt;br /&gt;
The size of the Kingdom [[Aravaile]] became it&#039;s downfall when unknown evil forces ripped open the gates to the hell&#039;s of demons. Faced with a new enemy in a part of their kingdom deemed save until then ended in a devastating confrontation between the mounted knights and the forces of chaos. The demons were driven back on several occasions just to return in bigger numbers. Being outnumbered by demons on nearly every occasion, the numbers of Knights dwindled to the point the kingdom of Aravaile had to send more and more troupes from it&#039;s northern realms, just to fall back later on. The times were dire and so the common folk of the south turned to pray into the void and Tiamat answered...&lt;br /&gt;
&lt;br /&gt;
As a second rift opened, this time allowing the army&#039;s of devils to enter the plane, the ones who completed the ritual immediately understood the gratitude of their mistake, as the devils and red dragons burned through their land, killing demon and Elf alike. The ruby knights retreated as Volcanoes started to spring forth from the ground, covering the land with fire and molten stone, creating Pyrilea in the process. It took just a few weeks until dragons and devils struck at the heart of the demonic forces and demons and closed the rift in a decisive air strike. The Bargain was fulfilled, the demon gate closed, but there were still demonic forces left in the world not bound to the Abyss but seemingly to this plane...&lt;br /&gt;
&lt;br /&gt;
The rest of the demon army consisted of bestial humanoids created in the image of the Arch-Demon [[Baphomet]], half man, half bull, being called &amp;quot;the Minotaur&#039;s&amp;quot;, trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur&#039;s continued their strife for power over this domain, fighting the devils and dragons, giving the kingdom of Aravaile time to think and prepare. They noticed a weakness in the mind of the Minotaur&#039;s, a naivety, sense of bestial self preservation, humanoid self importance and ambition. These creatures were well designed but their thinking could be manipulated and so the Elf&#039;s began to slowly convert many of the them into their service, changing them, turning them into slaves and soldiers, bound to the promise of the elven King of freedom and a self determined life. &lt;br /&gt;
&lt;br /&gt;
[[Baphomet]] noticed too late how many of his creations had fallen into the hands of the Elf&#039;s, so the Ruby knights regained some of their strength and prepared for a last push against Tiamats forces. A large army of remaining Ruby Knights stood aside hordes of Minotaur&#039;s, being motivated by the thought of freedom in this world. They faced a legion of barbed devils and corrupted elven Warlocks. The Sky was filled with dragons, the red ones fighting for the hell&#039;s, others in the color of ruby&#039;s fighting for Aravaile. The battlefield chosen was the large, burning area east of the Twin Mountains and the flames shooting up from the ground diminished any chance of victory but when the horns of war rang in every bodies ears, there was no going back. &lt;br /&gt;
&lt;br /&gt;
The horses of the Ruby Knights started to move and the hordes of turned Minotaur&#039;s followed closely. Faster and faster they ran until the air was filled with thunder, running into the burning breech when the clouds seemed to grant their aid in this confrontation. Rain started to fall down from the skies, extinguishing the flames from beneath while lightning struck over and over, lighting up the battlefield and smashing flying rocks, spat out by the vulkanos, into thousands of peaces. The devilish forces were caught off guard as the battlefield itself turned against them. The battle ensued and even though the forces of evil cut down most of the enemy, they faced annihilation. Tiamat was not willing to loose here, so she struck at the heart of the elven army. The last remaining red dragon ripped the elven King into pieces, burning his remains, and roared so loud that many of the remaining Ruby Knights and Monotaurs began to flee. The last dragon . The fight was won, but the King of the elves lied dead, as did most of the brave soldiers fighting this battle.&lt;br /&gt;
&lt;br /&gt;
When the Elf king died, so did his promises to the Minotaur&#039;s, at least it seemed so for several decades. Since the day pesant Elf&#039;s have opened the door to the nine hell&#039;s no Elf of Aravaile has been able to cross over to paradise of their people even after the hellish brute has been defeated. The great Mages, Nobles and Scientists of their people have died and a young prince, one of the few survivors of the fight, now had to rule a land much to big for what he could manage in addition to a slowly revolting horde of Minotaur&#039;s, waiting for their promised freedom. Luckily the new king was wise and even though those closest to him disagreed he handed the two most influential Minotaur&#039;s one weapon each, before leaving the Sormlands as a present to the new found folk. One he called lightning, a scimitar that was created during a storm, cutting a tree right in the middle from top to bottom, and Thunder, a Hammer that was thrown once an knocked out a red dragon in the battle. As the two weapons were gifted to the two Minotaur&#039;s it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as &amp;quot;Stormlands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by &amp;quot;the Cloud Horde&amp;quot; and &amp;quot;The Living Hills&amp;quot;, a nature religion that speaks of fallen warriors watching over these lands. Since the existence of the country it has most often been ruled by two Minotaurs, the most peaceful times were created by pairs of siblings. Many decades and even century&#039;s have been turbulent since individual hordes always did strife to be the most worthy to rule. A ruler can be rightfully overthrown if there are more powerful forces to claim the right to rule. Documentation of the past is rare and hard to come by. The most recent pair of regents might be the most relevant for their rule is commonly known as the most just and peaceful in the history of the country - The twins [[Lebos]] and [[Mina]].&lt;br /&gt;
&lt;br /&gt;
In 1215 PM [[Mina]], the representative of the earth, got killed supposedly by a stranger cloaked in red. Her brother [[Lebos]] fell into a rage and the peacefull country turned into a war-zone. Since this time storms started to form even more rapidly and more often, even with some unnatural affects, creating lightning elemental, disturbing spells and children disappearing over night. For nearly two decades Lebos roamed the lands before disappearing. His Mad Rage started with a massacre in the former Minotaur Capital, now known as [[Hordschlacht]], where different Hordes were fighting each other, destroying the city, leaving a pile of rubble. After that Lebos, who came out on top with his followers, started to destroy all naval citiys and Villages and put all ship builders to the blade for they must have helped to allow the murderer of his sister to flee. Those caught and to young to have had a part in this plot suffered in different ways. Most often victims had their tongue cut out for &amp;quot;their words will grow to be those of a traitor&amp;quot;, since they did not honor the work of his sister, for forests and thus wood was the domain of Mina. After that Lebos vanished. It is said that he traveled to other parts of the world to find his sisters murderer and take revenge but there are no records of other country&#039;s that support this theory. After he was gone there were many Hordes who claimed to rule the Stormlands but non of them prevailed. The country is torn since then.&lt;br /&gt;
&lt;br /&gt;
During the Soul harvest in 1225 PM the Stormlands endured many casualties and the infighting came to an end just to progress later on in history.  Three Children of the former Minotaur Leader had made a name for themselves and became the pillars of the now enduring power struggle - Ghom, First born son of Lebos, Dominos, second born son of Lebos and Vallah, daughter of Lebos. In 1235 PM a battle for control over the country broke out where all 3 of them faced each other in combat during a brutal storm. Vallah was forced to retreat north, wounded and defeated, while Ghom and Lebos fought atop Cloudhorde Peak. As the last thunder bellowed over the land and the rain started to calm the remaining Minotaurs stared upwards to see who won the fight. They saw Dominos holding the giant, liveless body of Ghom over his own muscular frame and throwing it off the cliffs, breaking every singe bone in the body of his older brother. His remains where ripped away by the crushing waves. Dominos earned the biggest following after that battle and is seen as the new King of the Stormlands. &lt;br /&gt;
&lt;br /&gt;
Dominos the Minotaur is referred to as the regent over the Stormlands but the remaining hordes seem to be undecided regarding his rule. They might accept him but at the same time some of the hordes still roam the land like in the last days of his father, restless and unyielding whenever a storm is brewing. The remaining non Minotaur citys like [[Kornwall]], [[Riesbruck]], [[Sinnersrun]] and [[Crackrock]] as well as travelers and caravans have been targeted many times by roaming hordes. Even though many travellers tell storys of forthcoming and welcoming Minotaur Individuals the stormlands are considered to be dangerous. Many historians agree that the death of Mina, Dominos&#039;s aunt, was the death of peace, the event that enraged the Could Horde. Other sources speak of a dark plot that lerks in the background, an enemy that has been here far longer than the Minotaurs themselves. They speak of an ancient history that predates the common sources that holds the secret to the truth. A story of a land called Aravaile, a fallen elven Kingdom, and it&#039;s lasting impact.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts/Magic Items ===&lt;br /&gt;
Lighning (Very Rare Scimitar, attunement, proficient with weapon). Deals extra 2d6 lighning damage on hit or 5 lighning on a missed hit. Gain +5 to Initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Thunder (Rare - Legendary light hammer, attunement). Returns back to hand after throw. Relative to Stage 2/4/6 Charges, on a hit you may cast thunder wave on level 1-6 (charges, 1/turn), Save DC 13/15/17. Recharge after long rest. (No Components, just works with this weapon)&lt;br /&gt;
&lt;br /&gt;
Crown of Mina (Legendary Helmed, attunement by Ranger or Druid). +2 to all saving throws. 9 Charges, cast Druid spell equal to charges spend (must not know the spell, pay cost, recharges after long rest). DC 17/+9.&lt;br /&gt;
&lt;br /&gt;
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.&lt;br /&gt;
&lt;br /&gt;
Heavy Bone Arrows: This arrow can just be fired by a ballista or a bow strong enough. The projectile deals 4d8+10 (28) Piercing Damage.&lt;br /&gt;
&lt;br /&gt;
Bloodportal Dagger (uncommon - Very Rare Dagger, 3 States, attunement). Relative to Stage +1/+2/+3, Charges 2/4/6 (recharges on short rest), On hit on a creature that can bleed spend 1 Charge to return dagger or pay 2 Charges and teleport to the target hit. Leveling requirement - Last hit Blood which or sacrifice child.&lt;br /&gt;
&lt;br /&gt;
The Book of lost History (Uncommon Book, attunement). The book is wrapped in expensive purple leather. Whenever this book is attuned when a character levels up and was attuned for the whole level, the character gains one information of any history the character knows about.&lt;br /&gt;
&lt;br /&gt;
Hunters Reward (Very Rare Great axe, proficient with weapon, +2, attunement). 3 Charges (recharge after long rest), 1 Charge: Ensnaring Smite, Hunters Mark, Searing Smite (No Components, just works with this weapon), DC 15.&lt;br /&gt;
&lt;br /&gt;
Baphomet&#039;s Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand. &lt;br /&gt;
&lt;br /&gt;
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.&lt;br /&gt;
&lt;br /&gt;
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.&lt;br /&gt;
&lt;br /&gt;
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.&lt;br /&gt;
&lt;br /&gt;
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1&lt;br /&gt;
&lt;br /&gt;
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.&lt;br /&gt;
&lt;br /&gt;
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.&lt;br /&gt;
&lt;br /&gt;
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.&lt;br /&gt;
&lt;br /&gt;
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Kasa Helm (Uncommon, requires shield proficiency and Con 15, Shield). Grants reaction against small projectiles (Magical or not) ranged attacks: Ranged Parry +2 AC. Can&#039;t wear Helm.&lt;br /&gt;
&lt;br /&gt;
Heavy Pelt (Common, attunement, Cloak), Ac+1 up to a AC score of 15. (Exists with bonuses, raising the bar were it is effective).&lt;br /&gt;
&lt;br /&gt;
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.&lt;br /&gt;
&lt;br /&gt;
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
Pushing Arrow (Uncommon, requires use of a bow or Crossbow, consumable), Target must succeed strengh save 12 or take 1d10 force and is pushed 10 ft.&lt;br /&gt;
&lt;br /&gt;
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).&lt;br /&gt;
&lt;br /&gt;
Acid Arrow (Uncommon, requires use of Bow or Crossbow, consumable), adds 1d4 Acid damage, target must use action or take 1d4 acid at end of turn.&lt;br /&gt;
&lt;br /&gt;
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.&lt;br /&gt;
&lt;br /&gt;
Shield of the Maiden (Rare, requires attunement, proficiant with shields), gain reaction: if target is hit with n attack within 5 ft. take the damage instead.&lt;br /&gt;
&lt;br /&gt;
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.&lt;br /&gt;
&lt;br /&gt;
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.&lt;br /&gt;
&lt;br /&gt;
Cape of the ruby&#039;s blessing (Rare, Attunement, Cape), Saving throws +1.&lt;br /&gt;
&lt;br /&gt;
Boots of the strider (Uncommon, Attunement), ignore difficult terrain. &lt;br /&gt;
&lt;br /&gt;
Hood of remorse (Uncommon, Helm, Attunement), Face is blackened out in darkness, voice distorted, Advantage on intimidation, disadvantage for insight checks againt wearer. conceal identity, curse: can&#039;t be unattuned. Can be destroyed with remove curse. (Punishment for former Dragonriders who lost their dragons in the last fight of Aravaile, now known as The Riders of the King) &lt;br /&gt;
&lt;br /&gt;
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos&#039;s Pelt.&lt;br /&gt;
&lt;br /&gt;
Horn of the Cloud Horde (Very Rare, Horn, Attunement Optional), 1 Charge, 1 Action, Summon a lighning elemental within 30ft. of you for 10 Minutes. If you are not attuned the elemental behaves randomly. To renew the Charge make a ritual for 10 Minutes in a Lightning Storm. Everytime you recharge it there is a 10% chance that the Horn explodes and lightning elementals attack you.&lt;br /&gt;
&lt;br /&gt;
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)&lt;br /&gt;
&lt;br /&gt;
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).&lt;br /&gt;
&lt;br /&gt;
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage. &lt;br /&gt;
&lt;br /&gt;
Eye of the Other One (Very Rare, Nackless, Attunement by Warlock), Spell Save and Spell Attack +1, True Seeing 15 ft., 5 Charges/Long Rest, Spells Equal Level: Intellect Fortress, Unseen Servant, Contact other Plane, Mind Spike, Summon Aberration. &lt;br /&gt;
&lt;br /&gt;
Noxic Priest Staff (Rare, Quaterstaff, Attunement by Magic User), Magical Melee Attacks +1, 5 Charges/Long Rest, DC15/+7: Hellish Rebuke, Suggestion, Dispell Magic, Blight, Scrying. &lt;br /&gt;
&lt;br /&gt;
Aravaile&#039;s Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Cavalry&#039;s Skin (Very Rare, Half Plate, Attunement), +1, Can&#039;t be unmounted, Mount shares AC (Whatever is Higher).&lt;br /&gt;
&lt;br /&gt;
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby&#039;s), Worth at least 10.000 Gold.&lt;br /&gt;
&lt;br /&gt;
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby&#039;s), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Paralyzing Poison: Contact. (Very Rare) the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2. &lt;br /&gt;
&lt;br /&gt;
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.&lt;br /&gt;
&lt;br /&gt;
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2. &lt;br /&gt;
&lt;br /&gt;
Hull of the Iron Will (Rare, Plate Armor) +1. &lt;br /&gt;
&lt;br /&gt;
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure). &lt;br /&gt;
&lt;br /&gt;
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll a D10&lt;br /&gt;
!Legend&lt;br /&gt;
!DM Info&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. &lt;br /&gt;
|True.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of.&lt;br /&gt;
|True, Blood-wiches prey on the weak, charming them in the process to help them capture children. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule.&lt;br /&gt;
|Wrong, The country was gifted to them by the High Elves of Aravaile.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|This country is secratley controlled by devils, lerking in every corner. Never give a word to a stormlander for you are speaking to a devi and will pay with your soul.&lt;br /&gt;
|False, the only connection to devils is found in the ancient story of this lands creation (Aravaile)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The Sky and the earth are santiant. Every move outside a city is watched by the land itself and harming nature comes at a high price for Elemental Titans are still watching over this land.&lt;br /&gt;
|Partially true. The weather effects are influencial but random. There is an Elder Tempist and a sleeping Terrasque though that can awake if you medal with strong nature altering effects.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. &lt;br /&gt;
|True, The Magi Academy lies there and is well protected.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Never wear red! Minotaurs can&#039;t handle the look of the colour and will immediately attack. &lt;br /&gt;
|Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Follow the wind. It will automatically lead you were you are ment to be.&lt;br /&gt;
|False. It&#039;s random, but you will find interesting things probably.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. &lt;br /&gt;
|True, they turn hostile for they see it as a sign of the sky horde.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The freedom was lost when Mina died. Her head was cut off and as long as it is not returned to her grave on the twin hills south of here there can&#039;t be freedom, nore will the storms calm down.&lt;br /&gt;
|True, that&#039;s the premise of the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=495</id>
		<title>Dragonstone Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=495"/>
		<updated>2026-01-01T00:02:14Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Scrap-Trader */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragonstone Arena is a huge structure as big as a small town with a large arena in the center of it on top of a high hill. Originally the building must have been a beatifyl sight to behold but these days lie far in the past. Today it is ruin and just basik parts of the structur remain. The Arena itself is the only part of the complex that has seen any care by stone macens. This is the home of the Stomper Clan ([[Minotaurs of the Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Grant Entrance ===&lt;br /&gt;
Flanked by two beheaded statues of humanoid soldiers made of grey stone a large, broken gate barely hangs on to it&#039;s hinges. The entrance is surrounded by smaller pieces of well crafted stone showing that at some point many statues must have stood here. Some base plates of these destraoid memorials remain but it was made sure that it is impossible to identify these broken remains of art. The statues are elven in nature and have been destroyed by shear force, most likely by the Minotaur themselves. &lt;br /&gt;
&lt;br /&gt;
=== The Beast Pits ===&lt;br /&gt;
Horned beasts and other creatures that have been caught are held here under terrifying conditions. Most of these creatures live to die in the arena or on the battlefield. &lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
Prisonors of war and unworthy minotaurs are held here waiting to fight in the Arena to earn their freedom or find death. The prisoners are treated badly.&lt;br /&gt;
&lt;br /&gt;
=== Scrap-Trader ===&lt;br /&gt;
This is a &amp;quot;shop&amp;quot; where Minotaurs of the stomper clan come to trade materials. Weapons, pelts and food are very valuable. Players can just trade here because gold has no meaning to the clan. &lt;br /&gt;
&lt;br /&gt;
=== Arena ===&lt;br /&gt;
Everything here focuses on the arena where members of the clan fight each other, beasts that have been caught or prisoners. The sand has light pink colour from the blood that is spilled here on regular bases. The Arena itself is large enough for a fight with a dragon and has more then a well over 1000 seats for spectators. &lt;br /&gt;
&lt;br /&gt;
=== Breeder Cave ===&lt;br /&gt;
This is the place where Gorgus makes new &amp;quot;Bulls and Cows&amp;quot;. This place are his private quarters even though there are no guards, just a bunch of female Gorgons...&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=494</id>
		<title>Dragonstone Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=494"/>
		<updated>2025-12-31T23:55:54Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragonstone Arena is a huge structure as big as a small town with a large arena in the center of it on top of a high hill. Originally the building must have been a beatifyl sight to behold but these days lie far in the past. Today it is ruin and just basik parts of the structur remain. The Arena itself is the only part of the complex that has seen any care by stone macens. This is the home of the Stomper Clan ([[Minotaurs of the Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Grant Entrance ===&lt;br /&gt;
Flanked by two beheaded statues of humanoid soldiers made of grey stone a large, broken gate barely hangs on to it&#039;s hinges. The entrance is surrounded by smaller pieces of well crafted stone showing that at some point many statues must have stood here. Some base plates of these destraoid memorials remain but it was made sure that it is impossible to identify these broken remains of art. The statues are elven in nature and have been destroyed by shear force, most likely by the Minotaur themselves. &lt;br /&gt;
&lt;br /&gt;
=== The Beast Pits ===&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
=== Peltmaker ===&lt;br /&gt;
&lt;br /&gt;
=== Scrap-Trader ===&lt;br /&gt;
&lt;br /&gt;
=== Arena ===&lt;br /&gt;
&lt;br /&gt;
=== Breeder Cave ===&lt;br /&gt;
This is the place where Gorgus makes new &amp;quot;Bulls and Cows&amp;quot;. This place are his private quarters even though there are no guards, just a bunch of female Gorgons...&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=493</id>
		<title>Dragonstone Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=493"/>
		<updated>2025-12-31T23:46:28Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragonstone Arena is a huge structure as big as a small town with a large arena in the center of it on top of a high hill. Originally the building must have been a beatifyl sight to behold but these days lie far in the past. Today it is ruin and just basik parts of the structur remain. The Arena itself is the only part of the complex that has seen any care by stone macens. This is the home of the Stomper Clan ([[Minotaurs of the Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== Grant Entrance ===&lt;br /&gt;
Flanked by two beheaded statues of humanoid soldiers made of grey stone a large, broken gate barely hangs on to it&#039;s hinges. The entrance is surrounded by smaller pieces of well crafted stone showing that at some point many statues must have stood here. Some base plates of these destraoid memorials remain but it was made sure that it is impossible to identify these broken remains of art. The statues are elven in nature and have been destroyed by shear force, most likely by the Minotaur themselves. &lt;br /&gt;
&lt;br /&gt;
=== The Beast Pits ===&lt;br /&gt;
&lt;br /&gt;
=== Prison ===&lt;br /&gt;
&lt;br /&gt;
=== Peltmaker ===&lt;br /&gt;
&lt;br /&gt;
=== Scrap-Trader ===&lt;br /&gt;
&lt;br /&gt;
=== Arena ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=492</id>
		<title>Dragonstone Arena</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Dragonstone_Arena&amp;diff=492"/>
		<updated>2025-12-31T23:30:04Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;The Dragonstone Arena is a huge structure as big as a small town with a large arena in the center of it on top of a high hill. Originally the building must have been a beatifyl sight to behold but these days lie far in the past. Today it is ruin and just basik parts of the structur remain. The Arena itself is the only part of the complex that has seen any care by stone macens. This is the home of the Stomper Clan (Minotaurs of the Stormlands).&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Dragonstone Arena is a huge structure as big as a small town with a large arena in the center of it on top of a high hill. Originally the building must have been a beatifyl sight to behold but these days lie far in the past. Today it is ruin and just basik parts of the structur remain. The Arena itself is the only part of the complex that has seen any care by stone macens. This is the home of the Stomper Clan ([[Minotaurs of the Stormlands]]).&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=491</id>
		<title>Stormlands</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stormlands&amp;diff=491"/>
		<updated>2025-12-31T23:26:21Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Places of interest (City&amp;#039;s/Villages) (Dm Only) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Stormlands Cover.png|center|Stormlands Cover. By Vorlov]] &lt;br /&gt;
&lt;br /&gt;
Far to the east of the known world lies the country called the Stormlands, known for it&#039;s fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called &amp;quot;the Horde in the Sky&amp;quot;. It is a country mostly controlled by the [[Minotaurs of the Stormlands]] ([[Minotaur]]) and aside from [[Gracia]] the only place were Minotaurs have relevance. Currently the fractions of the Stormlands are in Conflict of each other, since the rule of the Minotaurs recently fell into chaos. Several Hord-Leaders and a newly arrived High-Elf Army are fighting over the control of this area while other factions like humans, fey and others are caught within the conflict. Even though this place is rough to live in it seen to be very open for any kind of individual, misfits, former criminals and alike as long they learned how to be useful. &lt;br /&gt;
&lt;br /&gt;
Even though the current situation is dangerous and chaotic, the undefined rulership actually attrcted many adventurers since before these times entering the well controlled and guarded country was very difficult. The risk might even pay off since it might offer a new beginning for some and the land is sad to hold plenty of ancient ruins, treasures, artifacts and a rich history to uncover. &lt;br /&gt;
&lt;br /&gt;
=== Map ===&lt;br /&gt;
[[File:Stormlands Map.jpg|border|center|1000x1000px]]&lt;br /&gt;
&lt;br /&gt;
=== Factions ===&lt;br /&gt;
[[Minotaurs of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Ruby Knights]]&lt;br /&gt;
&lt;br /&gt;
[[Blood Whitch Coven|Blood Witch Coven]]&lt;br /&gt;
&lt;br /&gt;
[[Twigrest]]&lt;br /&gt;
&lt;br /&gt;
[[Freefolk of the Stormlands]] (Subfactions)&lt;br /&gt;
&lt;br /&gt;
[[Undead of Soul&#039;s Rest]]&lt;br /&gt;
&lt;br /&gt;
[[Demons of Baphomet]]&lt;br /&gt;
&lt;br /&gt;
[[Magi&#039;s Academy]]&lt;br /&gt;
&lt;br /&gt;
=== Weather ===&lt;br /&gt;
[[Stormlands Weather]]&lt;br /&gt;
&lt;br /&gt;
=== Places of interest (City&#039;s/Villages) (Dm Only) ===&lt;br /&gt;
{| class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
|Position&lt;br /&gt;
|Name (English)&lt;br /&gt;
|Name (German&lt;br /&gt;
|-&lt;br /&gt;
|A4&lt;br /&gt;
|[[Iron Temple]]&lt;br /&gt;
|Eiserner Tempel&lt;br /&gt;
|-&lt;br /&gt;
|A9&lt;br /&gt;
|Northriver Ruin&lt;br /&gt;
|Nordfluss Ruine&lt;br /&gt;
|-&lt;br /&gt;
|A15&lt;br /&gt;
|Breezetrees Forest&lt;br /&gt;
|Brieswald&lt;br /&gt;
|-&lt;br /&gt;
|A18&lt;br /&gt;
|[[Memory Tower]]&lt;br /&gt;
|Erinnerturm&lt;br /&gt;
|-&lt;br /&gt;
|B2&lt;br /&gt;
|[[Elvenrast]]&lt;br /&gt;
|Elvenrast&lt;br /&gt;
|-&lt;br /&gt;
|B4&lt;br /&gt;
|[[Fishingwell Tavern]]&lt;br /&gt;
|Gutfischer Taverne&lt;br /&gt;
|-&lt;br /&gt;
|B7&lt;br /&gt;
|[[Thunderstone]]&lt;br /&gt;
|Donnerstein&lt;br /&gt;
|-&lt;br /&gt;
|B12&lt;br /&gt;
|Stones End&lt;br /&gt;
|Steinende&lt;br /&gt;
|-&lt;br /&gt;
|B20&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|St. Dundril&lt;br /&gt;
|-&lt;br /&gt;
|C2&lt;br /&gt;
|[[Rival Cliff]]&lt;br /&gt;
|Rivalklippe&lt;br /&gt;
|-&lt;br /&gt;
|C5&lt;br /&gt;
|[[Fishwell Bridge]]&lt;br /&gt;
|Gutfischer Brücke&lt;br /&gt;
|-&lt;br /&gt;
|C6&lt;br /&gt;
|Corpseend Tavern&lt;br /&gt;
|Leichnamsend Taverne&lt;br /&gt;
|-&lt;br /&gt;
|C9&lt;br /&gt;
|Twigrest&lt;br /&gt;
|Zweigrast&lt;br /&gt;
|-&lt;br /&gt;
|C13&lt;br /&gt;
|Plainswealth town&lt;br /&gt;
|Ebenreichstadt&lt;br /&gt;
|-&lt;br /&gt;
|D6&lt;br /&gt;
|[[Soul&#039;s Rest]]&lt;br /&gt;
|Seelenrast&lt;br /&gt;
|-&lt;br /&gt;
|D10&lt;br /&gt;
|Lekkilas&lt;br /&gt;
|Lekkilas (Polnisch: Lichtwald)&lt;br /&gt;
|-&lt;br /&gt;
|D16&lt;br /&gt;
|Abandoned Hut&lt;br /&gt;
|Verlassene Hütte&lt;br /&gt;
|-&lt;br /&gt;
|D17&lt;br /&gt;
|Gorthad-Gowest&lt;br /&gt;
|Gorthad-Gowest (Grab des Vertrags)&lt;br /&gt;
|-&lt;br /&gt;
|D18&lt;br /&gt;
|Nagtirith&lt;br /&gt;
|Nagtirith (Fluchwache)&lt;br /&gt;
|-&lt;br /&gt;
|E3&lt;br /&gt;
|Seasonisle&lt;br /&gt;
|Saisoninsel&lt;br /&gt;
|-&lt;br /&gt;
|E4&lt;br /&gt;
|[[Kornwall]]&lt;br /&gt;
|Kornwall&lt;br /&gt;
|-&lt;br /&gt;
|E12&lt;br /&gt;
|Rebellshome&lt;br /&gt;
|Rebellheim&lt;br /&gt;
|-&lt;br /&gt;
|E15&lt;br /&gt;
|Horsemanville&lt;br /&gt;
|Rossmannsheim&lt;br /&gt;
|-&lt;br /&gt;
|F5&lt;br /&gt;
|Clayquarry&lt;br /&gt;
|Lehmbruch&lt;br /&gt;
|-&lt;br /&gt;
|F6&lt;br /&gt;
|Dirtwish Hut&lt;br /&gt;
|Schlammwunsch Hütte&lt;br /&gt;
|-&lt;br /&gt;
|F7&lt;br /&gt;
|Lovers Widow&lt;br /&gt;
|Liebweis Weide&lt;br /&gt;
|-&lt;br /&gt;
|F9&lt;br /&gt;
|Sodtstone Church Ruin&lt;br /&gt;
|Weichstein Kirche Ruine&lt;br /&gt;
|-&lt;br /&gt;
|F13&lt;br /&gt;
|Softstone Altar&lt;br /&gt;
|Weichstein Altar&lt;br /&gt;
|-&lt;br /&gt;
|F15&lt;br /&gt;
|Riverwatch&lt;br /&gt;
|Flusswacht&lt;br /&gt;
|-&lt;br /&gt;
|F17&lt;br /&gt;
|Dried up Spring&lt;br /&gt;
|Trockenspeier&lt;br /&gt;
|-&lt;br /&gt;
|G1&lt;br /&gt;
|Gravel Hill&lt;br /&gt;
|Schotterhügel&lt;br /&gt;
|-&lt;br /&gt;
|G3&lt;br /&gt;
|[[Bridgewatch Hill]]&lt;br /&gt;
|Brückwacht Hügel&lt;br /&gt;
|-&lt;br /&gt;
|G4&lt;br /&gt;
|[[Temple of Baphomet]]&lt;br /&gt;
|[[Temple of Baphomet|Tempel des Baphomet]]&lt;br /&gt;
|-&lt;br /&gt;
|G8&lt;br /&gt;
|Sisterend Peak&lt;br /&gt;
|Schwesterendspitze&lt;br /&gt;
|-&lt;br /&gt;
|G9&lt;br /&gt;
|Mushroom Forest&lt;br /&gt;
|Pilzwald&lt;br /&gt;
|-&lt;br /&gt;
|G12&lt;br /&gt;
|Sinnersrun&lt;br /&gt;
|Sundstrom&lt;br /&gt;
|-&lt;br /&gt;
|G17&lt;br /&gt;
|East Bridge&lt;br /&gt;
|Ost-Brücke&lt;br /&gt;
|-&lt;br /&gt;
|G20&lt;br /&gt;
|Gems Grave&lt;br /&gt;
|Edelsteingrab&lt;br /&gt;
|-&lt;br /&gt;
|H1&lt;br /&gt;
|[[Everstone Halls]]&lt;br /&gt;
|Ewigstein Hallen&lt;br /&gt;
|-&lt;br /&gt;
|H2&lt;br /&gt;
|[[Riesbruck]]&lt;br /&gt;
|Riesbrück&lt;br /&gt;
|-&lt;br /&gt;
|H5&lt;br /&gt;
|Drunken Gust Tavern&lt;br /&gt;
|Trunkzug Taverne&lt;br /&gt;
|-&lt;br /&gt;
|H9&lt;br /&gt;
|Western Stone Portal&lt;br /&gt;
|Westliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H11&lt;br /&gt;
|Eastern Stone Portal&lt;br /&gt;
|Östliches Steinportal&lt;br /&gt;
|-&lt;br /&gt;
|H12&lt;br /&gt;
|Elvesign Crossing&lt;br /&gt;
|Elfzeich Übergang&lt;br /&gt;
|-&lt;br /&gt;
|H13&lt;br /&gt;
|Thunder Hoove Peak&lt;br /&gt;
|Donnerhufspitze&lt;br /&gt;
|-&lt;br /&gt;
|H14&lt;br /&gt;
|Broken Statue&lt;br /&gt;
|Zerbrochene Startur&lt;br /&gt;
|-&lt;br /&gt;
|I5&lt;br /&gt;
|Northwind Canion&lt;br /&gt;
|Nordwindschlucht&lt;br /&gt;
|-&lt;br /&gt;
|I6&lt;br /&gt;
|Hill Giant Camp&lt;br /&gt;
|Hügelriesen Lager&lt;br /&gt;
|-&lt;br /&gt;
|I7&lt;br /&gt;
|Lovers Lake&lt;br /&gt;
|See der Liebenden&lt;br /&gt;
|-&lt;br /&gt;
|I8&lt;br /&gt;
|Greylight Cavern&lt;br /&gt;
|Graulichthöhle&lt;br /&gt;
|-&lt;br /&gt;
|I10&lt;br /&gt;
|Splinted Tree&lt;br /&gt;
|Gespaltener Baum&lt;br /&gt;
|-&lt;br /&gt;
|I11&lt;br /&gt;
|Elvengold Fall&lt;br /&gt;
|Elvengoldfall&lt;br /&gt;
|-&lt;br /&gt;
|I18&lt;br /&gt;
|Rockrain Fall&lt;br /&gt;
|Steinregenfall&lt;br /&gt;
|-&lt;br /&gt;
|I19&lt;br /&gt;
|Softstone Plain&lt;br /&gt;
|Weichsteinebene&lt;br /&gt;
|-&lt;br /&gt;
|I20&lt;br /&gt;
|Dragonstone Circle&lt;br /&gt;
|Drachensteinkreis&lt;br /&gt;
|-&lt;br /&gt;
|J12&lt;br /&gt;
|Howling Tower&lt;br /&gt;
|Heulender Turm&lt;br /&gt;
|-&lt;br /&gt;
|J15&lt;br /&gt;
|Deep Crack&lt;br /&gt;
|Tiefbruch&lt;br /&gt;
|-&lt;br /&gt;
|J17&lt;br /&gt;
|Northbound Way Stone&lt;br /&gt;
|Nordblick Wegstein&lt;br /&gt;
|-&lt;br /&gt;
|J19&lt;br /&gt;
|Crackrock&lt;br /&gt;
|Bruchstein&lt;br /&gt;
|-&lt;br /&gt;
|K3&lt;br /&gt;
|[[Wildfang Shipwreck]]&lt;br /&gt;
|Wildfang Wrack&lt;br /&gt;
|-&lt;br /&gt;
|K4&lt;br /&gt;
|[[Black Silk Wood]]&lt;br /&gt;
|Schwarzseiden Wald&lt;br /&gt;
|-&lt;br /&gt;
|K7&lt;br /&gt;
|Hornlake&lt;br /&gt;
|Hornsee&lt;br /&gt;
|-&lt;br /&gt;
|K9&lt;br /&gt;
|Wind Gate&lt;br /&gt;
|Windtor&lt;br /&gt;
|-&lt;br /&gt;
|K10&lt;br /&gt;
|Crowns Peak&lt;br /&gt;
|Kornspitze&lt;br /&gt;
|-&lt;br /&gt;
|K14&lt;br /&gt;
|Aschemeer Peak&lt;br /&gt;
|Aschemeerspitze&lt;br /&gt;
|-&lt;br /&gt;
|K18&lt;br /&gt;
|Saltwater Maw&lt;br /&gt;
|Salzwasserschlund&lt;br /&gt;
|-&lt;br /&gt;
|L5&lt;br /&gt;
|[[Horntal]]&lt;br /&gt;
|Horntal&lt;br /&gt;
|-&lt;br /&gt;
|L6&lt;br /&gt;
|[[Cloudhorde Peak|Cloud Horde Peak]]&lt;br /&gt;
|Wolkenhordspitze&lt;br /&gt;
|-&lt;br /&gt;
|L7&lt;br /&gt;
|Waterramp&lt;br /&gt;
|Wasserrampe&lt;br /&gt;
|-&lt;br /&gt;
|L10&lt;br /&gt;
|Greystone Mine&lt;br /&gt;
|Graustein Miene&lt;br /&gt;
|-&lt;br /&gt;
|L15&lt;br /&gt;
|[[Dragonstone Arena]]&lt;br /&gt;
|Drachensteinarena&lt;br /&gt;
|-&lt;br /&gt;
|L17&lt;br /&gt;
|Ashe&#039;s Neck&lt;br /&gt;
|Aschenacken&lt;br /&gt;
|-&lt;br /&gt;
|M8&lt;br /&gt;
|[[Curse Twig Wood]]&lt;br /&gt;
|Fluchzweig Wald&lt;br /&gt;
|-&lt;br /&gt;
|M10&lt;br /&gt;
|The Stomach&lt;br /&gt;
|Der Magen&lt;br /&gt;
|-&lt;br /&gt;
|M20&lt;br /&gt;
|Legends Inn&lt;br /&gt;
|Taverne der Legänden&lt;br /&gt;
|-&lt;br /&gt;
|N4&lt;br /&gt;
|Hoof&#039;s Harbour Ruin&lt;br /&gt;
|Hufhafen Ruine&lt;br /&gt;
|-&lt;br /&gt;
|N6&lt;br /&gt;
|Woodmans Call&lt;br /&gt;
|Waldmannsruf&lt;br /&gt;
|-&lt;br /&gt;
|N11&lt;br /&gt;
|Lighthouse Devil Fire&lt;br /&gt;
|Leuchtturm Dämonenfeuer&lt;br /&gt;
|-&lt;br /&gt;
|N20&lt;br /&gt;
|Fiends End&lt;br /&gt;
|Fiendende&lt;br /&gt;
|-&lt;br /&gt;
|P19&lt;br /&gt;
|Dragonfall Grave&lt;br /&gt;
|Drachenfallgrab&lt;br /&gt;
|-&lt;br /&gt;
|Q17&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|Hordschlacht&lt;br /&gt;
|-&lt;br /&gt;
|R16&lt;br /&gt;
|Meststone Citadel&lt;br /&gt;
|Schmerlzstein Zitadelle&lt;br /&gt;
|-&lt;br /&gt;
|R17&lt;br /&gt;
|Stormsons Throne&lt;br /&gt;
|Tron des Sturmsohns&lt;br /&gt;
|-&lt;br /&gt;
|R18&lt;br /&gt;
|Twinhill Gate&lt;br /&gt;
|Zwillingshügeltor&lt;br /&gt;
|-&lt;br /&gt;
|S15&lt;br /&gt;
|Earthmaid Throne&lt;br /&gt;
|Tron der Erdmaid&lt;br /&gt;
|-&lt;br /&gt;
|S16&lt;br /&gt;
|Preservations Stairs&lt;br /&gt;
|Erhaltende Stufen&lt;br /&gt;
|-&lt;br /&gt;
|S17&lt;br /&gt;
|Changing Stepstones&lt;br /&gt;
|Wegstein des Wandels&lt;br /&gt;
|-&lt;br /&gt;
|S20&lt;br /&gt;
|Unnamed Graves&lt;br /&gt;
|Unbenanntes Grab&lt;br /&gt;
|-&lt;br /&gt;
|T3&lt;br /&gt;
|Magi&#039;s Academy&lt;br /&gt;
|Academi der Magi&lt;br /&gt;
|-&lt;br /&gt;
|T11&lt;br /&gt;
|Ashtree Castle&lt;br /&gt;
|Aschebaum Schloss&lt;br /&gt;
|-&lt;br /&gt;
|T12&lt;br /&gt;
|Ashtree Forest&lt;br /&gt;
|Aschebaum Wald&lt;br /&gt;
|}&lt;br /&gt;
=== Ancient History (DM Only) ===&lt;br /&gt;
In ancient times, during the time of Elf&#039;s, the Stormlands were a part of the Kingdom of Aravaile (High Wind/Elvish). The Kingdom included the whole southern area now known as Pyrilea and stretched north up to the Eismeer. It&#039;s inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf&#039;s that fell. Before that they were unrivaled to the point where they were able to spend their time to study and create, being rumored to even use the old eleven Magic, unimpeded by the laws of the Goddess of Secrets. These remaining items are treasured by those who hold them. In some cases the magic seems suttle and mundane but it most cases this just means that their full potential has not been awakened by it&#039;s holder. A favored method of their creators in case the items fall into the wrong hands. &lt;br /&gt;
&lt;br /&gt;
In the ancient days the elves of old have been driving different kinds of Giants from their land aside mighty gem dragons, being mounted on mighty horses and other steeds during the time when Giants and dragons fought for domination over this world. Old pictures show army&#039;s of black armored knights atop graceful horses and some even on dragons, riding into battle against any kind of giant known to the modern world as cloud, Stone, fire and frost giants. The knights raise swords and shields glowing in any color gems can create. There is no cavalier in the known history that could rival these riders of old, no horse stronger or more dedicated. Other tales tell the story of the downfall of a storm giant kingdom, depicting large fleets of ships besieging an enormous [[Magi&#039;s Academy|castle in the middle of the sea]] defended by lightning throwing giants riding atop [[Giant Crab Alpha|gigantic crabs]], succumbing to the sheer force of an elven army the modern world has never seen. &lt;br /&gt;
&lt;br /&gt;
The size of the Kingdom [[Aravaile]] became it&#039;s downfall when unknown evil forces ripped open the gates to the hell&#039;s of demons. Faced with a new enemy in a part of their kingdom deemed save until then ended in a devastating confrontation between the mounted knights and the forces of chaos. The demons were driven back on several occasions just to return in bigger numbers. Being outnumbered by demons on nearly every occasion, the numbers of Knights dwindled to the point the kingdom of Aravaile had to send more and more troupes from it&#039;s northern realms, just to fall back later on. The times were dire and so the common folk of the south turned to pray into the void and Tiamat answered...&lt;br /&gt;
&lt;br /&gt;
As a second rift opened, this time allowing the army&#039;s of devils to enter the plane, the ones who completed the ritual immediately understood the gratitude of their mistake, as the devils and red dragons burned through their land, killing demon and Elf alike. The ruby knights retreated as Volcanoes started to spring forth from the ground, covering the land with fire and molten stone, creating Pyrilea in the process. It took just a few weeks until dragons and devils struck at the heart of the demonic forces and demons and closed the rift in a decisive air strike. The Bargain was fulfilled, the demon gate closed, but there were still demonic forces left in the world not bound to the Abyss but seemingly to this plane...&lt;br /&gt;
&lt;br /&gt;
The rest of the demon army consisted of bestial humanoids created in the image of the Arch-Demon [[Baphomet]], half man, half bull, being called &amp;quot;the Minotaur&#039;s&amp;quot;, trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur&#039;s continued their strife for power over this domain, fighting the devils and dragons, giving the kingdom of Aravaile time to think and prepare. They noticed a weakness in the mind of the Minotaur&#039;s, a naivety, sense of bestial self preservation, humanoid self importance and ambition. These creatures were well designed but their thinking could be manipulated and so the Elf&#039;s began to slowly convert many of the them into their service, changing them, turning them into slaves and soldiers, bound to the promise of the elven King of freedom and a self determined life. &lt;br /&gt;
&lt;br /&gt;
[[Baphomet]] noticed too late how many of his creations had fallen into the hands of the Elf&#039;s, so the Ruby knights regained some of their strength and prepared for a last push against Tiamats forces. A large army of remaining Ruby Knights stood aside hordes of Minotaur&#039;s, being motivated by the thought of freedom in this world. They faced a legion of barbed devils and corrupted elven Warlocks. The Sky was filled with dragons, the red ones fighting for the hell&#039;s, others in the color of ruby&#039;s fighting for Aravaile. The battlefield chosen was the large, burning area east of the Twin Mountains and the flames shooting up from the ground diminished any chance of victory but when the horns of war rang in every bodies ears, there was no going back. &lt;br /&gt;
&lt;br /&gt;
The horses of the Ruby Knights started to move and the hordes of turned Minotaur&#039;s followed closely. Faster and faster they ran until the air was filled with thunder, running into the burning breech when the clouds seemed to grant their aid in this confrontation. Rain started to fall down from the skies, extinguishing the flames from beneath while lightning struck over and over, lighting up the battlefield and smashing flying rocks, spat out by the vulkanos, into thousands of peaces. The devilish forces were caught off guard as the battlefield itself turned against them. The battle ensued and even though the forces of evil cut down most of the enemy, they faced annihilation. Tiamat was not willing to loose here, so she struck at the heart of the elven army. The last remaining red dragon ripped the elven King into pieces, burning his remains, and roared so loud that many of the remaining Ruby Knights and Monotaurs began to flee. The last dragon . The fight was won, but the King of the elves lied dead, as did most of the brave soldiers fighting this battle.&lt;br /&gt;
&lt;br /&gt;
When the Elf king died, so did his promises to the Minotaur&#039;s, at least it seemed so for several decades. Since the day pesant Elf&#039;s have opened the door to the nine hell&#039;s no Elf of Aravaile has been able to cross over to paradise of their people even after the hellish brute has been defeated. The great Mages, Nobles and Scientists of their people have died and a young prince, one of the few survivors of the fight, now had to rule a land much to big for what he could manage in addition to a slowly revolting horde of Minotaur&#039;s, waiting for their promised freedom. Luckily the new king was wise and even though those closest to him disagreed he handed the two most influential Minotaur&#039;s one weapon each, before leaving the Sormlands as a present to the new found folk. One he called lightning, a scimitar that was created during a storm, cutting a tree right in the middle from top to bottom, and Thunder, a Hammer that was thrown once an knocked out a red dragon in the battle. As the two weapons were gifted to the two Minotaur&#039;s it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as &amp;quot;Stormlands&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by &amp;quot;the Cloud Horde&amp;quot; and &amp;quot;The Living Hills&amp;quot;, a nature religion that speaks of fallen warriors watching over these lands. Since the existence of the country it has most often been ruled by two Minotaurs, the most peaceful times were created by pairs of siblings. Many decades and even century&#039;s have been turbulent since individual hordes always did strife to be the most worthy to rule. A ruler can be rightfully overthrown if there are more powerful forces to claim the right to rule. Documentation of the past is rare and hard to come by. The most recent pair of regents might be the most relevant for their rule is commonly known as the most just and peaceful in the history of the country - The twins [[Lebos]] and [[Mina]].&lt;br /&gt;
&lt;br /&gt;
In 1215 PM [[Mina]], the representative of the earth, got killed supposedly by a stranger cloaked in red. Her brother [[Lebos]] fell into a rage and the peacefull country turned into a war-zone. Since this time storms started to form even more rapidly and more often, even with some unnatural affects, creating lightning elemental, disturbing spells and children disappearing over night. For nearly two decades Lebos roamed the lands before disappearing. His Mad Rage started with a massacre in the former Minotaur Capital, now known as [[Hordschlacht]], where different Hordes were fighting each other, destroying the city, leaving a pile of rubble. After that Lebos, who came out on top with his followers, started to destroy all naval citiys and Villages and put all ship builders to the blade for they must have helped to allow the murderer of his sister to flee. Those caught and to young to have had a part in this plot suffered in different ways. Most often victims had their tongue cut out for &amp;quot;their words will grow to be those of a traitor&amp;quot;, since they did not honor the work of his sister, for forests and thus wood was the domain of Mina. After that Lebos vanished. It is said that he traveled to other parts of the world to find his sisters murderer and take revenge but there are no records of other country&#039;s that support this theory. After he was gone there were many Hordes who claimed to rule the Stormlands but non of them prevailed. The country is torn since then.&lt;br /&gt;
&lt;br /&gt;
During the Soul harvest in 1225 PM the Stormlands endured many casualties and the infighting came to an end just to progress later on in history.  Three Children of the former Minotaur Leader had made a name for themselves and became the pillars of the now enduring power struggle - Ghom, First born son of Lebos, Dominos, second born son of Lebos and Vallah, daughter of Lebos. In 1235 PM a battle for control over the country broke out where all 3 of them faced each other in combat during a brutal storm. Vallah was forced to retreat north, wounded and defeated, while Ghom and Lebos fought atop Cloudhorde Peak. As the last thunder bellowed over the land and the rain started to calm the remaining Minotaurs stared upwards to see who won the fight. They saw Dominos holding the giant, liveless body of Ghom over his own muscular frame and throwing it off the cliffs, breaking every singe bone in the body of his older brother. His remains where ripped away by the crushing waves. Dominos earned the biggest following after that battle and is seen as the new King of the Stormlands. &lt;br /&gt;
&lt;br /&gt;
Dominos the Minotaur is referred to as the regent over the Stormlands but the remaining hordes seem to be undecided regarding his rule. They might accept him but at the same time some of the hordes still roam the land like in the last days of his father, restless and unyielding whenever a storm is brewing. The remaining non Minotaur citys like [[Kornwall]], [[Riesbruck]], [[Sinnersrun]] and [[Crackrock]] as well as travelers and caravans have been targeted many times by roaming hordes. Even though many travellers tell storys of forthcoming and welcoming Minotaur Individuals the stormlands are considered to be dangerous. Many historians agree that the death of Mina, Dominos&#039;s aunt, was the death of peace, the event that enraged the Could Horde. Other sources speak of a dark plot that lerks in the background, an enemy that has been here far longer than the Minotaurs themselves. They speak of an ancient history that predates the common sources that holds the secret to the truth. A story of a land called Aravaile, a fallen elven Kingdom, and it&#039;s lasting impact.&lt;br /&gt;
&lt;br /&gt;
=== Artifacts/Magic Items ===&lt;br /&gt;
Lighning (Very Rare Scimitar, attunement, proficient with weapon). Deals extra 2d6 lighning damage on hit or 5 lighning on a missed hit. Gain +5 to Initiative rolls.&lt;br /&gt;
&lt;br /&gt;
Thunder (Rare - Legendary light hammer, attunement). Returns back to hand after throw. Relative to Stage 2/4/6 Charges, on a hit you may cast thunder wave on level 1-6 (charges, 1/turn), Save DC 13/15/17. Recharge after long rest. (No Components, just works with this weapon)&lt;br /&gt;
&lt;br /&gt;
Crown of Mina (Legendary Helmed, attunement by Ranger or Druid). +2 to all saving throws. 9 Charges, cast Druid spell equal to charges spend (must not know the spell, pay cost, recharges after long rest). DC 17/+9.&lt;br /&gt;
&lt;br /&gt;
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.&lt;br /&gt;
&lt;br /&gt;
Heavy Bone Arrows: This arrow can just be fired by a ballista or a bow strong enough. The projectile deals 4d8+10 (28) Piercing Damage.&lt;br /&gt;
&lt;br /&gt;
Bloodportal Dagger (uncommon - Very Rare Dagger, 3 States, attunement). Relative to Stage +1/+2/+3, Charges 2/4/6 (recharges on short rest), On hit on a creature that can bleed spend 1 Charge to return dagger or pay 2 Charges and teleport to the target hit. Leveling requirement - Last hit Blood which or sacrifice child.&lt;br /&gt;
&lt;br /&gt;
The Book of lost History (Uncommon Book, attunement). The book is wrapped in expensive purple leather. Whenever this book is attuned when a character levels up and was attuned for the whole level, the character gains one information of any history the character knows about.&lt;br /&gt;
&lt;br /&gt;
Hunters Reward (Very Rare Great axe, proficient with weapon, +2, attunement). 3 Charges (recharge after long rest), 1 Charge: Ensnaring Smite, Hunters Mark, Searing Smite (No Components, just works with this weapon), DC 15.&lt;br /&gt;
&lt;br /&gt;
Baphomet&#039;s Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand. &lt;br /&gt;
&lt;br /&gt;
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.&lt;br /&gt;
&lt;br /&gt;
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.&lt;br /&gt;
&lt;br /&gt;
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.&lt;br /&gt;
&lt;br /&gt;
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1&lt;br /&gt;
&lt;br /&gt;
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.&lt;br /&gt;
&lt;br /&gt;
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.&lt;br /&gt;
&lt;br /&gt;
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.&lt;br /&gt;
&lt;br /&gt;
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.&lt;br /&gt;
&lt;br /&gt;
Kasa Helm (Uncommon, requires shield proficiency and Con 15, Shield). Grants reaction against small projectiles (Magical or not) ranged attacks: Ranged Parry +2 AC. Can&#039;t wear Helm.&lt;br /&gt;
&lt;br /&gt;
Heavy Pelt (Common, attunement, Cloak), Ac+1 up to a AC score of 15. (Exists with bonuses, raising the bar were it is effective).&lt;br /&gt;
&lt;br /&gt;
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.&lt;br /&gt;
&lt;br /&gt;
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.&lt;br /&gt;
&lt;br /&gt;
Pushing Arrow (Uncommon, requires use of a bow or Crossbow, consumable), Target must succeed strengh save 12 or take 1d10 force and is pushed 10 ft.&lt;br /&gt;
&lt;br /&gt;
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).&lt;br /&gt;
&lt;br /&gt;
Acid Arrow (Uncommon, requires use of Bow or Crossbow, consumable), adds 1d4 Acid damage, target must use action or take 1d4 acid at end of turn.&lt;br /&gt;
&lt;br /&gt;
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.&lt;br /&gt;
&lt;br /&gt;
Shield of the Maiden (Rare, requires attunement, proficiant with shields), gain reaction: if target is hit with n attack within 5 ft. take the damage instead.&lt;br /&gt;
&lt;br /&gt;
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.&lt;br /&gt;
&lt;br /&gt;
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.&lt;br /&gt;
&lt;br /&gt;
Cape of the ruby&#039;s blessing (Rare, Attunement, Cape), Saving throws +1.&lt;br /&gt;
&lt;br /&gt;
Boots of the strider (Uncommon, Attunement), ignore difficult terrain. &lt;br /&gt;
&lt;br /&gt;
Hood of remorse (Uncommon, Helm, Attunement), Face is blackened out in darkness, voice distorted, Advantage on intimidation, disadvantage for insight checks againt wearer. conceal identity, curse: can&#039;t be unattuned. Can be destroyed with remove curse. (Punishment for former Dragonriders who lost their dragons in the last fight of Aravaile, now known as The Riders of the King) &lt;br /&gt;
&lt;br /&gt;
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos&#039;s Pelt.&lt;br /&gt;
&lt;br /&gt;
Horn of the Cloud Horde (Very Rare, Horn, Attunement Optional), 1 Charge, 1 Action, Summon a lighning elemental within 30ft. of you for 10 Minutes. If you are not attuned the elemental behaves randomly. To renew the Charge make a ritual for 10 Minutes in a Lightning Storm. Everytime you recharge it there is a 10% chance that the Horn explodes and lightning elementals attack you.&lt;br /&gt;
&lt;br /&gt;
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)&lt;br /&gt;
&lt;br /&gt;
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).&lt;br /&gt;
&lt;br /&gt;
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage. &lt;br /&gt;
&lt;br /&gt;
Eye of the Other One (Very Rare, Nackless, Attunement by Warlock), Spell Save and Spell Attack +1, True Seeing 15 ft., 5 Charges/Long Rest, Spells Equal Level: Intellect Fortress, Unseen Servant, Contact other Plane, Mind Spike, Summon Aberration. &lt;br /&gt;
&lt;br /&gt;
Noxic Priest Staff (Rare, Quaterstaff, Attunement by Magic User), Magical Melee Attacks +1, 5 Charges/Long Rest, DC15/+7: Hellish Rebuke, Suggestion, Dispell Magic, Blight, Scrying. &lt;br /&gt;
&lt;br /&gt;
Aravaile&#039;s Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Cavalry&#039;s Skin (Very Rare, Half Plate, Attunement), +1, Can&#039;t be unmounted, Mount shares AC (Whatever is Higher).&lt;br /&gt;
&lt;br /&gt;
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby&#039;s), Worth at least 10.000 Gold.&lt;br /&gt;
&lt;br /&gt;
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby&#039;s), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)&lt;br /&gt;
&lt;br /&gt;
Paralyzing Poison: Contact. (Very Rare) the target must succeed on a DC 17 Constitution saving throw or have the poisoned and paralyzed conditions for 1 minute. The affected creature can repeat the saving throw at the end of each of its turns, ending both the poisoned and paralyzed conditions on itself on a success.&lt;br /&gt;
&lt;br /&gt;
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2. &lt;br /&gt;
&lt;br /&gt;
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.&lt;br /&gt;
&lt;br /&gt;
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2. &lt;br /&gt;
&lt;br /&gt;
Hull of the Iron Will (Rare, Plate Armor) +1. &lt;br /&gt;
&lt;br /&gt;
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure). &lt;br /&gt;
&lt;br /&gt;
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Roll a D10&lt;br /&gt;
!Legend&lt;br /&gt;
!DM Info&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. &lt;br /&gt;
|True.&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of.&lt;br /&gt;
|True, Blood-wiches prey on the weak, charming them in the process to help them capture children. &lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule.&lt;br /&gt;
|Wrong, The country was gifted to them by the High Elves of Aravaile.&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|This country is secratley controlled by devils, lerking in every corner. Never give a word to a stormlander for you are speaking to a devi and will pay with your soul.&lt;br /&gt;
|False, the only connection to devils is found in the ancient story of this lands creation (Aravaile)&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|The Sky and the earth are santiant. Every move outside a city is watched by the land itself and harming nature comes at a high price for Elemental Titans are still watching over this land.&lt;br /&gt;
|Partially true. The weather effects are influencial but random. There is an Elder Tempist and a sleeping Terrasque though that can awake if you medal with strong nature altering effects.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. &lt;br /&gt;
|True, The Magi Academy lies there and is well protected.&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|Never wear red! Minotaurs can&#039;t handle the look of the colour and will immediately attack. &lt;br /&gt;
|Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. &lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|Follow the wind. It will automatically lead you were you are ment to be.&lt;br /&gt;
|False. It&#039;s random, but you will find interesting things probably.&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. &lt;br /&gt;
|True, they turn hostile for they see it as a sign of the sky horde.&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|The freedom was lost when Mina died. Her head was cut off and as long as it is not returned to her grave on the twin hills south of here there can&#039;t be freedom, nore will the storms calm down.&lt;br /&gt;
|True, that&#039;s the premise of the campaign.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Cloudhorde_Peak&amp;diff=490</id>
		<title>Cloudhorde Peak</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Cloudhorde_Peak&amp;diff=490"/>
		<updated>2025-12-31T23:06:16Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;Cloudhorde peak is home to the stormcaller clan (Minotaurs of the Stormlands) and the most important place for believers of the Cloudhorde. It is the tallest mountain with steep cliffs protecting it. Just one path leads up to the top of the mountain where an old temple can be found. The Stormcallers are very protective of this place and don&amp;#039;t allow anyone who does not beliefe in the Cloudhorde to walk up the path. The King might be the only one they let through outside o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cloudhorde peak is home to the stormcaller clan (Minotaurs of the Stormlands) and the most important place for believers of the Cloudhorde. It is the tallest mountain with steep cliffs protecting it. Just one path leads up to the top of the mountain where an old temple can be found. The Stormcallers are very protective of this place and don&#039;t allow anyone who does not beliefe in the Cloudhorde to walk up the path. The King might be the only one they let through outside of their own clan. &lt;br /&gt;
&lt;br /&gt;
A constant storm is surrounding the peak making it very dangerous to attempt to sneak up the mountain. The Tempist clerics are experts in using the weather to their advantage so it can be said that Cloudhorde peak is comparrable to well fortified fort without walls.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Horntal&amp;diff=489</id>
		<title>Horntal</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Horntal&amp;diff=489"/>
		<updated>2025-12-31T22:57:04Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Capital of the Stormlands, a city filled with Minotaurs. &lt;br /&gt;
&lt;br /&gt;
== Map ==&lt;br /&gt;
[[File:Horntal.jpg|center|1000x1000px|Horntal. Created by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Strangers Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 2. Fort of the Stormwatch ===&lt;br /&gt;
A robust building made of sand stone at the side of the mountain is the entrance to many caves lying behind it. This building is always well guarded for it is the home of the stormwatch, the army of King Lebos. &lt;br /&gt;
&lt;br /&gt;
=== 3. The Houling Chappel ===&lt;br /&gt;
&lt;br /&gt;
=== 4. Everburning Giant ===&lt;br /&gt;
A gigantic statue representing a giant with a huge hammer and tools fitting for a stone maze. The statue is black from the ash of a hot burning fire surrounding the whole statue. The fire seems to be burning in a clear defined circle arround the statue, not needing any wood or other material to continue burning. The outer parts of the fire are surrounded by ash and blackened earth as if the fire originally was bigger then it is now.&lt;br /&gt;
&lt;br /&gt;
Around the fire there are 4 pilars, all of the standing the same distance away from the statue, the fire and to each other. They seem to be made of white marble and show fine lines on them and statues of ravens with a beak made of ruby, all facing the giant statue in the middle.   &lt;br /&gt;
&lt;br /&gt;
=== 5. Bathhouse of the Furred ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Everburning Tower ===&lt;br /&gt;
&lt;br /&gt;
=== 7. Mina&#039;s Memorial ===&lt;br /&gt;
A cube like building standing on steep hill in the middle of the city. It has a large gate on the front and on each of the other sides a big window made of coloured glass, making it difficult to look into the building. It is constantly protected by reckoners and other soldiers while the commoners come here to lay down gifts like flowers and weapons. It is easaly noticable that the ground around the cube is more fertile then the rest of the valley, especially on the left side. &lt;br /&gt;
&lt;br /&gt;
Just important indivuduals are allowed to step through the guarded gate. Inside there are 2 coffins, one one the left and a much bigger one on the right. In front of these coffins there are tomp stones. The one on the left reads: &amp;quot;&#039;&#039;Here lies Mina, Queen of the Stormlands, Sister of Lebos and Supreme Druid of the moving hills. May the afterlife grant you completion.&#039;&#039;&amp;quot;. The The one on the right reads: &amp;quot;&#039;&#039;Lebos&#039;&#039;&amp;quot;. There is a lot of space on the tomp stone like whoever build it has not yet begun to write more but already planned for some hart felt words being added at a later point in time. &lt;br /&gt;
&lt;br /&gt;
=== 8. Weather Top Temple ===&lt;br /&gt;
A huge pyramid like building made of grey stone like the surrounding mountains standing at the south, being build into the cliffs protecting the city. It&#039;s stairs, gates and rooms are enormous, showing that this building most likely was build by giants or other beings of that size. On top of the pyramide there are 4 huge pillars constantly crackling with electrical energy and every now and then lightning strikes the air around them. The Structure is partially covered in moss and other very old plants found their way to grob in the cracks showing that this building mus be ancient. &lt;br /&gt;
&lt;br /&gt;
This is the home of Reckoner Clan ([[Minotaurs of the Stormlands]]) and is also the place where the current king of the Minotaurs reside - Dominos, Second Son of Lebos.&lt;br /&gt;
&lt;br /&gt;
Under the pyramid there are plenty of tunnels leading deep into the earth and the mountain next to the building. Within this twisted labyrinth there are many secret rooms that are used by the Reckoners to educate their youngest aspirants, others to forge weapons and others for keeping the treasures and knowladge of the clan protected. &lt;br /&gt;
&lt;br /&gt;
=== 9. Deamon Gate ===&lt;br /&gt;
&lt;br /&gt;
=== 10. Trusted Gate ===&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=File:Horntal.jpg&amp;diff=488</id>
		<title>File:Horntal.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=File:Horntal.jpg&amp;diff=488"/>
		<updated>2025-12-31T21:57:09Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Horntal. Created by Vorlov&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=487</id>
		<title>Pantheon of Gods</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Pantheon_of_Gods&amp;diff=487"/>
		<updated>2025-12-22T14:48:37Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Minor Gods (CR 21-30) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Pantheon ==&lt;br /&gt;
The Pantheon basically is a list of gods that are known, listed in a hierarchy based on the interpretation of power/influence of conscious beings. &lt;br /&gt;
&lt;br /&gt;
Within the pantheon differences exist. The differences are usually based on Devotion and thus power/influence.&lt;br /&gt;
&lt;br /&gt;
The Pantheon lists gods in a hierarchy, but the hierarchy is imperfect and can be changed, depending on how the story of the world turns out, since the power of a god depends on devotion.&lt;br /&gt;
&lt;br /&gt;
== What is a god/goddess? ==&lt;br /&gt;
Description: A God is a supernatural being considered sacred and worthy of worship, often believed to have authority over some aspect/domain of existence. &lt;br /&gt;
&lt;br /&gt;
&amp;quot;God&amp;quot; is a status and a &amp;quot;creature type&amp;quot;: It enables limited but hard to overcome immortality, resistance and power, but depends on devotion. Thus this status can be changed, given or taken. &lt;br /&gt;
&lt;br /&gt;
Domain/Aspect: Gods are representatives of physical and mental attributes, patterns of behavior, believes or even the basic principals for existence. &lt;br /&gt;
&lt;br /&gt;
Devotion: Believing, behaving or acting in a way an aspect or domain covers grants the connected god power. The more influential/powerful these influences, believes, behaviors or acts are, the more power is granted to the god of the specific domain. The devotion of a thing is also the source to fuel the godly powers of believers.&lt;br /&gt;
&lt;br /&gt;
== Hierarchy of Gods ==&lt;br /&gt;
&lt;br /&gt;
==== The Origin (CR ∞) ====&lt;br /&gt;
&amp;quot;The Origin&amp;quot; is the most mysteries and rarely devoted to group of gods known to existence. Members of the Origin need no devotion to exist for existence is a fact. The intention of &amp;quot;The Origin&amp;quot; is impossible to read. It stands for &amp;quot;Creation&amp;quot; in the truest sense of the word. The term &amp;quot;creation&amp;quot; has been adapted by other gods but true creation is bound to &amp;quot;The Origin&amp;quot;, a force that came out of nothingness and created the pillars of existence. True Followers of this path are older then dragons, giants, Devils, Demons, Angels and most individuals that claim to be old. The only followers known to modern history seem to be Arnem and Ishnar, the Snake Twins (Yuan-Ti).&lt;br /&gt;
&lt;br /&gt;
The World Serpent &lt;br /&gt;
&lt;br /&gt;
Ao - The Creator &lt;br /&gt;
&lt;br /&gt;
==== Pillars of Existence (CR ∞) ====&lt;br /&gt;
The Pillars of Existence describes gods that are seen to be base of existence, working with each other, willingly or not, to create the canvas that everything is painted on. They literally are seen as the base of existence and if even one of them would be missing existence would end.&lt;br /&gt;
&lt;br /&gt;
[[Erit]] - God of Space and Matter.&lt;br /&gt;
&lt;br /&gt;
[[Mortis]] - God of Death and the end.&lt;br /&gt;
&lt;br /&gt;
[[Tempist]] - God of Time and Destiny. &lt;br /&gt;
&lt;br /&gt;
[[Vitalis]] - God of Life and recreation.&lt;br /&gt;
&lt;br /&gt;
==== Major Gods (51+) ====&lt;br /&gt;
Major Gods are beings able to change the rules of existence to a limited extend. &lt;br /&gt;
&lt;br /&gt;
[[Mystra]]/Mystral - Keeper of Secrets and master of the Ethereal Plane&lt;br /&gt;
&lt;br /&gt;
[[Annam]] - All-Father - God of Giants&lt;br /&gt;
&lt;br /&gt;
[[Io/Asgorath]] - God of Dragons&lt;br /&gt;
&lt;br /&gt;
==== Gods (CR 31-50) ====&lt;br /&gt;
These are the gods that are the most powerfull representation of the current state of the word and are able to enforce them to a high extend. They stand fore broad domains and thus draw power from many sources. &lt;br /&gt;
&lt;br /&gt;
Moradin - God of Dwarfs&lt;br /&gt;
&lt;br /&gt;
Corellon Larethia - God of the Elves&lt;br /&gt;
&lt;br /&gt;
Bahamut - God of good Dragons&lt;br /&gt;
&lt;br /&gt;
Tiamat - God of evil Dragons&lt;br /&gt;
&lt;br /&gt;
Primus - God of Judgement&lt;br /&gt;
&lt;br /&gt;
Hades - God of Hopelessness, Apathy and Despair&lt;br /&gt;
&lt;br /&gt;
Persephone - God of Eternal Bliss&lt;br /&gt;
&lt;br /&gt;
==== Minor Gods (CR 21-30) ====&lt;br /&gt;
Minor Gods are representatives of specific domains. &lt;br /&gt;
&lt;br /&gt;
Othea - Mother of Giants&lt;br /&gt;
&lt;br /&gt;
Maglubiyet - God of Goblins&lt;br /&gt;
&lt;br /&gt;
Gruumsh - God of Orcs&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness&lt;br /&gt;
&lt;br /&gt;
[[Namtaru]] - Mother of Spiders&lt;br /&gt;
&lt;br /&gt;
Lasra - God of Righteousness and Retribution&lt;br /&gt;
&lt;br /&gt;
Norlys - Angel of the Northlight&lt;br /&gt;
&lt;br /&gt;
== Demigods ==&lt;br /&gt;
Demigods are beings with godly powers without being gods themselves. They don&#039;t rely on but can be empowered by it nonetheless. They can be greatest supporter of the pantheon or the greatest threat. By being unbound this way, the pantheon never will be save and thus can change. Thus this is the place to include any kind of fiends like devils and demons.   &lt;br /&gt;
&lt;br /&gt;
==== Demigod (CR 28+) ====&lt;br /&gt;
Demigods are on the verge of becoming gods, having godlike features, powers and resistances and are able to disturb the the order of the pantheon in a major way. Even though they are listed beneath the pantheon they can be more powerfull than gods themselves without the downsides. They tend to be immortal or at least seem to be. &lt;br /&gt;
&lt;br /&gt;
God Avatar - Many Gods have the power to create Avatars of themselves. These are on the Level of Demigods. &lt;br /&gt;
&lt;br /&gt;
[[Asmodeus]] - Prime Archdevil, Lord of Hell (Devil)&lt;br /&gt;
&lt;br /&gt;
Mephistopheles - Chief Devil, Hell&#039;s greatest Wizard (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Monoris]] - Daughter of Death, Goddess of Souls, Creator of the Soul Plague. (Celestial) &lt;br /&gt;
&lt;br /&gt;
Vecna - The Whispered one (Undead) &lt;br /&gt;
&lt;br /&gt;
Tarrasque - High Earth Titan &lt;br /&gt;
&lt;br /&gt;
The World Kraken - High Water Titan &lt;br /&gt;
&lt;br /&gt;
Pale Knight - Mother of Demons &lt;br /&gt;
&lt;br /&gt;
==== High Servants (21 - 27) ====&lt;br /&gt;
Any Archdemonon&lt;br /&gt;
&lt;br /&gt;
Any Archdevil aside from [[Asmodeus]] &lt;br /&gt;
&lt;br /&gt;
[[Vorlov]] -  Vampire Lord of Klarsen (Undead)&lt;br /&gt;
&lt;br /&gt;
[[Zariel]] - Ruler of Avernus (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Garshon]] - King of Ignetia (Devil)&lt;br /&gt;
&lt;br /&gt;
[[Celthintiallore]] - Black Great Wyrm (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[The Red Doom]] - Red Great Wyrm (Dragon) &lt;br /&gt;
&lt;br /&gt;
Da-Kuris - Devil of swallowing Light (Devil) &lt;br /&gt;
&lt;br /&gt;
==== Striving (16 - 20) ====&lt;br /&gt;
[[Ocard]] - Fallen Gold Dragon of Bahamut (Dragon)&lt;br /&gt;
&lt;br /&gt;
Doonstein - Brewer of the end (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Argar]] - Paladin of the Red Talons (Dragon)&lt;br /&gt;
&lt;br /&gt;
[[Ignel]] - Archwizard of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Morten]] - Hammer of Vitalis, Druid of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
[[Yagu]] - Tireless hunter of the Red Talons (Humanoid)&lt;br /&gt;
&lt;br /&gt;
Eynmana - Snowangel of Tiers and suffering (Celestial)&lt;br /&gt;
&lt;br /&gt;
Imdirion - The Witness (Humanoid)&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=486</id>
		<title>Riesbruck</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=486"/>
		<updated>2025-11-16T15:55:10Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Quest: The Stolen Scroll (lvl 6+) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riesbruck is a city build in the west of the [[Stormlands]] on top of a gargantuan Black Stone bridge crossing the Twin Stream coming from the north and partially daming the water. This Bridge is one of &amp;quot;The Seven Wonders&amp;quot; build by the [[Stone Giants]] ([[Stone Giants of the Stormlands]]). No Ships can pass under it because of the stream even though the bridge would be high enough.&lt;br /&gt;
&lt;br /&gt;
The city was build mostly on top of the bridge being over a hundred feet high, several hundred feet wide and over a mile long. It reminds more of a fortress. The entrances on both sides have been blocked by huge walls build at the entrance of the bridge, made of normal, grey stone to block passage if needed and for defensive purposes. &lt;br /&gt;
&lt;br /&gt;
Riesbruck is the biggest non Minotaur City in the [[Stormlands]] and is famous for trade with [[Lodesquier]], high prices for entering and being the only wall strong enough to defy attacks of the [[Minotaurs of the Stormlands]]. &lt;br /&gt;
[[File:Riesbruck.jpg|center|thumb|1000x1000px|Riesbruck City map. Made by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Path East ===&lt;br /&gt;
&#039;&#039;&amp;quot;Mounts are not allowed in the city of [[Riesbruck]]!&amp;quot;&#039;&#039;. This path is usually guarded by soldiers of Riesbruck and they will inform the party to leave their mounts at the stables (3. Stables).  Newcomers and suckers are expected to pay a bribe to continue without problems (2GP/Person). If it is not payed the guards at the gate will charge 5 GP per person.  &lt;br /&gt;
&lt;br /&gt;
=== 2. Wearhouse ===&lt;br /&gt;
A simple building in front of a small harbour. Every Ship comming from the north load their wears off right here because getting closer to the Bridge might end up in the loss of a ship. For a good price characters can also stay here. This area is always guarded by at least 5 soldiers of [[Riesbruck]].  &lt;br /&gt;
&lt;br /&gt;
==== Quest: Dockside Extortionist ====&lt;br /&gt;
This could be the place where Characters meet [[Nino, Dockside Extortionist]]. He offers the players to keep their crates save for 20% of the value and guarantees no further costs on the way into the city of Riesbruck. This is a high price. Close by you can see 3 Commoners cloaked in Black and yellow (Nino is always protected by at least 2 Shade&#039;s at all times). The Players will have to make a choice:&lt;br /&gt;
&lt;br /&gt;
# Pay Nino: He holds up his part of the bargain and grant you entrance to the city without any additional costs the next day. The crates are protected by small children sitting on it, ordered by Nino.&lt;br /&gt;
# Don&#039;t pay Nino: If no money is payed the wearhouse is not willing to look after your wears. At some point the wears the party brought for trading will burn. Investigations DC 12, Find the walking lighter; On a success the heroes find a small device made for making fire. It can walk on itself but runs out of batteries soon. &lt;br /&gt;
&lt;br /&gt;
=== 3. Stables ===&lt;br /&gt;
For 1 Gold Piece a day the heroes can leave their mounts here. They will be save. &lt;br /&gt;
&lt;br /&gt;
=== 4. Eastern Gate ===&lt;br /&gt;
A gigantic wall of grey stone was built right in front of the entrance of the Bridge. It is heavily guarded by Bowman on the walls and soldiers and knights in front of the gates. &lt;br /&gt;
&lt;br /&gt;
Entering the city costs 1 GP. If the heroes did not bribe the guards coming here the price will be 5 GP.&lt;br /&gt;
&lt;br /&gt;
=== 5. Golden Cathedral ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Mansion Rivercross ===&lt;br /&gt;
 &lt;br /&gt;
A large Mansion, just beeten in size by the Golden Cathedral and Castle Skytide itself. The only building in Riesbruck that can affort a small garden in front of it with a dwell, well trimmed bushes and nice smelling flowers. This place is owned by the Duke and Dutches Rivercross, a familly that nearly got broke a few years back but after the dutches marriage things have went well for the family. The new Duke Rivercross is said to be a dashing young man, quick whitted, cultured and too busy for his own good to the point that most actually have never seen him in person. Even when his wife - Dutchess Victoria Rivercross - invites the nobility to her levish partys her husband seems alsways to excuse himself. She is said to be a beauty like no other with an incredibly expensive taste. &lt;br /&gt;
&lt;br /&gt;
This is the home to Duchess Victoria Rivercross and her husband [[Tonma Hopfentaal]] - Always referred to as Duke Rivercross. &lt;br /&gt;
&lt;br /&gt;
==== Quest: [[Stolen stolen goods]] ====&lt;br /&gt;
=== 7. Grant Dwell ===&lt;br /&gt;
&lt;br /&gt;
=== 8. Castle Skytide ===&lt;br /&gt;
Castle Skytide, home to family Skytide, King and Queen of Riesbruck, self appointed of cause. At no point the high family will be willing to meet with any lowborn or any other person for that matter. They live in their fortress without ever leaving it but at the same time they control the whole city. They have the most money, control over the Bridge Guard and access to high level Fighters, Archwizards and even Assassins if needed. To cross through the tunnel beneath the fortress costs 1 GP per person plus tax on tradeable goods. The only ecception is a signed allowance given to specific traders appointed by the Skytide family. &lt;br /&gt;
&lt;br /&gt;
This is the place where an unending stream of humanoid fighters comes from in case the city is under attack or the players behave against the freedom of Riesbruck. &lt;br /&gt;
&lt;br /&gt;
=== 9. Grant Theater ===&lt;br /&gt;
2 big posters flank the entrance to the theater. The headline reading: &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The date states that the last few show happen within the next days before the play moves on. The prices are 5 GP per Ticket and it is said that the nobility of the city can attend for free.&lt;br /&gt;
&lt;br /&gt;
===== The Play: =====&lt;br /&gt;
Act 1.: The unknown - Argar, played by [[Arthur Artus]]. , Duldan, Monk, Drunk Dwarf and Knight defeat several enemys and find the empty tomb of Vorlov. Drunk Dwarf and Monk leave, Knight get&#039;s killed an Vorlov appears and becomes the antagonist of the play. In the last moment Ignel enters and burns the castle to the ground. &lt;br /&gt;
&lt;br /&gt;
Act 2: The Heroes, now called the red tallons, walk up a mountain as a knight enters the group. The Knight get&#039;s ripped apart by trolls but the group continues. Shortly after a rogue enters the party and together they walk up the las part of the mountain. At the top, Ignel, Argar, Duldan, the turtle and the rogue fight a Yeti and win. They get blessed by the gods. &lt;br /&gt;
&lt;br /&gt;
Act 3: The red talons enter hell and are beaten by Asmodeus himself, killing Duldan since he dared to walk stupidley into fire. The rest escapes hell with the help of a prince called Garshon.&lt;br /&gt;
&lt;br /&gt;
Act 4: The Red Tallons travel north to Nornten, kill the Ork commander but the turtle dies in the fight. Ignel dies many time but resurrects himself and shames the turtle for not doing the same. After the big fight the real evil shows itself as the former commander of Nornten, the horned devil lady Alexandra is pulled back to hell. Since the red tallons are down to 4 members (Argar, Ignel, Rogue and Garshon) they decide to buy a slave Orc called Yasmin and her pet owl. &lt;br /&gt;
&lt;br /&gt;
Act 5: The red Talons are called by the Emperor to the sea to defeat the remains of the cult of Alexandra. They find cultists on every island before they inform the heroes of the empire. The heroes of the empire demolish the cults of Alexandra and save the day. The red Talons are deemed to be the messengers of order. After that they are called back to the Empire to help with a demon incursion. &lt;br /&gt;
&lt;br /&gt;
Act 6: The cult of Alexandra has taken rout in the empire, so the Red Talons do serve their emperor and get rid of it. The Dragon Knight Argar swears alligance to the emporer and gains the power of light and flight. So he can save the day after the rest of the red talons fell to the lies of the cult.&lt;br /&gt;
&lt;br /&gt;
Act 7: The red Talons are send to Nornten again to finish the cult of Alexandra for good. They travel into the north, find Alexandra laying with the demon of excess in bed and get rid of bot of them but Alexandra does not die. Vorlov appears and takes the soul of her with him, telling the red Talons that all life will end soon in Doonstein.&lt;br /&gt;
&lt;br /&gt;
Act 8: Garama-Shilmon is under attack and against the will of the emporer the Red Talons travel there first. Garama looses many people but finally it comes to the showdown between the Red Talons and Varlov and his wife Alexandra del Torro. Vorlov dies, but will haunt these ruins forever while his wife Alexandra turns into a godess to revive her fallen husband. The trail leads to [[Doonstein]]. &lt;br /&gt;
&lt;br /&gt;
Act 9: Doonstein is attacked but the Red Talons are smart enough to call for aid. The Emporer sends 10.000 men and orders the Red talons to finish the false godess. He gives his blessing and so finally the fight between the Red Talons and Alexandra in her god form begins. The heroes win and banish the godess and thank the emperor for saving the city, Argar dealing the last blow.&lt;br /&gt;
&lt;br /&gt;
===== After the Show: =====&lt;br /&gt;
The actors enter the stage and [[Arthur Artus]] says a few words: &#039;&#039;&amp;quot;Thanks to all of you the history of the world lives on in theatre. I a gratefull to all of you who came here to witness the last show here in Riesbruck. Most of you wont be able to attend the last party at Mansion Rivercross, so will I, for the next way lies ahead and I want to be prepared&amp;quot;&#039;&#039; followed by applause.&lt;br /&gt;
&lt;br /&gt;
Unlocks the party at Mansion Rivercross.&lt;br /&gt;
&lt;br /&gt;
=== 10. Orphanage ===&lt;br /&gt;
Head: Madam Dilly Dally (Old, chubby lady, nice to the kids)&lt;br /&gt;
&lt;br /&gt;
Kevin: Has a job to earn money. Is a bad boy.&lt;br /&gt;
&lt;br /&gt;
Child from [[Crackrock]], sais nothing.&lt;br /&gt;
&lt;br /&gt;
Group of children singing the song of Baba Lyaga: &#039;&#039;&amp;quot;Baba, Babalyaga jedes gute Kind. Baba, Babalyaga ihren Segen nimmt. Baba, Babalyage doch wenn frech sie sind. Baba, Babalyage sie der Sumpf verschlingt.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 11. Market Place ===&lt;br /&gt;
The players can buy basic equipment including gear and food. Usually they will charge 20-30% more. Here the players can also try to gain specific items. &lt;br /&gt;
&lt;br /&gt;
At the market place the heroes also find the black board of the city, showing them quests to take on:&lt;br /&gt;
&lt;br /&gt;
# Kill a Gorgon = Earn 500GP. Bring the Body of the slain creature to the Castle Skytide. &lt;br /&gt;
# The Burning Gorgon = Earn 1500 GP, Kill the Burning Gorgon and bring it&#039;s corpse to Castle Skytide. Roughly two dozens people have already died trying.&lt;br /&gt;
# Watch the last Show of &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. Between 3-10 GP per seat. After that there will be a grant ball at the Mansion Rivercross (Just invited, high society guests). After that the Show will travel to the next city. The Show is tonight! Last Chance!&lt;br /&gt;
# Demolition Squad wanted by the high family of Skytide. Talented Alchemist wanted to explode the path to Gravel Hill. Too many travelers want to enjoy the view, too few of them come back. Meet at the Black Path. Payment to be discussed, resources will be paid for. Gnomes from [[Twigrest]] preferd. &lt;br /&gt;
# Pationsisle: The &amp;quot;Wasted&amp;quot; is calling - You need a ship? Be my guest! One Way Ticket only. Pirate attack not covered by fee.  [[Wildfang Shipwreck]] to be enjoined from a distance = 250GP.  [[Woodmans Call]] Ruins (Close to the Capital of the fucking horned ones - Horntal). Get you to the former harbor = 350 GP.  Travel to the Ruins of [[Hordschlacht]] History Package (Best place in the land) = 1250 GP, including the raft boat to leave you there. Talk to Captain Pepe.&lt;br /&gt;
# The Orphanage need you - If you have any coin to spear, spend it on the Orphanage. Every Child deserves to grow up in peace, harmony and safety. Make it happen with your donation.&lt;br /&gt;
# Axe Beak Alpha: These beasts are gathering in the forest south of [[Bridgewatch Hill]], north-east of the city. The amount of the beasts lead us to the suspicion of an existing Alpha. Payment: 250 for heart and beak each of an Alpha, Alternativeley: Elixir of Health. 5 GP for every freshly killed Axe Beak Beak. Report to the Wearhouse north east of Riesbruck.&lt;br /&gt;
# Grave bearers wanted - In the times of light the darkness is never far. The Duke of Westville wished to be buried with his forefathers in the crypt of [[Soul&#039;s rest]]. Come, swear the oath of silence at the Cathedral, transport the coffin to Soul&#039;s end and speak the holy rites as you load it into the cript. 1000 GP or a favour of the church waits for you. Signed - [[Kamil, Taure of War]] and Arch priest of the golden Cathedral. &lt;br /&gt;
# (A barely readable note) Save my mom - Go the way where you pass the cows and goatsies. Walk straight in the cave. She is waiting in there for you. Bring the right medicine she needs. Be a doctor please. I offer my teddy and maybe my mom has left good food at our house. She is a great cook. you find our house on the other side of the cave when you follow the river upstream after the bridge. This note was put up at least a month earlier then the rest of the notes. &lt;br /&gt;
&lt;br /&gt;
==== Quest: The Stolen Scroll (lvl 6+) ====&lt;br /&gt;
The Stolen Scroll: As the players enter the marketplace they see the luxury wagon of [[Otoku, Archmage]] , a travelling merchant for magical items. He is furious while talking to some guards of the bridgewatch, writing down what he has to say. He was robbed. His masterpiece, an experimental scroll of a new spell was taken from his magical weagon. Powerfull magic must have been used to break through the magical wards protecting his shop. Nothing else was taken though. It seems like the robber hoped that no one would notice. (The Scroll is a 9th level summoning spell, allowing to call for otherworldly beings up to level 20, but Otuku will not tell them. The only way to find out is to identify him as a conjurer Archmage). Otoku offers 50.000 GP to reclaim his Scroll but there are no hints to be found. &lt;br /&gt;
&lt;br /&gt;
DM Information: The Scroll can&#039;t be found for it will be used to summon a Garristro (Deamon) and the forces of Baphomet into the city of [[Riesbruck]] later to make the city go to war with the [[Minotaurs of the Stormlands]]. The players will get the chance to safe NPC&#039;s of the city. The goal is to frame the minotaurs for the attack so the players have to find out the truth - The Deamons want to spread chaos to allow them to enter and take over this land. &lt;br /&gt;
&lt;br /&gt;
=== 12. Potion Maker ===&lt;br /&gt;
Just opens for one hour after the sun has gone down. This place is run by [[Nino, Dockside Extortionist]]. &lt;br /&gt;
&lt;br /&gt;
=== 13. West Gate ===&lt;br /&gt;
A strong wall closes up Riesbruck to the west. Here you can work (1-5 GP per week plus housing and food). &lt;br /&gt;
&lt;br /&gt;
Working there will give an insight over the type of troupes placed in the city and may grant a bonus from 1 to 3 in interacting with them socially. &lt;br /&gt;
&lt;br /&gt;
Working there will also uncover the rumour that sometimes at night they hear stone breaking and earth quake like sounds from the hill west of the city. &lt;br /&gt;
&lt;br /&gt;
=== 14. The Black Path ===&lt;br /&gt;
A huge, bald statue of a humanoid, dressed in fine clothes, holding a scroll, made of black stone, like the bridge, is guarding the path to the black path, a path leading west, up into the mountains to Gravel Hill. &lt;br /&gt;
&lt;br /&gt;
=== 15. Westville ===&lt;br /&gt;
Wesville is a small village east of Riesbruck. It&#039;s fineley crafted buildings and buzzzing flair gives up the feeling of a little paradise far away from the busy and greedy businesses on the streets of Riesbruck. There are 3 Points of interest:&lt;br /&gt;
&lt;br /&gt;
# The Mansion Westville: Here you find the Duke and his moening family over the death of the old duke of westville. &lt;br /&gt;
&lt;br /&gt;
=== 16. Pationsisle ===&lt;br /&gt;
Board the &amp;quot;Wasted&amp;quot;, a ship commanded by the drunk captain Pepe. He is a drunk peace of shit but he is an amazing captain when it comes to stearing a ship. At all times he is protected by a santosian dwarf with a shotgun called Venga.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=485</id>
		<title>Riesbruck</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=485"/>
		<updated>2025-11-16T15:22:19Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 11. Market Place */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riesbruck is a city build in the west of the [[Stormlands]] on top of a gargantuan Black Stone bridge crossing the Twin Stream coming from the north and partially daming the water. This Bridge is one of &amp;quot;The Seven Wonders&amp;quot; build by the [[Stone Giants]] ([[Stone Giants of the Stormlands]]). No Ships can pass under it because of the stream even though the bridge would be high enough.&lt;br /&gt;
&lt;br /&gt;
The city was build mostly on top of the bridge being over a hundred feet high, several hundred feet wide and over a mile long. It reminds more of a fortress. The entrances on both sides have been blocked by huge walls build at the entrance of the bridge, made of normal, grey stone to block passage if needed and for defensive purposes. &lt;br /&gt;
&lt;br /&gt;
Riesbruck is the biggest non Minotaur City in the [[Stormlands]] and is famous for trade with [[Lodesquier]], high prices for entering and being the only wall strong enough to defy attacks of the [[Minotaurs of the Stormlands]]. &lt;br /&gt;
[[File:Riesbruck.jpg|center|thumb|1000x1000px|Riesbruck City map. Made by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Path East ===&lt;br /&gt;
&#039;&#039;&amp;quot;Mounts are not allowed in the city of [[Riesbruck]]!&amp;quot;&#039;&#039;. This path is usually guarded by soldiers of Riesbruck and they will inform the party to leave their mounts at the stables (3. Stables).  Newcomers and suckers are expected to pay a bribe to continue without problems (2GP/Person). If it is not payed the guards at the gate will charge 5 GP per person.  &lt;br /&gt;
&lt;br /&gt;
=== 2. Wearhouse ===&lt;br /&gt;
A simple building in front of a small harbour. Every Ship comming from the north load their wears off right here because getting closer to the Bridge might end up in the loss of a ship. For a good price characters can also stay here. This area is always guarded by at least 5 soldiers of [[Riesbruck]].  &lt;br /&gt;
&lt;br /&gt;
==== Quest: Dockside Extortionist ====&lt;br /&gt;
This could be the place where Characters meet [[Nino, Dockside Extortionist]]. He offers the players to keep their crates save for 20% of the value and guarantees no further costs on the way into the city of Riesbruck. This is a high price. Close by you can see 3 Commoners cloaked in Black and yellow (Nino is always protected by at least 2 Shade&#039;s at all times). The Players will have to make a choice:&lt;br /&gt;
&lt;br /&gt;
# Pay Nino: He holds up his part of the bargain and grant you entrance to the city without any additional costs the next day. The crates are protected by small children sitting on it, ordered by Nino.&lt;br /&gt;
# Don&#039;t pay Nino: If no money is payed the wearhouse is not willing to look after your wears. At some point the wears the party brought for trading will burn. Investigations DC 12, Find the walking lighter; On a success the heroes find a small device made for making fire. It can walk on itself but runs out of batteries soon. &lt;br /&gt;
&lt;br /&gt;
=== 3. Stables ===&lt;br /&gt;
For 1 Gold Piece a day the heroes can leave their mounts here. They will be save. &lt;br /&gt;
&lt;br /&gt;
=== 4. Eastern Gate ===&lt;br /&gt;
A gigantic wall of grey stone was built right in front of the entrance of the Bridge. It is heavily guarded by Bowman on the walls and soldiers and knights in front of the gates. &lt;br /&gt;
&lt;br /&gt;
Entering the city costs 1 GP. If the heroes did not bribe the guards coming here the price will be 5 GP.&lt;br /&gt;
&lt;br /&gt;
=== 5. Golden Cathedral ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Mansion Rivercross ===&lt;br /&gt;
 &lt;br /&gt;
A large Mansion, just beeten in size by the Golden Cathedral and Castle Skytide itself. The only building in Riesbruck that can affort a small garden in front of it with a dwell, well trimmed bushes and nice smelling flowers. This place is owned by the Duke and Dutches Rivercross, a familly that nearly got broke a few years back but after the dutches marriage things have went well for the family. The new Duke Rivercross is said to be a dashing young man, quick whitted, cultured and too busy for his own good to the point that most actually have never seen him in person. Even when his wife - Dutchess Victoria Rivercross - invites the nobility to her levish partys her husband seems alsways to excuse himself. She is said to be a beauty like no other with an incredibly expensive taste. &lt;br /&gt;
&lt;br /&gt;
This is the home to Duchess Victoria Rivercross and her husband [[Tonma Hopfentaal]] - Always referred to as Duke Rivercross. &lt;br /&gt;
&lt;br /&gt;
==== Quest: [[Stolen stolen goods]] ====&lt;br /&gt;
=== 7. Grant Dwell ===&lt;br /&gt;
&lt;br /&gt;
=== 8. Castle Skytide ===&lt;br /&gt;
Castle Skytide, home to family Skytide, King and Queen of Riesbruck, self appointed of cause. At no point the high family will be willing to meet with any lowborn or any other person for that matter. They live in their fortress without ever leaving it but at the same time they control the whole city. They have the most money, control over the Bridge Guard and access to high level Fighters, Archwizards and even Assassins if needed. To cross through the tunnel beneath the fortress costs 1 GP per person plus tax on tradeable goods. The only ecception is a signed allowance given to specific traders appointed by the Skytide family. &lt;br /&gt;
&lt;br /&gt;
This is the place where an unending stream of humanoid fighters comes from in case the city is under attack or the players behave against the freedom of Riesbruck. &lt;br /&gt;
&lt;br /&gt;
=== 9. Grant Theater ===&lt;br /&gt;
2 big posters flank the entrance to the theater. The headline reading: &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The date states that the last few show happen within the next days before the play moves on. The prices are 5 GP per Ticket and it is said that the nobility of the city can attend for free.&lt;br /&gt;
&lt;br /&gt;
===== The Play: =====&lt;br /&gt;
Act 1.: The unknown - Argar, played by [[Arthur Artus]]. , Duldan, Monk, Drunk Dwarf and Knight defeat several enemys and find the empty tomb of Vorlov. Drunk Dwarf and Monk leave, Knight get&#039;s killed an Vorlov appears and becomes the antagonist of the play. In the last moment Ignel enters and burns the castle to the ground. &lt;br /&gt;
&lt;br /&gt;
Act 2: The Heroes, now called the red tallons, walk up a mountain as a knight enters the group. The Knight get&#039;s ripped apart by trolls but the group continues. Shortly after a rogue enters the party and together they walk up the las part of the mountain. At the top, Ignel, Argar, Duldan, the turtle and the rogue fight a Yeti and win. They get blessed by the gods. &lt;br /&gt;
&lt;br /&gt;
Act 3: The red talons enter hell and are beaten by Asmodeus himself, killing Duldan since he dared to walk stupidley into fire. The rest escapes hell with the help of a prince called Garshon.&lt;br /&gt;
&lt;br /&gt;
Act 4: The Red Tallons travel north to Nornten, kill the Ork commander but the turtle dies in the fight. Ignel dies many time but resurrects himself and shames the turtle for not doing the same. After the big fight the real evil shows itself as the former commander of Nornten, the horned devil lady Alexandra is pulled back to hell. Since the red tallons are down to 4 members (Argar, Ignel, Rogue and Garshon) they decide to buy a slave Orc called Yasmin and her pet owl. &lt;br /&gt;
&lt;br /&gt;
Act 5: The red Talons are called by the Emperor to the sea to defeat the remains of the cult of Alexandra. They find cultists on every island before they inform the heroes of the empire. The heroes of the empire demolish the cults of Alexandra and save the day. The red Talons are deemed to be the messengers of order. After that they are called back to the Empire to help with a demon incursion. &lt;br /&gt;
&lt;br /&gt;
Act 6: The cult of Alexandra has taken rout in the empire, so the Red Talons do serve their emperor and get rid of it. The Dragon Knight Argar swears alligance to the emporer and gains the power of light and flight. So he can save the day after the rest of the red talons fell to the lies of the cult.&lt;br /&gt;
&lt;br /&gt;
Act 7: The red Talons are send to Nornten again to finish the cult of Alexandra for good. They travel into the north, find Alexandra laying with the demon of excess in bed and get rid of bot of them but Alexandra does not die. Vorlov appears and takes the soul of her with him, telling the red Talons that all life will end soon in Doonstein.&lt;br /&gt;
&lt;br /&gt;
Act 8: Garama-Shilmon is under attack and against the will of the emporer the Red Talons travel there first. Garama looses many people but finally it comes to the showdown between the Red Talons and Varlov and his wife Alexandra del Torro. Vorlov dies, but will haunt these ruins forever while his wife Alexandra turns into a godess to revive her fallen husband. The trail leads to [[Doonstein]]. &lt;br /&gt;
&lt;br /&gt;
Act 9: Doonstein is attacked but the Red Talons are smart enough to call for aid. The Emporer sends 10.000 men and orders the Red talons to finish the false godess. He gives his blessing and so finally the fight between the Red Talons and Alexandra in her god form begins. The heroes win and banish the godess and thank the emperor for saving the city, Argar dealing the last blow.&lt;br /&gt;
&lt;br /&gt;
===== After the Show: =====&lt;br /&gt;
The actors enter the stage and [[Arthur Artus]] says a few words: &#039;&#039;&amp;quot;Thanks to all of you the history of the world lives on in theatre. I a gratefull to all of you who came here to witness the last show here in Riesbruck. Most of you wont be able to attend the last party at Mansion Rivercross, so will I, for the next way lies ahead and I want to be prepared&amp;quot;&#039;&#039; followed by applause.&lt;br /&gt;
&lt;br /&gt;
Unlocks the party at Mansion Rivercross.&lt;br /&gt;
&lt;br /&gt;
=== 10. Orphanage ===&lt;br /&gt;
Head: Madam Dilly Dally (Old, chubby lady, nice to the kids)&lt;br /&gt;
&lt;br /&gt;
Kevin: Has a job to earn money. Is a bad boy.&lt;br /&gt;
&lt;br /&gt;
Child from [[Crackrock]], sais nothing.&lt;br /&gt;
&lt;br /&gt;
Group of children singing the song of Baba Lyaga: &#039;&#039;&amp;quot;Baba, Babalyaga jedes gute Kind. Baba, Babalyaga ihren Segen nimmt. Baba, Babalyage doch wenn frech sie sind. Baba, Babalyage sie der Sumpf verschlingt.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 11. Market Place ===&lt;br /&gt;
The players can buy basic equipment including gear and food. Usually they will charge 20-30% more. Here the players can also try to gain specific items. &lt;br /&gt;
&lt;br /&gt;
At the market place the heroes also find the black board of the city, showing them quests to take on:&lt;br /&gt;
&lt;br /&gt;
# Kill a Gorgon = Earn 500GP. Bring the Body of the slain creature to the Castle Skytide. &lt;br /&gt;
# The Burning Gorgon = Earn 1500 GP, Kill the Burning Gorgon and bring it&#039;s corpse to Castle Skytide. Roughly two dozens people have already died trying.&lt;br /&gt;
# Watch the last Show of &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. Between 3-10 GP per seat. After that there will be a grant ball at the Mansion Rivercross (Just invited, high society guests). After that the Show will travel to the next city. The Show is tonight! Last Chance!&lt;br /&gt;
# Demolition Squad wanted by the high family of Skytide. Talented Alchemist wanted to explode the path to Gravel Hill. Too many travelers want to enjoy the view, too few of them come back. Meet at the Black Path. Payment to be discussed, resources will be paid for. Gnomes from [[Twigrest]] preferd. &lt;br /&gt;
# Pationsisle: The &amp;quot;Wasted&amp;quot; is calling - You need a ship? Be my guest! One Way Ticket only. Pirate attack not covered by fee.  [[Wildfang Shipwreck]] to be enjoined from a distance = 250GP.  [[Woodmans Call]] Ruins (Close to the Capital of the fucking horned ones - Horntal). Get you to the former harbor = 350 GP.  Travel to the Ruins of [[Hordschlacht]] History Package (Best place in the land) = 1250 GP, including the raft boat to leave you there. Talk to Captain Pepe.&lt;br /&gt;
# The Orphanage need you - If you have any coin to spear, spend it on the Orphanage. Every Child deserves to grow up in peace, harmony and safety. Make it happen with your donation.&lt;br /&gt;
# Axe Beak Alpha: These beasts are gathering in the forest south of [[Bridgewatch Hill]], north-east of the city. The amount of the beasts lead us to the suspicion of an existing Alpha. Payment: 250 for heart and beak each of an Alpha, Alternativeley: Elixir of Health. 5 GP for every freshly killed Axe Beak Beak. Report to the Wearhouse north east of Riesbruck.&lt;br /&gt;
# Grave bearers wanted - In the times of light the darkness is never far. The Duke of Westville wished to be buried with his forefathers in the crypt of [[Soul&#039;s rest]]. Come, swear the oath of silence at the Cathedral, transport the coffin to Soul&#039;s end and speak the holy rites as you load it into the cript. 1000 GP or a favour of the church waits for you. Signed - [[Kamil, Taure of War]] and Arch priest of the golden Cathedral. &lt;br /&gt;
# (A barely readable note) Save my mom - Go the way where you pass the cows and goatsies. Walk straight in the cave. She is waiting in there for you. Bring the right medicine she needs. Be a doctor please. I offer my teddy and maybe my mom has left good food at our house. She is a great cook. you find our house on the other side of the cave when you follow the river upstream after the bridge. This note was put up at least a month earlier then the rest of the notes. &lt;br /&gt;
&lt;br /&gt;
==== Quest: The Stolen Scroll (lvl 6+) ====&lt;br /&gt;
The Stolen Scroll: As the players enter the marketplace they see the luxury wagon of Archmage Otoku, a travelling merchant for magical items. He is furious while talking to some guards of the bridgewatch, writing down what he has to say. He was robbed. His masterpiece, an experimental scroll of a new spell was taken from his magical weagon. Powerfull magic must have been used to break through the magical wards protecting his shop. Nothing else was taken though. It seems like the robber hoped that no one would notice. (The Scroll is a 9th level summoning spell, allowing to call for otherworldly beings up to level 20, but Otuku will not tell them. The only way to find out is to identify him as a conjurer Archmage). Otoku offers 50.000 GP to reclaim his Scroll but there are no hints to be found. &lt;br /&gt;
&lt;br /&gt;
DM Information: The Scroll can&#039;t be found for it will be used to summon a Garristro (Deamon) and the forces of Baphomet into the city of [[Riesbruck]] later to make the city go to war with the [[Minotaurs of the Stormlands]]. The players will get the chance to safe NPC&#039;s of the city. The goal is to frame the minotaurs for the attack so the players have to find out the truth - The Deamons want to spread chaos to allow them to enter and take over this land. &lt;br /&gt;
&lt;br /&gt;
=== 12. Potion Maker ===&lt;br /&gt;
Just opens for one hour after the sun has gone down. This place is run by [[Nino, Dockside Extortionist]]. &lt;br /&gt;
&lt;br /&gt;
=== 13. West Gate ===&lt;br /&gt;
A strong wall closes up Riesbruck to the west. Here you can work (1-5 GP per week plus housing and food). &lt;br /&gt;
&lt;br /&gt;
Working there will give an insight over the type of troupes placed in the city and may grant a bonus from 1 to 3 in interacting with them socially. &lt;br /&gt;
&lt;br /&gt;
Working there will also uncover the rumour that sometimes at night they hear stone breaking and earth quake like sounds from the hill west of the city. &lt;br /&gt;
&lt;br /&gt;
=== 14. The Black Path ===&lt;br /&gt;
A huge, bald statue of a humanoid, dressed in fine clothes, holding a scroll, made of black stone, like the bridge, is guarding the path to the black path, a path leading west, up into the mountains to Gravel Hill. &lt;br /&gt;
&lt;br /&gt;
=== 15. Westville ===&lt;br /&gt;
Wesville is a small village east of Riesbruck. It&#039;s fineley crafted buildings and buzzzing flair gives up the feeling of a little paradise far away from the busy and greedy businesses on the streets of Riesbruck. There are 3 Points of interest:&lt;br /&gt;
&lt;br /&gt;
# The Mansion Westville: Here you find the Duke and his moening family over the death of the old duke of westville. &lt;br /&gt;
&lt;br /&gt;
=== 16. Pationsisle ===&lt;br /&gt;
Board the &amp;quot;Wasted&amp;quot;, a ship commanded by the drunk captain Pepe. He is a drunk peace of shit but he is an amazing captain when it comes to stearing a ship. At all times he is protected by a santosian dwarf with a shotgun called Venga.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=484</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=484"/>
		<updated>2025-11-09T00:00:48Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Evocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan.&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin.&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade.&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila.&lt;br /&gt;
&lt;br /&gt;
==== Path of Evocation ====&lt;br /&gt;
Color: Brown, Sheikha: Elya, Amira: Taiba.&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman.&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira:&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=483</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=483"/>
		<updated>2025-11-09T00:00:31Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Invocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan.&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin.&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade.&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila.&lt;br /&gt;
&lt;br /&gt;
==== Path of Evocation ====&lt;br /&gt;
Color: Brown, Sheikha: Isha, Amira: Taiba.&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman.&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira:&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=482</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=482"/>
		<updated>2025-11-08T23:59:41Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Invocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan.&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin.&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade.&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila.&lt;br /&gt;
&lt;br /&gt;
==== Path of Invocation ====&lt;br /&gt;
Color: Brown, Sheikha: Isha, Amira: Taiba.&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman.&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira:&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=481</id>
		<title>Stone Giants</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=481"/>
		<updated>2025-10-26T13:42:37Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone giants rank the fifth highest on the order of giant kind. They are builders, macon&#039;s architects and prefer a life under ground.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
=== Fire Giants: ===&lt;br /&gt;
Stone giants and fire giants have created a path to create adamant steel. This will always connect these two kinds of giant kin. &lt;br /&gt;
&lt;br /&gt;
=== Dwarfs: ===&lt;br /&gt;
Dwarfs seem to be the next generation of giant&#039;s for they share the usage of the same runes. &lt;br /&gt;
&lt;br /&gt;
== Enemy&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== Dragons: ===&lt;br /&gt;
For obvious reasons.  &lt;br /&gt;
&lt;br /&gt;
=== Elves: ===&lt;br /&gt;
Elves fought with dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stone Giant History ==&lt;br /&gt;
Aside of many stories telling us about the brutal deeds of these giants in the days when they and dragons fought for dominion over the known world, the more defining legends about stone giants revolve around 7 legendary structures made of black stone created by the create creatures of stone giant kind nowadays called &amp;quot;The Seven Wonders&amp;quot;. This substance is said to be near indestructible, magic disrupting and just to be created and shaped by the stone giants.&lt;br /&gt;
&lt;br /&gt;
=== The seven wonders/Eternal Seven (From smallest to largest) ===&lt;br /&gt;
&lt;br /&gt;
# The Perfect Sphere - The second wonder to ever be created during the days of titans is said to be the most simple of shape imaginable - A sphere the size of a grown stone giant, perfectly smooth without any scratches or dents. It&#039;s creator entombed himself in it but other giants could read messages that he had carved into the stone from the inside when they were touching it. This technique was copied by other stone giants to create the concept of &amp;quot;stone scrolls&amp;quot;. The spheres resilience was tested when titans attacked. After it proofed to hold it was swallowed out of spite by the word Kraken, before it disappeared in the dark waters. It is said that the inside of this globe is the only documentation of the days of the titans remaining.&lt;br /&gt;
# Gods Crossing - The last wonder created, a bridge crossing and partially damming a river of incredible power. The bridge is said to be over a mile long and several hundred feet wide. This was the place where the war between dragons and giants ended supposedly after Annem and the Ur-Dragon met here to agree on terms. This bridge was to be a symbol for path into the future. This is the last of the wonders that has ever been build. &lt;br /&gt;
# The Flooded Smelter - An Ore Smelter constructed together with the Fire giants to create one of the only substances more powerful then black stone. The smelter was build deep in a cave under a mountain on an island to keep it a secret. The Steel forged from black stone ore became known as adamant. Many giant weapons have been forged and dragons have been slaughtered with them before the ocean itself rose up to drown the giants in their underground smelter - A wave so high that it covered the top of the mountain for 3 days before the water dispersed, killing all giants but one, who swore vengeance. The water collapsed the path after it cooled the adamant in the making, creating an explosion. Shards of processed metal shot through the earth - the only source known today to create new items made of this substance.&lt;br /&gt;
# Storms Eye - A beautiful castle build for their older brothers the storm giants to honor them as their fathers favorites. A building worth the glory the storm giants have earned in the eyes of their father. It is said to tower on an island merely the size of the structure itself unharmed by any storm the storm giants could summon, making it a near impenetrable home to the greatest of giant kind.&lt;br /&gt;
# Fortress Draconum - The strongest overland fortress that was ever build. It served as as the strongest defense against dragon attacks from the cold north during the time when giants and dragons fought for dominion over this world. Century&#039;s after this war ended the number of defenders dwindled until a colossal black Dragon ripped it from the control of the remaining giants, using it as it&#039;s horde. &lt;br /&gt;
# Throne of Annam - A Tower that was build to reach the heavens in the name of their god - Annam ([[Pantheon of Gods]]). Knowing that this would be the ultimate sign of devotion it is said that other giants felt threatened. The Cloud giants saw their domain, &amp;quot;The skies&amp;quot; pierced by this large structure and Storm giants saw their position as their fathers favorites threatened. So it is said these 2 giant kinds began to plot against this structure. The wind pushed against the walls until finally the storm giants depend the sea near by and send a storm that ultimately sank the whole structure into the ocean. Knowing the strength of Blackstone rumors have it that even these measures could not damage the structure itself so it might still exist. &lt;br /&gt;
# The Endless Maze (The first wonder) - The moment Black stone was discovered one Stone Giant started the construction of the largest structure known to this world. He called it &amp;quot;The Endless Maze&amp;quot;. A series of tunnels connecting the world, caves granting space for civilizations and secrets to fool any enemy protected by black stone walls. Originally these were meant to be the save space of giant kind but history took a dark turn. The tunnel system turned into a labyrinth and at some point in history all the parts of the Endless Maze disappeared, leaving tunnels and huge caves behind now known as &amp;quot;The underdark&amp;quot;. Those knowlagable enough make the connection that [[Baphomet]] swindled the great Stone Giant Macon who created this structure into transferring &amp;quot;The Endless Maze&amp;quot; into the abyss creating layer 600, the home of [[Baphomet]], the layer he shares with the [[Pale Knight]], a being worse than every dream. For it to be true it is said that the great Stone giant who started this work is still working on it to this day it is said, unknowing that he is the Abyss.&lt;br /&gt;
&lt;br /&gt;
== Subfactions ==&lt;br /&gt;
[[Stone Giants of the Stormlands]]&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=480</id>
		<title>Stone Giants</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=480"/>
		<updated>2025-10-12T20:25:04Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* The seven wonders/Eternal Seven (From smallest to largest) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone giants rank the fifth highest on the order of giant kind. They are builders, macon&#039;s architects and prefer a life under ground.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
=== Fire Giants: ===&lt;br /&gt;
Stone giants and fire giants have created a path to create adamant steel. This will always connect these two kinds of giant kin. &lt;br /&gt;
&lt;br /&gt;
=== Dwarfs: ===&lt;br /&gt;
Dwarfs seem to be the next generation of giant&#039;s for they share the usage of the same runes. &lt;br /&gt;
&lt;br /&gt;
== Enemy&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== Dragons: ===&lt;br /&gt;
For obvious reasons.  &lt;br /&gt;
&lt;br /&gt;
=== Elves: ===&lt;br /&gt;
Elves fought with dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stone Giant History ==&lt;br /&gt;
Aside of many stories telling us about the brutal deeds of these giants in the days when they and dragons fought for dominion over the known world, the more defining legends about stone giants revolve around 7 legendary structures made of black stone created by the create creatures of stone giant kind nowadays called &amp;quot;The Seven Wonders&amp;quot;. This substance is said to be near indestructible, magic disrupting and just to be created and shaped by the stone giants.&lt;br /&gt;
&lt;br /&gt;
=== The seven wonders/Eternal Seven (From smallest to largest) ===&lt;br /&gt;
&lt;br /&gt;
# The Perfect Sphere - The second wonder to ever be created during the days of titans is said to be the most simple of shape imaginable - A sphere the size of a grown stone giant, perfectly smooth without any scratches or dents. It&#039;s creator entombed himself in it but other giants could read messages that he had carved into the stone from the inside when they were touching it. This technique was copied by other stone giants to create the concept of &amp;quot;stone scrolls&amp;quot;. The spheres resilience was tested when titans attacked. After it proofed to hold it was swallowed out of spite by the word Kraken, before it disappeared in the dark waters. It is said that the inside of this globe is the only documentation of the days of the titans remaining.&lt;br /&gt;
# Gods Crossing - The last wonder created, a bridge crossing and partially damming a river of incredible power. The bridge is said to be over a mile long and several hundred feet wide. This was the place where the war between dragons and giants ended supposedly after Annem and the Ur-Dragon met here to agree on terms. This bridge was to be a symbol for path into the future. This is the last of the wonders that has ever been build. &lt;br /&gt;
# The Flooded Smelter - An Ore Smelter constructed together with the Fire giants to create one of the only substances more powerful then black stone. The smelter was build deep in a cave under a mountain on an island to keep it a secret. The Steel forged from black stone ore became known as adamant. Many giant weapons have been forged and dragons have been slaughtered with them before the ocean itself rose up to drown the giants in their underground smelter - A wave so high that it covered the top of the mountain for 3 days before the water dispersed, killing all giants but one, who swore vengeance. The water collapsed the path after it cooled the adamant in the making, creating an explosion. Shards of processed metal shot through the earth - the only source known today to create new items made of this substance.&lt;br /&gt;
# Storms Eye - A beautiful castle build for their older brothers the storm giants to honor them as their fathers favorites. A building worth the glory the storm giants have earned in the eyes of their father. It is said to tower on an island merely the size of the structure itself unharmed by any storm the storm giants could summon, making it a near impenetrable home to the greatest of giant kind.&lt;br /&gt;
# Fortress Draconum - The strongest overland fortress that was ever build. It served as as the strongest defense against dragon attacks from the cold north during the time when giants and dragons fought for dominion over this world. Century&#039;s after this war ended the number of defenders dwindled until a colossal black Dragon ripped it from the control of the remaining giants, using it as it&#039;s horde. &lt;br /&gt;
# Throne of Annam - A Tower that was build to reach the heavens in the name of their god - Annam ([[Pantheon of Gods]]). Knowing that this would be the ultimate sign of devotion it is said that other giants felt threatened. The Cloud giants saw their domain, &amp;quot;The skies&amp;quot; pierced by this large structure and Storm giants saw their position as their fathers favorites threatened. So it is said these 2 giant kinds began to plot against this structure. The wind pushed against the walls until finally the storm giants depend the sea near by and send a storm that ultimately sank the whole structure into the ocean. Knowing the strength of Blackstone rumors have it that even these measures could not damage the structure itself so it might still exist. &lt;br /&gt;
# The Underdark (The first wonder) - The moment Black stone was discovered one Stone Giant started the construction of the largest structure known to this world. He called it &amp;quot;The Underdark&amp;quot;. A series of tunnels connecting the world, caves granting space for civilizations and secrets to fool any enemy protected by black stone walls. Originally these were meant to be the save space of giant kind but history took a dark turn. The tunnel system turned into a labyrinth and at some point in history all the parts of the Underdark disappeared, leaving tunnels and huge caves behind where &amp;quot;The underdark&amp;quot; once was. Those knowlagable enough make the connection that [[Baphomet]] swindled the great Stone Giant Macon who created this structure into transferring &amp;quot;The Underdark&amp;quot; into the abyss creating layer 600, the home of [[Baphomet]], the Endless Maze, the layer he shares with the [[Pale Knight]], a being worse than every dream. For it to be true it is said that the great Stone giant who started this work is still working on it to this day, unknowing that he is the Abyss.&lt;br /&gt;
&lt;br /&gt;
== Subfactions ==&lt;br /&gt;
[[Stone Giants of the Stormlands]]&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=479</id>
		<title>Stone Giants</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Stone_Giants&amp;diff=479"/>
		<updated>2025-10-12T20:20:10Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* The seven wonders (From smallest to largest) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stone giants rank the fifth highest on the order of giant kind. They are builders, macon&#039;s architects and prefer a life under ground.&lt;br /&gt;
&lt;br /&gt;
== Bonds ==&lt;br /&gt;
&lt;br /&gt;
=== Fire Giants: ===&lt;br /&gt;
Stone giants and fire giants have created a path to create adamant steel. This will always connect these two kinds of giant kin. &lt;br /&gt;
&lt;br /&gt;
=== Dwarfs: ===&lt;br /&gt;
Dwarfs seem to be the next generation of giant&#039;s for they share the usage of the same runes. &lt;br /&gt;
&lt;br /&gt;
== Enemy&#039;s ==&lt;br /&gt;
&lt;br /&gt;
=== Dragons: ===&lt;br /&gt;
For obvious reasons.  &lt;br /&gt;
&lt;br /&gt;
=== Elves: ===&lt;br /&gt;
Elves fought with dragons.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stone Giant History ==&lt;br /&gt;
Aside of many stories telling us about the brutal deeds of these giants in the days when they and dragons fought for dominion over the known world, the more defining legends about stone giants revolve around 7 legendary structures made of black stone created by the create creatures of stone giant kind nowadays called &amp;quot;The Seven Wonders&amp;quot;. This substance is said to be near indestructible, magic disrupting and just to be created and shaped by the stone giants.&lt;br /&gt;
&lt;br /&gt;
=== The seven wonders/Eternal Seven (From smallest to largest) ===&lt;br /&gt;
&lt;br /&gt;
# The Perfect Sphere - The second wonder to ever be created during the days of titans is said to be the most simple of shape imaginable - A sphere the size of a grown stone giant, perfectly smooth without any scratches or dents. It&#039;s creator entombed himself in it but other giants could read messages that he had carved into the stone from the inside when they were touching it. This technique was copied by other stone giants to create the concept of &amp;quot;stone scrolls&amp;quot;. The spheres resilience was tested when titans attacked. After it proofed to hold it was swallowed out of spite by the word Kraken, before it disappeared in the dark waters. It is said that the inside of this globe is the only documentation of the days of the titans remaining.&lt;br /&gt;
# Gods Crossing - The last wonder created, a bridge crossing and partially damming a river of incredible power. The bridge is said to be over a mile long and several hundred feet wide. This was the place where the war between dragons and giants ended supposedly after Annem and the Ur-Dragon met here to agree on terms. This bridge was to be a symbol for path into the future. This is the last of the wonders that has ever been build. &lt;br /&gt;
# The Flooded Smelter - An Ore Smelter constructed together with the Fire giants to create one of the only substances more powerful then black stone. The smelter was build deep in a cave under a mountain on an island to keep it a secret. The Steel forged from black stone ore became known as adamant. Many giant weapons have been forged and dragons have been slaughtered with them before the ocean itself rose up to drown the giants in their underground smelter - A wave so high that it covered the top of the mountain for 3 days before the water dispersed, killing all giants but one, who swore vengeance. The water collapsed the path after it cooled the adamant in the making, creating an explosion. Shards of processed metal shot through the earth - the only source known today to create new items made of this substance.&lt;br /&gt;
# Storms Eye - A beautiful castle build for their older brothers the storm giants to honor them as their fathers favorites. A building worth the glory the storm giants have earned in the eyes of their father. It is said to tower on an island merely the size of the structure itself unharmed by any storm the storm giants could summon, making it a near impenetrable home to the greatest of giant kind.&lt;br /&gt;
# Fortress Draconum - The strongest overland fortress that was ever build. It served as as the strongest defense against dragon attacks from the cold north during the time when giants and dragons fought for dominion over this world. Century&#039;s after this war ended the number of defenders dwindled until a colossal black Dragon ripped it from the control of the remaining giants, using it as it&#039;s horde. &lt;br /&gt;
# Throne of Annam - A Tower that was build to reach the heavens in the name of their god - Annam. Knowing that this would be the ultimate sign of devotion it is said that other giants felt threatened. The Cloud giants saw their domain, &amp;quot;The skies&amp;quot; pierced by this large structure and Storm giants saw their position as their fathers favorites in threatened. So it is said these 2 giant kinds began to plot against this structure. The wind pushed against the walls until finally the storm giants depend the sea near by and send a storm that ultimately sank the whole structure into the ocean. Knowing the strength of Blackstone rumors have it that even these measures could not damage the structure itself so might still exist. &lt;br /&gt;
# The Underdark (The first wonder) - The moment Black stone was discovered one Stone Giant started the construction of the largest structure known to this world. He called it &amp;quot;The Underdark&amp;quot;. A series of tunnels connecting the world, caves granting space for civilizations and secrets to fool any enemy protected by black stone walls. Originally these were meant to be the save space of giant kind but history took a dark turn. The tunnel system turned into a labyrinth and at some point in history all the parts of the Underdark disappeared, leaving tunnels and huge caves behind where &amp;quot;The underdark&amp;quot; once was. Those knowlagable enough make the connection that [[Baphomet]] swindled the great Stone Giant Macon who created this structure into transferring &amp;quot;The Underdark&amp;quot; into the abyss creating layer 600, the home of [[Baphomet]], the Endless Maze, the layer he shares with the [[Pale Knight]], a being worse than every dream. For it to be true it is said that the great Stone giant who started this work is still working on it to this day, unknowing that he is the Abyss.&lt;br /&gt;
&lt;br /&gt;
== Subfactions ==&lt;br /&gt;
[[Stone Giants of the Stormlands]]&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=478</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=478"/>
		<updated>2025-10-11T15:58:57Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* Path of Invocation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan.&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin.&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade.&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila.&lt;br /&gt;
&lt;br /&gt;
==== Path of Invocation ====&lt;br /&gt;
Color: Brown, Sheikha: Neymira, Amira: Taiba.&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman.&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira:&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=477</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=477"/>
		<updated>2025-10-11T15:39:07Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, embodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rule of the Endless ==&lt;br /&gt;
The rule of the Endless is the religion of Nahir, devided into 8 paths, all of them being represented by a school of magic and a color. Every path is lead by an Amir/Amira or a Malik/Malika. They represent the earthly halve of the path. Furthermore the spiritual half of each path is lead by a Sheikh/Sheikha that follows the Amir/Amira/Malik/Malika while truely being loyal just to the Endless Caliph. &lt;br /&gt;
&lt;br /&gt;
Every path has a University to study magic. Every child is tested at a young age to see if magical talent can be found. The better suited the higher better. Through cruel trials students try to best each other, ewen being forced to kill each other with their abilitys. The Sheikhs consume the soul energy of those who get bested by their co-students. On the upside every student and follower is treated with the upmost respect. Students earn the title of Sayyid (Noble). In other words, these universitys are there to fuel the liches to prolong their lives indefinitely while those who rise to the status of a Malik/Malika are reserved for the Endless Caliph himself. &lt;br /&gt;
&lt;br /&gt;
Otherwise gifted might also find a way into the service of the 8 paths if they have sertain talents. For exsample the path of Illusion also takes in stealthy people, the school of Enchantment is interested in charismatic followers and the path of transmutation also allows Medusas in their ranks. &lt;br /&gt;
&lt;br /&gt;
=== The 8 Paths ===&lt;br /&gt;
&lt;br /&gt;
==== Path of Abjuration ====&lt;br /&gt;
Color: Violet, Sheikh: Abdula, Emir: Nuntan.&lt;br /&gt;
&lt;br /&gt;
==== Path of Conjuration ====&lt;br /&gt;
Color: Black, Sheikh: Salomon, Amira: Yasmin.&lt;br /&gt;
&lt;br /&gt;
==== Path of Divination ====&lt;br /&gt;
Color: White, Sheikh: Divistus, Amira: Sherazade.&lt;br /&gt;
&lt;br /&gt;
==== Path of Enchantment/Charm ====&lt;br /&gt;
Color: Red, Sheikh: Charim, Amira: Jamila.&lt;br /&gt;
&lt;br /&gt;
==== Path of Invocation ====&lt;br /&gt;
Color: Brown&lt;br /&gt;
&lt;br /&gt;
==== Path of Illusion/Phantasm ====&lt;br /&gt;
Color: Blue, Sheikh: Illas, Emir: Alman.&lt;br /&gt;
&lt;br /&gt;
==== Path of Necromancy ====&lt;br /&gt;
Color: Grey, Sheikha: Mummy Mommy, Emir: Lockheart&lt;br /&gt;
&lt;br /&gt;
==== Path of Transmutation ====&lt;br /&gt;
Color: Green, Sheikh: Turkan, Amira:&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=476</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=476"/>
		<updated>2025-10-09T21:57:44Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a Caliphate located in a desert in the most southern region in the [[Kingdoms of Mankind]]. It is known for exotic goods, wonders of technoligy and very powerful magic. It fallows a very strict hierarchy that leaves just very specific ways to rise or fall. This Hirarchie is at the same time the religion of this country callled &amp;quot;The 8 Paths of the Endless&amp;quot;. The people living there admire their living god and take in the system as the only right way to live while strangers often criticize this heavily monitored way of living. Open critique though is a dangerous game and loosing may lead to death. Nonetheless, traders and adventurers love to visit these lands for the system is predictable and thus save for as long as you don&#039;t step out of line and any criticism seams turn into a minor inconvenience compared to the wonders found and shared here. &lt;br /&gt;
&lt;br /&gt;
== The Caliphate ==&lt;br /&gt;
This country is ruled by the Endless Caliph, a person that is seen by his followers as a living god, combining the crown and religion, being the undisputed leader of this country. Loved or feared, this head of state is known to be the most powerful individual in all the land, not just a ruler but also the greatest force if necessary. &lt;br /&gt;
&lt;br /&gt;
The country fallows a class system, a strict hierarchy that allows people living in it to rise or fall just under specific circumstances always dictated by those above one else or communal by others of the same class.&lt;br /&gt;
&lt;br /&gt;
=== Classes of Nahir ===&lt;br /&gt;
The classes of Nahir are law. They can not be disputed and anyone who is at least one class higher then another person can give orders to those beneath them. Aside from the Classes there are 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;, a religion that is connected to the different paths of the believe. &lt;br /&gt;
&lt;br /&gt;
==== [[Endless Caliph]] ====&lt;br /&gt;
The Endless Caliph is the undisputed ruler in these lands but aside his closest followers, the Sultans and Sultanas. He rules the whole system in Nahir without exception. His power and influence knows no equal and is never questioned. He is a Demilich that actually does not reside in this realm for the most time for he is striving through the multiverse for more powerful magic. His current representation is a mere scull, decorating the throne that his most trusted Sultan/Sultana sits on, impersonating him. His Impersonation is referred to by &amp;quot;Caliph&amp;quot; by the other Sultan/Sultana for they know this is not the real &amp;quot;Endless Caliph&amp;quot;. The Endless Caliph feeds only on the souls of the Malik/Malika. When the Endless Calif decides it is time, he sacrifices them to take in the most powerful magic possible. He can sol consume the soul of extremely powerful souls, otherwise he would loose power. Thus the whole hierarchy is made just to ensure he gets the most powerful souls to consume to keep and grow his powers. &lt;br /&gt;
&lt;br /&gt;
==== Caliph ====&lt;br /&gt;
The Caliph is nothing more than the most trusted follower of the real [[Endless Caliph]]. He is a trusted imposter, posing as his master to hide the real secret until the moment the real &amp;quot;[[Endless Caliph]]&amp;quot; to protect him. He might poses as his master but at the same time he is the one actually making the calls while his master is out in the multiverse. There can be just one Caliph at any given time but the Endless Caliph tends to switch them out if necessary. He chooses the Caliph from his Sheikhs/Sheikhas depending on their influence, devotion and skill. Just a handful of people in the whole world know about this deception. &lt;br /&gt;
&lt;br /&gt;
If a Caliph dies to be reborn, he automatically looses his position and the Endless Caliph will be allerted, no matter where he is is the multiverse. A new Caliph is appointed by the [[Endless Caliph]] or the [[Endless Caliph]] himself returns to his Skull in the Throne to confront the problem himself in rare cases. Most of the time though the change of the title Caliph simply leads to the Turban of the Endless Caliph, a legendary artifact, to the teleported to the next most worthy Sultan/Sultana so the newly chosen can take the place and hold up the illusion of an undying being, giving the fallen, former Caliph time to regenerate. &lt;br /&gt;
&lt;br /&gt;
==== Malik/Malika (King/Queen) ====&lt;br /&gt;
The Malik/Malika is the first servant of the Caliph. In Nahir the Malik/Malika has a more traditional role compared to other kingdoms, for this &amp;quot;King/Queen&amp;quot; is a servant himself but the highest one at that. There can only be one Malik/Malika at any given point, appointed from the Emir/Emira, usually by choosing the oldest or most powerful one. These are &lt;br /&gt;
&lt;br /&gt;
==== Emir/Amira (Princes and Princesses) ====&lt;br /&gt;
The chosen individuals are chosen from among the most powerfull magic users of the land and are called the sons and daughters of the Endless Caliph. They are treated as such by everyone in the Kingdom. &lt;br /&gt;
&lt;br /&gt;
==== Sheikh/Sheikha ====&lt;br /&gt;
There are technically 8 individuals holding this title but at any time there is one Sheikh/Sheikha holding the title of Caliph, empodying the [[Endless Caliph]]. Members of this class represent one of the 8 schools of magic and thus one of the 8 paths of the &amp;quot;[[Rule of the Endless]]&amp;quot;. They are seen to be priests, serving their respective Emir/Amira or Malik/Malika but in fact they are more powerful since they are the closest followers of the [[Endless Caliph]]. They prepare the magically gifted and trained to hopefully become mightly magic users to claim the title of Emir/Amira or even Malik/Malika to finally be the greatest offering to the [[Endless Caliph]]. Each of them is a Lich, older then most existing beings and thus capable beyond what most expect. &lt;br /&gt;
&lt;br /&gt;
Every Sheikh/Sheikha is well versed when it comes to the spells they can cast but everyone is especially talented in the school of magic it represents. &lt;br /&gt;
&lt;br /&gt;
==== Sultan/Sultana ====&lt;br /&gt;
A local leader, usually connected to one of the few citys and towns in Nahir, comparable to a duke/duchess or Major. They hold control over a specific area usually representing one of the &amp;quot;Eight Paths of the Endless&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
==== Sayyid (Noble) ====&lt;br /&gt;
A Title that is given to successfull tradesmen, craftsmen or soldiers in leading positions.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Nahir&amp;diff=475</id>
		<title>Nahir</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Nahir&amp;diff=475"/>
		<updated>2025-10-09T18:33:15Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: Created page with &amp;quot;Nahir is a desert Caliphate and the most southern region in the Kingdoms of Mankind.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nahir is a desert Caliphate and the most southern region in the [[Kingdoms of Mankind]].&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=474</id>
		<title>Riesbruck</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Riesbruck&amp;diff=474"/>
		<updated>2025-10-05T09:56:32Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 15. Westville */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Riesbruck is a city build in the west of the [[Stormlands]] on top of a gargantuan Black Stone bridge crossing the Twin Stream coming from the north and partially daming the water. This Bridge is one of &amp;quot;The Seven Wonders&amp;quot; build by the [[Stone Giants]] ([[Stone Giants of the Stormlands]]). No Ships can pass under it because of the stream even though the bridge would be high enough.&lt;br /&gt;
&lt;br /&gt;
The city was build mostly on top of the bridge being over a hundred feet high, several hundred feet wide and over a mile long. It reminds more of a fortress. The entrances on both sides have been blocked by huge walls build at the entrance of the bridge, made of normal, grey stone to block passage if needed and for defensive purposes. &lt;br /&gt;
&lt;br /&gt;
Riesbruck is the biggest non Minotaur City in the [[Stormlands]] and is famous for trade with [[Lodesquier]], high prices for entering and being the only wall strong enough to defy attacks of the [[Minotaurs of the Stormlands]]. &lt;br /&gt;
[[File:Riesbruck.jpg|center|thumb|1000x1000px|Riesbruck City map. Made by Vorlov]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Places of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== 1. Path East ===&lt;br /&gt;
&#039;&#039;&amp;quot;Mounts are not allowed in the city of [[Riesbruck]]!&amp;quot;&#039;&#039;. This path is usually guarded by soldiers of Riesbruck and they will inform the party to leave their mounts at the stables (3. Stables).  Newcomers and suckers are expected to pay a bribe to continue without problems (2GP/Person). If it is not payed the guards at the gate will charge 5 GP per person.  &lt;br /&gt;
&lt;br /&gt;
=== 2. Wearhouse ===&lt;br /&gt;
A simple building in front of a small harbour. Every Ship comming from the north load their wears off right here because getting closer to the Bridge might end up in the loss of a ship. For a good price characters can also stay here. This area is always guarded by at least 5 soldiers of [[Riesbruck]].  &lt;br /&gt;
&lt;br /&gt;
==== Quest: Dockside Extortionist ====&lt;br /&gt;
This could be the place where Characters meet [[Nino, Dockside Extortionist]]. He offers the players to keep their crates save for 20% of the value and guarantees no further costs on the way into the city of Riesbruck. This is a high price. Close by you can see 3 Commoners cloaked in Black and yellow (Nino is always protected by at least 2 Shade&#039;s at all times). The Players will have to make a choice:&lt;br /&gt;
&lt;br /&gt;
# Pay Nino: He holds up his part of the bargain and grant you entrance to the city without any additional costs the next day. The crates are protected by small children sitting on it, ordered by Nino.&lt;br /&gt;
# Don&#039;t pay Nino: If no money is payed the wearhouse is not willing to look after your wears. At some point the wears the party brought for trading will burn. Investigations DC 12, Find the walking lighter; On a success the heroes find a small device made for making fire. It can walk on itself but runs out of batteries soon. &lt;br /&gt;
&lt;br /&gt;
=== 3. Stables ===&lt;br /&gt;
For 1 Gold Piece a day the heroes can leave their mounts here. They will be save. &lt;br /&gt;
&lt;br /&gt;
=== 4. Eastern Gate ===&lt;br /&gt;
A gigantic wall of grey stone was built right in front of the entrance of the Bridge. It is heavily guarded by Bowman on the walls and soldiers and knights in front of the gates. &lt;br /&gt;
&lt;br /&gt;
Entering the city costs 1 GP. If the heroes did not bribe the guards coming here the price will be 5 GP.&lt;br /&gt;
&lt;br /&gt;
=== 5. Golden Cathedral ===&lt;br /&gt;
&lt;br /&gt;
=== 6. Mansion Rivercross ===&lt;br /&gt;
 &lt;br /&gt;
A large Mansion, just beeten in size by the Golden Cathedral and Castle Skytide itself. The only building in Riesbruck that can affort a small garden in front of it with a dwell, well trimmed bushes and nice smelling flowers. This place is owned by the Duke and Dutches Rivercross, a familly that nearly got broke a few years back but after the dutches marriage things have went well for the family. The new Duke Rivercross is said to be a dashing young man, quick whitted, cultured and too busy for his own good to the point that most actually have never seen him in person. Even when his wife - Dutchess Victoria Rivercross - invites the nobility to her levish partys her husband seems alsways to excuse himself. She is said to be a beauty like no other with an incredibly expensive taste. &lt;br /&gt;
&lt;br /&gt;
This is the home to Duchess Victoria Rivercross and her husband [[Tonma Hopfentaal]] - Always referred to as Duke Rivercross. &lt;br /&gt;
&lt;br /&gt;
==== Quest: [[Stolen stolen goods]] ====&lt;br /&gt;
=== 7. Grant Dwell ===&lt;br /&gt;
&lt;br /&gt;
=== 8. Castle Skytide ===&lt;br /&gt;
Castle Skytide, home to family Skytide, King and Queen of Riesbruck, self appointed of cause. At no point the high family will be willing to meet with any lowborn or any other person for that matter. They live in their fortress without ever leaving it but at the same time they control the whole city. They have the most money, control over the Bridge Guard and access to high level Fighters, Archwizards and even Assassins if needed. To cross through the tunnel beneath the fortress costs 1 GP per person plus tax on tradeable goods. The only ecception is a signed allowance given to specific traders appointed by the Skytide family. &lt;br /&gt;
&lt;br /&gt;
This is the place where an unending stream of humanoid fighters comes from in case the city is under attack or the players behave against the freedom of Riesbruck. &lt;br /&gt;
&lt;br /&gt;
=== 9. Grant Theater ===&lt;br /&gt;
2 big posters flank the entrance to the theater. The headline reading: &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The date states that the last few show happen within the next days before the play moves on. The prices are 5 GP per Ticket and it is said that the nobility of the city can attend for free.&lt;br /&gt;
&lt;br /&gt;
===== The Play: =====&lt;br /&gt;
Act 1.: The unknown - Argar, played by [[Arthur Artus]]. , Duldan, Monk, Drunk Dwarf and Knight defeat several enemys and find the empty tomb of Vorlov. Drunk Dwarf and Monk leave, Knight get&#039;s killed an Vorlov appears and becomes the antagonist of the play. In the last moment Ignel enters and burns the castle to the ground. &lt;br /&gt;
&lt;br /&gt;
Act 2: The Heroes, now called the red tallons, walk up a mountain as a knight enters the group. The Knight get&#039;s ripped apart by trolls but the group continues. Shortly after a rogue enters the party and together they walk up the las part of the mountain. At the top, Ignel, Argar, Duldan, the turtle and the rogue fight a Yeti and win. They get blessed by the gods. &lt;br /&gt;
&lt;br /&gt;
Act 3: The red talons enter hell and are beaten by Asmodeus himself, killing Duldan since he dared to walk stupidley into fire. The rest escapes hell with the help of a prince called Garshon.&lt;br /&gt;
&lt;br /&gt;
Act 4: The Red Tallons travel north to Nornten, kill the Ork commander but the turtle dies in the fight. Ignel dies many time but resurrects himself and shames the turtle for not doing the same. After the big fight the real evil shows itself as the former commander of Nornten, the horned devil lady Alexandra is pulled back to hell. Since the red tallons are down to 4 members (Argar, Ignel, Rogue and Garshon) they decide to buy a slave Orc called Yasmin and her pet owl. &lt;br /&gt;
&lt;br /&gt;
Act 5: The red Talons are called by the Emperor to the sea to defeat the remains of the cult of Alexandra. They find cultists on every island before they inform the heroes of the empire. The heroes of the empire demolish the cults of Alexandra and save the day. The red Talons are deemed to be the messengers of order. After that they are called back to the Empire to help with a demon incursion. &lt;br /&gt;
&lt;br /&gt;
Act 6: The cult of Alexandra has taken rout in the empire, so the Red Talons do serve their emperor and get rid of it. The Dragon Knight Argar swears alligance to the emporer and gains the power of light and flight. So he can save the day after the rest of the red talons fell to the lies of the cult.&lt;br /&gt;
&lt;br /&gt;
Act 7: The red Talons are send to Nornten again to finish the cult of Alexandra for good. They travel into the north, find Alexandra laying with the demon of excess in bed and get rid of bot of them but Alexandra does not die. Vorlov appears and takes the soul of her with him, telling the red Talons that all life will end soon in Doonstein.&lt;br /&gt;
&lt;br /&gt;
Act 8: Garama-Shilmon is under attack and against the will of the emporer the Red Talons travel there first. Garama looses many people but finally it comes to the showdown between the Red Talons and Varlov and his wife Alexandra del Torro. Vorlov dies, but will haunt these ruins forever while his wife Alexandra turns into a godess to revive her fallen husband. The trail leads to [[Doonstein]]. &lt;br /&gt;
&lt;br /&gt;
Act 9: Doonstein is attacked but the Red Talons are smart enough to call for aid. The Emporer sends 10.000 men and orders the Red talons to finish the false godess. He gives his blessing and so finally the fight between the Red Talons and Alexandra in her god form begins. The heroes win and banish the godess and thank the emperor for saving the city, Argar dealing the last blow.&lt;br /&gt;
&lt;br /&gt;
===== After the Show: =====&lt;br /&gt;
The actors enter the stage and [[Arthur Artus]] says a few words: &#039;&#039;&amp;quot;Thanks to all of you the history of the world lives on in theatre. I a gratefull to all of you who came here to witness the last show here in Riesbruck. Most of you wont be able to attend the last party at Mansion Rivercross, so will I, for the next way lies ahead and I want to be prepared&amp;quot;&#039;&#039; followed by applause.&lt;br /&gt;
&lt;br /&gt;
Unlocks the party at Mansion Rivercross.&lt;br /&gt;
&lt;br /&gt;
=== 10. Orphanage ===&lt;br /&gt;
Head: Madam Dilly Dally (Old, chubby lady, nice to the kids)&lt;br /&gt;
&lt;br /&gt;
Kevin: Has a job to earn money. Is a bad boy.&lt;br /&gt;
&lt;br /&gt;
Child from [[Crackrock]], sais nothing.&lt;br /&gt;
&lt;br /&gt;
Group of children singing the song of Baba Lyaga: &#039;&#039;&amp;quot;Baba, Babalyaga jedes gute Kind. Baba, Babalyaga ihren Segen nimmt. Baba, Babalyage doch wenn frech sie sind. Baba, Babalyage sie der Sumpf verschlingt.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== 11. Market Place ===&lt;br /&gt;
The players can buy basic equipment including gear and food. Usually they will charge 20-30% more. Here the players can also try to gain specific items. &lt;br /&gt;
&lt;br /&gt;
At the market place the heroes also find the black board of the city, showing them quests to take on:&lt;br /&gt;
&lt;br /&gt;
# Kill a Gorgon = Earn 500GP. Bring the Body of the slain creature to the Castle Skytide. &lt;br /&gt;
# The Burning Gorgon = Earn 1500 GP, Kill the Burning Gorgon and bring it&#039;s corpse to Castle Skytide. Roughly two dozens people have already died trying.&lt;br /&gt;
# Watch the last Show of &amp;quot;The Red Clawed, a play about the story of the red Talons. directed by [[Arthur Artus]], staring [[Arthur Artus]] in the role of Garshon, the fallen prince&amp;quot;. Between 3-10 GP per seat. After that there will be a grant ball at the Mansion Rivercross (Just invited, high society guests). After that the Show will travel to the next city. The Show is tonight! Last Chance!&lt;br /&gt;
# Demolition Squad wanted by the high family of Skytide. Talented Alchemist wanted to explode the path to Gravel Hill. Too many travelers want to enjoy the view, too few of them come back. Meet at the Black Path. Payment to be discussed, resources will be paid for. Gnomes from [[Twigrest]] preferd. &lt;br /&gt;
# Pationsisle: The &amp;quot;Wasted&amp;quot; is calling - You need a ship? Be my guest! One Way Ticket only. Pirate attack not covered by fee.  [[Wildfang Shipwreck]] to be enjoined from a distance = 250GP.  [[Woodmans Call]] Ruins (Close to the Capital of the fucking horned ones - Horntal). Get you to the former harbor = 350 GP.  Travel to the Ruins of [[Hordschlacht]] History Package (Best place in the land) = 1250 GP, including the raft boat to leave you there. Talk to Captain Pepe.&lt;br /&gt;
# The Orphanage need you - If you have any coin to spear, spend it on the Orphanage. Every Child deserves to grow up in peace, harmony and safety. Make it happen with your donation.&lt;br /&gt;
# Axe Beak Alpha: These beasts are gathering in the forest south of [[Bridgewatch Hill]], north-east of the city. The amount of the beasts lead us to the suspicion of an existing Alpha. Payment: 250 for heart and beak each of an Alpha, Alternativeley: Elixir of Health. 5 GP for every freshly killed Axe Beak Beak. Report to the Wearhouse north east of Riesbruck.&lt;br /&gt;
# Grave bearers wanted - In the times of light the darkness is never far. The Duke of Westville wished to be buried with his forefathers in the crypt of [[Soul&#039;s rest]]. Come, swear the oath of silence at the Cathedral, transport the coffin to Soul&#039;s end and speak the holy rites as you load it into the cript. 1000 GP or a favour of the church waits for you. Signed - [[Kamil, Taure of War]] and Arch priest of the golden Cathedral. &lt;br /&gt;
# (A barely readable note) Save my mom - Go the way where you pass the cows and goatsies. Walk straight in the cave. She is waiting in there for you. Bring the right medicine she needs. Be a doctor please. I offer my teddy and maybe my mom has left good food at our house. She is a great cook. you find our house on the other side of the cave when you follow the river upstream after the bridge. This note was put up at least a month earlier then the rest of the notes. &lt;br /&gt;
&lt;br /&gt;
=== 12. Potion Maker ===&lt;br /&gt;
Just opens for one hour after the sun has gone down. This place is run by [[Nino, Dockside Extortionist]]. &lt;br /&gt;
&lt;br /&gt;
=== 13. West Gate ===&lt;br /&gt;
A strong wall closes up Riesbruck to the west. Here you can work (1-5 GP per week plus housing and food). &lt;br /&gt;
&lt;br /&gt;
Working there will give an insight over the type of troupes placed in the city and may grant a bonus from 1 to 3 in interacting with them socially. &lt;br /&gt;
&lt;br /&gt;
Working there will also uncover the rumour that sometimes at night they hear stone breaking and earth quake like sounds from the hill west of the city. &lt;br /&gt;
&lt;br /&gt;
=== 14. The Black Path ===&lt;br /&gt;
A huge, bald statue of a humanoid, dressed in fine clothes, holding a scroll, made of black stone, like the bridge, is guarding the path to the black path, a path leading west, up into the mountains to Gravel Hill. &lt;br /&gt;
&lt;br /&gt;
=== 15. Westville ===&lt;br /&gt;
Wesville is a small village east of Riesbruck. It&#039;s fineley crafted buildings and buzzzing flair gives up the feeling of a little paradise far away from the busy and greedy businesses on the streets of Riesbruck. There are 3 Points of interest:&lt;br /&gt;
&lt;br /&gt;
# The Mansion Westville: Here you find the Duke and his moening family over the death of the old duke of westville. &lt;br /&gt;
&lt;br /&gt;
=== 16. Pationsisle ===&lt;br /&gt;
Board the &amp;quot;Wasted&amp;quot;, a ship commanded by the drunk captain Pepe. He is a drunk peace of shit but he is an amazing captain when it comes to stearing a ship. At all times he is protected by a santosian dwarf with a shotgun called Venga.&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=473</id>
		<title>Soul&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=473"/>
		<updated>2025-10-04T17:24:33Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 2. Abandoned Wagon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.  &lt;br /&gt;
&lt;br /&gt;
This place is split into two:  &lt;br /&gt;
&lt;br /&gt;
# The Material World Version: A heavily misty graveyard with empty graves and empty tomb stones and crypts, devoid of threats but cursed with the inability to rest here for bad dreams of the deceased haunting the ones who try. People talk of this Material Version as &amp;quot;Not being the real Soul&#039;s Rest&amp;quot;. &lt;br /&gt;
# Shadowfell Demiplane: If entered through a Mortis Portal during the night it is a heavily misty graveyard within the Shadowfell, where the sun never shines and restless souls and undead run rampant. Other weather effects never apply here. This is the actual &amp;quot;Soul&#039;s Rest&amp;quot; and will be referred to as such in the rest of this article. The stench of death lies in the air but nonetheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.&lt;br /&gt;
&lt;br /&gt;
=== Mortis Portal ===&lt;br /&gt;
A Mortis Portal can lead to specific points in the Shadowfell or Hades. A Mortis Portal within the Stormlands will always lead to this Shadowfell Demiplane of Soul&#039;s Rest. &lt;br /&gt;
&lt;br /&gt;
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things. &lt;br /&gt;
&lt;br /&gt;
=== Rules of the Shadowfell Demiplane &amp;quot;Soul&#039;s Rest&amp;quot; ===&lt;br /&gt;
People can just enter this plane during the night and through a Portal of Mortis. Otherwise it will be a deserted graveyard (The Material World Version).&lt;br /&gt;
&lt;br /&gt;
Bring a &amp;quot;Rest Candle&amp;quot; and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don&#039;t, the undead will make you theirs. &lt;br /&gt;
&lt;br /&gt;
People entering through a gate should bring at least 1 of the 5 components to set a soul to rest as described below and a &amp;quot;Rest Candle&amp;quot; :   &lt;br /&gt;
&lt;br /&gt;
# If they bring at least one of the 5 components: The Characters will be greated by a &amp;quot;Deathlamp Bearer&amp;quot;, a servant of mortis   &lt;br /&gt;
&lt;br /&gt;
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest.   &lt;br /&gt;
To Lay a Restless Soul to rest it needs 5 Components:&lt;br /&gt;
&lt;br /&gt;
# The Reaper: Every Restless soul has one mute reaper in Soul&#039;s Rest. It always stands at the position where Soul, Body and Coffin needs to be transported to, for it marks the final resting place. &lt;br /&gt;
# A Ghost/Soul: A ghost in Soul&#039;s Rest represents a soul, that needs to be brought to it&#039;s final resting place within this domain. Ghosts in Soul&#039;s Rest just remember 3 facts about their live or way of dying and all look the same. If their real name is spoken and not just baseless guessed allows the ghost to transform into a ghostly representation of itself with all memories it had in life. &lt;br /&gt;
# A Body: To be put to rest in Soul&#039;s Rest also needs a body. If the body is still intact in the real world it needs to be transfered from the real world into Soul&#039;s Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul&#039;s Rest and needs to be transported to it&#039;s resting place.&lt;br /&gt;
# A Coffin: To be put to rest in Soul&#039;s Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul&#039;s Rest. If it had no coffin one will appear somewhere in Soul&#039;s Rest.&lt;br /&gt;
# The Name of the deceised (Calling a ghost by it&#039;s real name allowes it to transform into a ghostly form of it&#039;s former self. If this happens it regains all it&#039;s memories and thus maybe can help to find the other components to be layed to rest).&lt;br /&gt;
&lt;br /&gt;
[[File:Soul&#039;s Rest Map.jpg|thumb|1024x1024px|Soul&#039;s Rest Map, Originally Created by Vorlov.|center]] &lt;br /&gt;
&lt;br /&gt;
==== 1. Soul&#039;s Rest Temple ====&lt;br /&gt;
A wast temple surrounded by an empty graveyard. The only way leading into the building is a huge gate made of black metal with a white hand painted on it. Inside the stairs lead down until the heroes arrive at a large room build like a twisted church. Coffins surrounded by bones, Green burning flames, a break in the wall where tormented shadows dwell, a throne on a pile of bones and behind that a portal glowing in a deadly green light. Several ghouls/Ghasts seem to be piling up freshly harvested bones near the graves and the throne, Burning Skulls are hovering over the green fire created by the fireplaces, an unmoving knight sitting on the throne like a statue, an undead Ghast King with unholy features standing before it. This place looks like a nightmare for every living being.&lt;br /&gt;
&lt;br /&gt;
If the players have a Lamp Bearer with them they can converse with the undead Ghoul Priest to find out where to find specific souls, coffins, bodys, names and reapers. It can give them only an area but never specifics and to ask questions about more then one person makes him end the conversation and sends them their way. &lt;br /&gt;
&lt;br /&gt;
If the players don&#039;t have a Lamp Bearer with them and are not followers of Mortis they will have to fight them. &lt;br /&gt;
&lt;br /&gt;
The Knight on the Throne will never fight since he is a pure follower of Mortis. If he is attacked or damaged though he will enter the combat. Also, if a sinner in the eyes of Mortis enters this room he will get up and fight them. &lt;br /&gt;
&lt;br /&gt;
==== 2. Rotten Crop ====&lt;br /&gt;
Rotten crop is the twisted reflection of a large harvisting village. The fields surrounding it are dead and empty though. In the distence though the heroes can see a light from a fire inside one of the many empty farms. The building looks exactly like one that can be found in the Scherzer Ruin in Korwall. The difference is that the doof is not caved in but a fire is raging inside. As the players come closer they feel no heat from the fire itself but they can smell it as if it is real. &lt;br /&gt;
&lt;br /&gt;
Inside the Farm they find [[Barnabas Lachma]], the former Captain of the Militia in [[Kornwall]]. He is staring into an oven while surrounded by flames but able to notice them. He talks to himself about how he is not done and how he ended up here. He is a revenant able to fight his murderers if they show themselves. If the players fight him they will have a revenant hunting them until he is dealt with. &lt;br /&gt;
&lt;br /&gt;
In the back of the bruning building players can find small foodprints leading to a dwell with a Reaper next to it:&lt;br /&gt;
&lt;br /&gt;
# The Footprints, Survival: A child, barefoot walked here and the trail ends right in front of the dwell.&lt;br /&gt;
# The Dwell,  climb down or look into it: On the bottom of the dwell you find a small coffin floating on the water. &lt;br /&gt;
# The Reaper: This is the Reaper of Maggy, waiting for her Soul (Soul&#039;s Rest City, 5. Fishing Dwell) and her Body ([[Kornwall]], Scherzer Ruin in the Dwell). The Coffin is in the Dwell right next to the reaper. &lt;br /&gt;
&lt;br /&gt;
==== 3. Waterstone Bridge ====&lt;br /&gt;
A large bridge over a steep canyon, a river with a strong current at it&#039;s bottom. The bridge is filled with crates full of gold and other treasures. Some weird ghosts cower over the treasure seemingly trying to eat it. Aside the treasures the bridge is filled with coffins, stacked upon each other. There is one ghost hovering over the edge of the bridge itself mumbling, but what it sais is difficult to unterstand for the noise of falling coins seem to drown it.  There is just one open coffin. The open one is flanked by a Reaper watching every move of those around it. &lt;br /&gt;
&lt;br /&gt;
# The Treasure, Investigation: The gold seems to disappear when taken up. It always seems to return to the position it was found. Also the gold has a strange sign on it representing a fine cast scull. (Gold from [[Noxis]]) &lt;br /&gt;
# The Wierd Ghosts, religion: These Ghosts are Specters, lost souls without a path to absolution for they have chosen to reject the gift of Mortis. Their absolution will come at the end of everything, before that they are bound here until a wish sets them free. &lt;br /&gt;
# The Coffins, Perception: All of the Coffins are closed and if anyone tries to open them the reaper has it&#039;s gaze on this person. It seems obvious, that it will not allow anyone to open one of the coffins without consequence.&lt;br /&gt;
# The Reaper: This is the Reaper of Konrad, King of Riesbruck. He waits for his Body (Riesbruck, 8. Castle Skytide in the highest chamber). &lt;br /&gt;
&lt;br /&gt;
====== Konrad, King of Riesbruck ======&lt;br /&gt;
The hovering Ghost is the soul of Konrad, King of Riesbruck. He has the following information to give if he is talked to without the Specters around him are dealt with, since they will attack anyone who tries to talk to them: 1. A curse upon all those who drove me to this!. 2. Never come in here again, bastard! 3. You are a shame, get these cursed coins out of my sight!&lt;br /&gt;
&lt;br /&gt;
Story: Konrad was King of Riesbruck in a time of financial need, after the [[Minotaurs of the Stormlands]] turned violent. Konrad created the Bridge Watch, a highly capable militarry force to protect [[Riesbruck]] after being torn down by the minotaurs and the soul plague. Konrad disrespected his son Prince Robert for he turned out to be a useless brat, for he tried to solve the financial problems of the city with gold from [[Noxis]]. Konrad confronted Price Robert, told him that he is not worthy of wearing the crown and told him that cursed gold would not solve their problems. Prince Robert locked his father in the highest room of castle Skytide and made sure no one would ever get to him. After taking over Robert ran the kingdom in Konrads name. The kingdom of Riesbruck still had to finance repairs and Robert and the nobles must have did so with borrowed money from [[Noxis]]. Konrad was guarded at all times but after 15 years (10 years after the soul plague, 1235AM) he managed to free himself from the shackles and crawled towards the window. He jumped off, cursing at his son and all the nobles in the city of Riesbruck except for the Rivercross Family). Konrad still cares a lot for the Bridge Watch for they are the defenders of this kingdom. Confronting his son will automatically mean to be hunted by the force Konrad created. &lt;br /&gt;
&lt;br /&gt;
(Robert and the former advisors lend money from [[Noxis]] to keep the kingdom running. It did not work so all prices went up but even this was not enough. The greed of every conspirator led to them dying indented to [[Noxis]] never to find peace. Thus their souls will not find an end until their dept is paid off and even worse, the noxic basically control nearly all of the nobles in Riesbruck except for the Rivercross Family). &lt;br /&gt;
&lt;br /&gt;
==== 4. Soul&#039;s Rest City ====&lt;br /&gt;
&lt;br /&gt;
Soul&#039;s rest City is, as the name suggests, a city but filled with wandering undead, most of them of humanoid stature. It is a mix of civilization and ruin, some buildings being collapsed, showing the past, others just finished building. The contrasts shows the finite nature of everything civilization, while bands of zombies and other lower undead walk the streets. Aside from these corporal undead every now and then a glimmer of blue can be seen, ghosts that reside in this town but never seem to wander of, but stay where they are. &lt;br /&gt;
[[File:Abandoned Town Center (With Numbers).jpg|center|thumb|1024x1024px|Original Artwork by: Jarled Fletcher, Link: https://inkarnate.com/explore/maps/16633335]]&lt;br /&gt;
&lt;br /&gt;
===== 1. The Kitchen-Hut =====&lt;br /&gt;
A small and simple building with a fireplace in the middle, flame still burning with a cold but extremely bright flame under a pot. The smell of spices and burned meet fills the air around the pot hanging over the fireplace. Broken barrels and crates with charred and evaporated contents can be found here with a chemical scent hanging over them. On the ground the players find two bodies, one of a young woman in simple clothing with red marks around her neck and bruise on her forehead, lying there in a position of religious peace and an old male in well made armor, dried blood around his mouth, next to a broken plate, eyes open, shouting with a silent expression while a large piercing wound can be seen in his back. Two Ghosts hang in the air of the room. &lt;br /&gt;
&lt;br /&gt;
The following seems to peak the interest of the players (Dc varies on the DM):&lt;br /&gt;
&lt;br /&gt;
# The Pot, Cooking Supplies: The Pot is filled with a stew that smells heavenly good but it seems that in the meat falls are hidden, sharp pieces of glass.&lt;br /&gt;
# The Smell of burned flesh. Survival Check: The smell that lies in the air is charred flesh to the point where it can not be decerned what kind of flesh it was. It&#039;s like burning flesh for hours in an open flame.&lt;br /&gt;
# The Crates, Alchemist, Brewers or Poison Supplies: The Crates and barrels have been soaked in oil used usually for lamps.&lt;br /&gt;
# The Female Body, Religion Check: The Body was placed in this position after her death. A pose that the deceased are put in to wish them good fortune. It seems sloppy though, as if time was running out. &lt;br /&gt;
# The Male Body, Insight: The expression shows the surprise of a guilty man regretting, sadness, understanding and accepting. He was stabbed in the back with something bigger then a Dagger. (Sword).&lt;br /&gt;
&lt;br /&gt;
====== Dario, Duke of Westville: ======&lt;br /&gt;
The Ghost of Dario, Duke of Westville hovers over the male, noble body. He has the following information to give: 1. I was murdered 2. I Regret 3. I leave the best of me.&lt;br /&gt;
&lt;br /&gt;
Story: Dario, Duke of Westville took Aleska as mistress even though she did not like it. He went for long walks in armour after sunset, pretending to keep the streets save but he always just visited her. The last time he got there she refused him and tried to serve him the worst food possible to get rid of him. He noticed and got frustrated, draged her into the garden and hang her for his affection was not returned. By accident he was seen by his son David. His son plunged a sword into his fathers back, killing him. Since Dario was a great Duke, David covered up the whole situation by moving the corpses of his father and Aleska back to her hut and setting it ablaze with the use of oil, destroying any evidence. After that he went on a fake hunting trip, returned and proclaimed his father died against an unworthy foe, starting the Quest line of &amp;quot;Grave Bearer&amp;quot; ([[Riesbruck]]). His Coffin is braught with players who started the &amp;quot;Grave Bearer&amp;quot; Quest Line. This is also the plane where the real name can learned. His Body and soul can be found in The Kitchen-Hut and his Reaper can be found in &amp;quot;Sailor&#039;s End at the peer near the water. &lt;br /&gt;
&lt;br /&gt;
====== Aleska, Cooking Made of Westville ======&lt;br /&gt;
The Ghost hovering over the female body is the ghost of Aleska, a young and beatifull Cook of Westville. She has the following information to give: 1. I never killed anyone 2. Life was torment 3. I tried, but failed.&lt;br /&gt;
&lt;br /&gt;
Story: Aleska often delivered her fantastic food to the noble house of Westville. She unwillingly became the mistress of Dario, the Duke of Westville. He ordered more often, usually directly to his Hobby Room, a place filled with books, accessories and a large bed. She tried to get rid of him by feeding him bad food, but he did not care. On her last day she tried to poison him with the worst meat she could find but he saw through her ruse and got very upset. In his rage for not being loved back he hang her in the backyard using the old tree. She died asking herself why she deserved this. &lt;br /&gt;
&lt;br /&gt;
===== 2. Abandoned Wagon =====&lt;br /&gt;
An abandoned wagon, seemingly build to transport trading goods can be seen on a wide field. Next to the weagon you see an empty coffin flanked by a reaper.&lt;br /&gt;
&lt;br /&gt;
# The weagon, Int check: It looks exactly like the broken wagon found east of [[Riesbruck]]. &lt;br /&gt;
# The Coffin, Investigation: The coffin has many carvings crossed out. The wood seems expensive and the symbols crossed out seem to represent Doonstein, Karak-Kadrim, Cloudlands and Stormlands. &lt;br /&gt;
# The Reaper: This is the reaper of Harry Händler, wayting for his soul (Soul&#039;s Rest City, 4. Weed Field) and his Body (East of [[Riesbruck]], ripped into two pieces). &lt;br /&gt;
&lt;br /&gt;
The Ghost of Harry Händler will try to bargain with the players to use their blessing of Mortis to allow him to return to the world of the living to help them. He offers to haunt something in the name of the group. The players can use a blessing of Mortis gained by putting a soul to rest to allow Harry Händler to do so. (Players gain a Ghost to use in the campaign for whatever creative reason). &lt;br /&gt;
&lt;br /&gt;
===== 3. Dead Tree =====&lt;br /&gt;
A dead tree with high grass surrounding it. The tree seems to be sad, like it has a mind for itself. A robe lies next to it in the high greass and a reaper is standing under one of it&#039;s strong branches. &lt;br /&gt;
&lt;br /&gt;
# Talk to the Tree, Talk to plants: It was horrible as the strengh of my branch was used by the old one to end flower. My life shell end for I was made accomplice to a crime. Afterwards though I became a whiteness to the occurrence that sometimes apples can fall far from a rotten tree. &lt;br /&gt;
# The Reaper of Aleska, Cooking Made of Westville. To free Aleska of her undead existence and to gain the blessing of Mortis bring the following things here: Her Body and Ghost from The Kitchen-Hut, Her Casket from the Bloody Hobbyroom. The reaper will set her free. &lt;br /&gt;
&lt;br /&gt;
===== 4. Weed Field =====&lt;br /&gt;
A freshly harvested field with some piles of weed. A burning torch sticks out of the ground and a ghostly figure hovers next to it.&lt;br /&gt;
&lt;br /&gt;
Harry Händler, travelling merchant&lt;br /&gt;
&lt;br /&gt;
The hovering ghost is the soul of Harry Händler, a travelling merchant that died on his wagon when travelling from Kornwall to Riesbruck ([[Stormlands]]). He has the following information to give: 1. Faster you lazy mules! 2. I&#039;ll be the first this year. Prices through the roof. 3. Are you man or Beast!?&lt;br /&gt;
&lt;br /&gt;
Story: Harry Händler lived for a short while in kornwall over the past winter. He bought crops from the local farmers and the first day of spring he travelled to Riesbruck, knowing that the streets will be very dangerous this time around. He got attacked by the Stomper Clan ([[Minotaurs of the Stormlands]])and got ripped apart by it&#039;s Leader [[Gorgus]]. His Body can be found on the street east of Riesbruck (Both parts). His Grave and Reaper is at the Nr2. on this Map (Abandoned Wagon). &lt;br /&gt;
&lt;br /&gt;
===== 5. Fishing Dwell =====&lt;br /&gt;
An empty Dwell with lit candles on top of it. In front of it lie a pair of broken fishing rods. A ghostly figure is hovering over it.&lt;br /&gt;
&lt;br /&gt;
====== Maggy, Fisherman&#039;s Daughter ======&lt;br /&gt;
The hovering Ghost is Maggy, Fisherman&#039;s Daughter from Kornwall. She has the following information to give: 1. I am so cold. 2. He will not find me in here. 3. I hope they find my Dolly.&lt;br /&gt;
&lt;br /&gt;
Story: Maggy got Kitnapped by Barnabas and Helene Fischer, her mom, but she has turned to the Blood Sisters. A silence spell from Helene allowed Barnabas to snatch Maggy but the little, girl fought back and managed to pull out some of her moms hair and hid it in her redhaired doll she then left behind. Barnabas tied her up in the Scherzer Ruin to be sacrificed at a later time. Maggy escaped but Barnabas was on her trail, so the hid in the Dwell near the Scherzer Ruin. Once in there she could not get out though and the freezing weather led to her freezing to death. Her Body is still in the Dwell.&lt;br /&gt;
&lt;br /&gt;
===== 6. Bloody Hobbyroom =====&lt;br /&gt;
A room filled with books, nearly empty flasks, a armor, a bed with a linen shirt on it and a simple casket like one made for poor people. The ground near the entrance in bloodied and wet. &lt;br /&gt;
&lt;br /&gt;
# Books, Insight: These Books belonged to a wealthy men. Topics like: Gentlemens Decree, Men&#039;s Health, Damsil in Distress, The Shining Knight and the Royal Riding guide for Lords can be found. The books look expensive but the room itself looks weathered down like a noble men did hide this place from even his own cleaning staff. &lt;br /&gt;
# Flasks, Brewer or Poisoners Kit: Used potions of selective growth. (Used for romantic encounters). &lt;br /&gt;
# Armor, Investigation: The insight of the armor shows a tag that it was made in Riesbruck for a high noble. &lt;br /&gt;
# The Bed, Weavers Tools: The shirt has a high quality and must have been very conformable but it was regularly ripped at. &lt;br /&gt;
# Casket, Perception: The casket is definatley made for a lower class person, contridicting it&#039;s positioning in this room. The slightest smell of fresh basil and other tasty spices comes from the inside of the casket. (The casket belongs to Aleska and has to be brought to 3. Dead Tree. There Aleska&#039;s Reaper waits for it).&lt;br /&gt;
# The Ground, Survival (Lick the Ground): The ground shows a wet heart made from salty tears with blood stains within it. A represantation for Aleska and the kind of love she was targeted by. &lt;br /&gt;
&lt;br /&gt;
===== 7. Raided Wearhouse =====&lt;br /&gt;
A worn down hut with a broken roof and heavily cracked and broken walls. Looks like any second they would collapse but this moment seems to never come. Within the players find a few damaged crates and barrels surrounded by splintered wood. An body lies on the ground heavily armored, steel bend and broken, bones crushed in many places. Right next to it there is a burned down fireplace. &lt;br /&gt;
&lt;br /&gt;
===== 8. Small Cave =====&lt;br /&gt;
Atop a small hill a giant broken statue with bull like features lies shattered on the ground in fron opf a burning fireplace with a pot on it. A tasty smell of vegetables lie in the air while a ghost is hovering over a bench near by. Behind the ghost there is the entrance to a cave, a casket lying near to the entrance, guarded by a Reaper watching the ghost in front of it. &lt;br /&gt;
&lt;br /&gt;
# Statue, Stone Carver: This Statue once represented a bull with a Pick-Axe. On his clothing there is a symbol, showing a split tree over a tunnel.&lt;br /&gt;
# The Pot, No Check: The food in the pot is rotten. The smell does not fit the pots content but it certainly originates from it, like a message difficult to read. &lt;br /&gt;
# The Tunnel and Casket, Investigation: As you walk deeper into the tunnel it becomes clear that it is like a labyrinth. Near the casket a set of small footsteps lead further into the labyrinth and loose themselves somewhere in there. &lt;br /&gt;
&lt;br /&gt;
====== Widdow Wilma, Mother of Vallerie ======&lt;br /&gt;
The ghost hovering over the bank is Widdow Wilma. She has the following information to give: 1. Farewell, little Butterfly. 2. I will, now go, Just remember, Mama needs the Mortis Medicine. 3. Run, Run, Run! Don&#039;t wait for the Horsy&#039;s!&lt;br /&gt;
&lt;br /&gt;
Story: Wilma lived with her daughter in Sinnersrun when it got attacked by the riders of the [[Rubyknights]]. She fled with her daughter to the Eastern Stone Portal (H11 Stormlands) and went with her deep into the labirinth. Food got short and the end of the tunnel was not in sight, so she decided to give the rest of the now rotten food to her daughter and send her alone, since the provisions would not last for 2 people. Her daughter thinks the food she was given was the most tasty food ever since everything tastes great if it stops you from starving. Wilma starved in the cave, praying to the gods her daughter will survive. Vallerie managed to get to Riesbruck and put up the Quest &amp;quot;Save my Mom&amp;quot; at the marketplace, not knowing her mother passed away. She told her daughter to tell whoever she finds for the Mortis Medicine, so people would know that she had died. &lt;br /&gt;
&lt;br /&gt;
===== 9. Abandoned Prison =====&lt;br /&gt;
XXXXXXXXXXXXXX&lt;br /&gt;
&lt;br /&gt;
===== 10. Rooftop =====&lt;br /&gt;
Dominated by Swarms of Zombies:&lt;br /&gt;
&lt;br /&gt;
# There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.&lt;br /&gt;
&lt;br /&gt;
==== 5. Sailor&#039;s End ====&lt;br /&gt;
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery. &lt;br /&gt;
&lt;br /&gt;
# Lighthouse: In the lighthouse there are several Will-O-Whisps. &lt;br /&gt;
&lt;br /&gt;
==== 6. Pointy Tower ====&lt;br /&gt;
A large church like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons. &lt;br /&gt;
&lt;br /&gt;
# The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline. &lt;br /&gt;
&lt;br /&gt;
==== 7. Hornbreak Tower ====&lt;br /&gt;
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don&#039;t get closer to it. They fighting undead seem to not even notice that it is there. There are 2 entrances to the building, A large gate leading into it and stairs that seem to lead up to the roof. &lt;br /&gt;
&lt;br /&gt;
====== Through the Gate: ======&lt;br /&gt;
A large throne room filled with pelts and natural treasures like unworked diamonds, rare plants, pelts and weapons made from bone. In the center there is a platform with an enormous coffin made of stone and next to it strange markings on the floor signal the outline of a Medium sized coffin. 2 Reapers stand on the platform, one next to the coffin, the other next to the markings. &lt;br /&gt;
# The Reaper next to the enormous Coffin: This Reaper waits for the Body and Soul of Lebos. The Soul of Lebos is split into 3 (The Eye of Hatred, The Heart of Ice and the Helm of Iron Will. &lt;br /&gt;
# The Reaper next to the strange markings: This reaper waits for Minas Coffin, Body and Soul in the form her Skull (Crown of Mina Artifact Stormlands).&lt;br /&gt;
If both, Mina and Lebos are put to rest here the Stormlands Campaign is a success and a new form of whatever government will have a stable future without the past interfering. &lt;br /&gt;
&lt;br /&gt;
Up the Stairs&lt;br /&gt;
&lt;br /&gt;
Snow falls on the rooftop even though it does not snow anywhere else. The ground is icy and many horned statues of twisted minotaurs seem to watch over this platform. Every now and then lightning strikes one of them, trying to destroy them but it has no effect. As the heroes walk onto the platform it seems to get even colder. The players get the feeling they are not alone since they hear ice cracking all around them. They get ambushed by the Incarnation of Lebos (Cold Heart), a giant, twisted bull creature made partially of Ice with a large scar in the form of an &amp;quot;X&amp;quot; on the chest. If they win they find the Heart of Ice (Artifact [[Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
==== 8. Mortis Gate ====&lt;br /&gt;
A tall blackened gate made of stone is the entrance to the graveyard called Soul&#039;s Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor. &lt;br /&gt;
&lt;br /&gt;
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the &amp;quot;Lamp Bearer&amp;quot; and Calls the Lamp &amp;quot;Mortis Lamp&amp;quot;(Stormlands, Items)  &lt;br /&gt;
&lt;br /&gt;
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap). &lt;br /&gt;
&lt;br /&gt;
Starting Quest: Grave bearer (See below) &lt;br /&gt;
&lt;br /&gt;
==== 9. Sinking Cove ====&lt;br /&gt;
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you&#039;ll find 2 old wooden rows. The boats will just appear if you have a Lamp Bearer with you (See 8. Mortis gate) or are a Mortis Follower with your own &amp;quot;Mortis Lamp&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==== 10. Watergrave ====&lt;br /&gt;
This is the worst place for people to come in Soul&#039;s Rest. A thick fog lies over the water so that anybody can just see for about 30ft. Near the stream there are boats, barely big enough to hold 1 person each, every boat having a name for those who intend to cross it lying in the water. Anybody who tries to cross this part of the river will end up in Hades for this is the river Stix. Those who start their journey here are damned, no saves, no nothing. If a Lamb Barrer wants to get rid of somebody he leads these individuals here, mans a boat and asks other to follow him with their boats. Nobody is able to follow the Lamp Bearer and so everybody who tries will end up in Hades for eternal suffering. &lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
==== Grave bearer ([[Riesbruck]] Quest found in the marketplace) ====&lt;br /&gt;
&lt;br /&gt;
==== Save my Mom ([[Riesbruck]] Quest found in the marketplace) ====&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=472</id>
		<title>Soul&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=472"/>
		<updated>2025-10-04T17:15:38Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 3. Waterstone Bridge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.  &lt;br /&gt;
&lt;br /&gt;
This place is split into two:  &lt;br /&gt;
&lt;br /&gt;
# The Material World Version: A heavily misty graveyard with empty graves and empty tomb stones and crypts, devoid of threats but cursed with the inability to rest here for bad dreams of the deceased haunting the ones who try. People talk of this Material Version as &amp;quot;Not being the real Soul&#039;s Rest&amp;quot;. &lt;br /&gt;
# Shadowfell Demiplane: If entered through a Mortis Portal during the night it is a heavily misty graveyard within the Shadowfell, where the sun never shines and restless souls and undead run rampant. Other weather effects never apply here. This is the actual &amp;quot;Soul&#039;s Rest&amp;quot; and will be referred to as such in the rest of this article. The stench of death lies in the air but nonetheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.&lt;br /&gt;
&lt;br /&gt;
=== Mortis Portal ===&lt;br /&gt;
A Mortis Portal can lead to specific points in the Shadowfell or Hades. A Mortis Portal within the Stormlands will always lead to this Shadowfell Demiplane of Soul&#039;s Rest. &lt;br /&gt;
&lt;br /&gt;
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things. &lt;br /&gt;
&lt;br /&gt;
=== Rules of the Shadowfell Demiplane &amp;quot;Soul&#039;s Rest&amp;quot; ===&lt;br /&gt;
People can just enter this plane during the night and through a Portal of Mortis. Otherwise it will be a deserted graveyard (The Material World Version).&lt;br /&gt;
&lt;br /&gt;
Bring a &amp;quot;Rest Candle&amp;quot; and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don&#039;t, the undead will make you theirs. &lt;br /&gt;
&lt;br /&gt;
People entering through a gate should bring at least 1 of the 5 components to set a soul to rest as described below and a &amp;quot;Rest Candle&amp;quot; :   &lt;br /&gt;
&lt;br /&gt;
# If they bring at least one of the 5 components: The Characters will be greated by a &amp;quot;Deathlamp Bearer&amp;quot;, a servant of mortis   &lt;br /&gt;
&lt;br /&gt;
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest.   &lt;br /&gt;
To Lay a Restless Soul to rest it needs 5 Components:&lt;br /&gt;
&lt;br /&gt;
# The Reaper: Every Restless soul has one mute reaper in Soul&#039;s Rest. It always stands at the position where Soul, Body and Coffin needs to be transported to, for it marks the final resting place. &lt;br /&gt;
# A Ghost/Soul: A ghost in Soul&#039;s Rest represents a soul, that needs to be brought to it&#039;s final resting place within this domain. Ghosts in Soul&#039;s Rest just remember 3 facts about their live or way of dying and all look the same. If their real name is spoken and not just baseless guessed allows the ghost to transform into a ghostly representation of itself with all memories it had in life. &lt;br /&gt;
# A Body: To be put to rest in Soul&#039;s Rest also needs a body. If the body is still intact in the real world it needs to be transfered from the real world into Soul&#039;s Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul&#039;s Rest and needs to be transported to it&#039;s resting place.&lt;br /&gt;
# A Coffin: To be put to rest in Soul&#039;s Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul&#039;s Rest. If it had no coffin one will appear somewhere in Soul&#039;s Rest.&lt;br /&gt;
# The Name of the deceised (Calling a ghost by it&#039;s real name allowes it to transform into a ghostly form of it&#039;s former self. If this happens it regains all it&#039;s memories and thus maybe can help to find the other components to be layed to rest).&lt;br /&gt;
&lt;br /&gt;
[[File:Soul&#039;s Rest Map.jpg|thumb|1024x1024px|Soul&#039;s Rest Map, Originally Created by Vorlov.|center]] &lt;br /&gt;
&lt;br /&gt;
==== 1. Soul&#039;s Rest Temple ====&lt;br /&gt;
A wast temple surrounded by an empty graveyard. The only way leading into the building is a huge gate made of black metal with a white hand painted on it. Inside the stairs lead down until the heroes arrive at a large room build like a twisted church. Coffins surrounded by bones, Green burning flames, a break in the wall where tormented shadows dwell, a throne on a pile of bones and behind that a portal glowing in a deadly green light. Several ghouls/Ghasts seem to be piling up freshly harvested bones near the graves and the throne, Burning Skulls are hovering over the green fire created by the fireplaces, an unmoving knight sitting on the throne like a statue, an undead Ghast King with unholy features standing before it. This place looks like a nightmare for every living being.&lt;br /&gt;
&lt;br /&gt;
If the players have a Lamp Bearer with them they can converse with the undead Ghoul Priest to find out where to find specific souls, coffins, bodys, names and reapers. It can give them only an area but never specifics and to ask questions about more then one person makes him end the conversation and sends them their way. &lt;br /&gt;
&lt;br /&gt;
If the players don&#039;t have a Lamp Bearer with them and are not followers of Mortis they will have to fight them. &lt;br /&gt;
&lt;br /&gt;
The Knight on the Throne will never fight since he is a pure follower of Mortis. If he is attacked or damaged though he will enter the combat. Also, if a sinner in the eyes of Mortis enters this room he will get up and fight them. &lt;br /&gt;
&lt;br /&gt;
==== 2. Rotten Crop ====&lt;br /&gt;
Rotten crop is the twisted reflection of a large harvisting village. The fields surrounding it are dead and empty though. In the distence though the heroes can see a light from a fire inside one of the many empty farms. The building looks exactly like one that can be found in the Scherzer Ruin in Korwall. The difference is that the doof is not caved in but a fire is raging inside. As the players come closer they feel no heat from the fire itself but they can smell it as if it is real. &lt;br /&gt;
&lt;br /&gt;
Inside the Farm they find [[Barnabas Lachma]], the former Captain of the Militia in [[Kornwall]]. He is staring into an oven while surrounded by flames but able to notice them. He talks to himself about how he is not done and how he ended up here. He is a revenant able to fight his murderers if they show themselves. If the players fight him they will have a revenant hunting them until he is dealt with. &lt;br /&gt;
&lt;br /&gt;
In the back of the bruning building players can find small foodprints leading to a dwell with a Reaper next to it:&lt;br /&gt;
&lt;br /&gt;
# The Footprints, Survival: A child, barefoot walked here and the trail ends right in front of the dwell.&lt;br /&gt;
# The Dwell,  climb down or look into it: On the bottom of the dwell you find a small coffin floating on the water. &lt;br /&gt;
# The Reaper: This is the Reaper of Maggy, waiting for her Soul (Soul&#039;s Rest City, 5. Fishing Dwell) and her Body ([[Kornwall]], Scherzer Ruin in the Dwell). The Coffin is in the Dwell right next to the reaper. &lt;br /&gt;
&lt;br /&gt;
==== 3. Waterstone Bridge ====&lt;br /&gt;
A large bridge over a steep canyon, a river with a strong current at it&#039;s bottom. The bridge is filled with crates full of gold and other treasures. Some weird ghosts cower over the treasure seemingly trying to eat it. Aside the treasures the bridge is filled with coffins, stacked upon each other. There is one ghost hovering over the edge of the bridge itself mumbling, but what it sais is difficult to unterstand for the noise of falling coins seem to drown it.  There is just one open coffin. The open one is flanked by a Reaper watching every move of those around it. &lt;br /&gt;
&lt;br /&gt;
# The Treasure, Investigation: The gold seems to disappear when taken up. It always seems to return to the position it was found. Also the gold has a strange sign on it representing a fine cast scull. (Gold from [[Noxis]]) &lt;br /&gt;
# The Wierd Ghosts, religion: These Ghosts are Specters, lost souls without a path to absolution for they have chosen to reject the gift of Mortis. Their absolution will come at the end of everything, before that they are bound here until a wish sets them free. &lt;br /&gt;
# The Coffins, Perception: All of the Coffins are closed and if anyone tries to open them the reaper has it&#039;s gaze on this person. It seems obvious, that it will not allow anyone to open one of the coffins without consequence.&lt;br /&gt;
# The Reaper: This is the Reaper of Konrad, King of Riesbruck. He waits for his Body (Riesbruck, 8. Castle Skytide in the highest chamber). &lt;br /&gt;
&lt;br /&gt;
====== Konrad, King of Riesbruck ======&lt;br /&gt;
The hovering Ghost is the soul of Konrad, King of Riesbruck. He has the following information to give if he is talked to without the Specters around him are dealt with, since they will attack anyone who tries to talk to them: 1. A curse upon all those who drove me to this!. 2. Never come in here again, bastard! 3. You are a shame, get these cursed coins out of my sight!&lt;br /&gt;
&lt;br /&gt;
Story: Konrad was King of Riesbruck in a time of financial need, after the [[Minotaurs of the Stormlands]] turned violent. Konrad created the Bridge Watch, a highly capable militarry force to protect [[Riesbruck]] after being torn down by the minotaurs and the soul plague. Konrad disrespected his son Prince Robert for he turned out to be a useless brat, for he tried to solve the financial problems of the city with gold from [[Noxis]]. Konrad confronted Price Robert, told him that he is not worthy of wearing the crown and told him that cursed gold would not solve their problems. Prince Robert locked his father in the highest room of castle Skytide and made sure no one would ever get to him. After taking over Robert ran the kingdom in Konrads name. The kingdom of Riesbruck still had to finance repairs and Robert and the nobles must have did so with borrowed money from [[Noxis]]. Konrad was guarded at all times but after 15 years (10 years after the soul plague, 1235AM) he managed to free himself from the shackles and crawled towards the window. He jumped off, cursing at his son and all the nobles in the city of Riesbruck except for the Rivercross Family). Konrad still cares a lot for the Bridge Watch for they are the defenders of this kingdom. Confronting his son will automatically mean to be hunted by the force Konrad created. &lt;br /&gt;
&lt;br /&gt;
(Robert and the former advisors lend money from [[Noxis]] to keep the kingdom running. It did not work so all prices went up but even this was not enough. The greed of every conspirator led to them dying indented to [[Noxis]] never to find peace. Thus their souls will not find an end until their dept is paid off and even worse, the noxic basically control nearly all of the nobles in Riesbruck except for the Rivercross Family). &lt;br /&gt;
&lt;br /&gt;
==== 4. Soul&#039;s Rest City ====&lt;br /&gt;
&lt;br /&gt;
Soul&#039;s rest City is, as the name suggests, a city but filled with wandering undead, most of them of humanoid stature. It is a mix of civilization and ruin, some buildings being collapsed, showing the past, others just finished building. The contrasts shows the finite nature of everything civilization, while bands of zombies and other lower undead walk the streets. Aside from these corporal undead every now and then a glimmer of blue can be seen, ghosts that reside in this town but never seem to wander of, but stay where they are. &lt;br /&gt;
[[File:Abandoned Town Center (With Numbers).jpg|center|thumb|1024x1024px|Original Artwork by: Jarled Fletcher, Link: https://inkarnate.com/explore/maps/16633335]]&lt;br /&gt;
&lt;br /&gt;
===== 1. The Kitchen-Hut =====&lt;br /&gt;
A small and simple building with a fireplace in the middle, flame still burning with a cold but extremely bright flame under a pot. The smell of spices and burned meet fills the air around the pot hanging over the fireplace. Broken barrels and crates with charred and evaporated contents can be found here with a chemical scent hanging over them. On the ground the players find two bodies, one of a young woman in simple clothing with red marks around her neck and bruise on her forehead, lying there in a position of religious peace and an old male in well made armor, dried blood around his mouth, next to a broken plate, eyes open, shouting with a silent expression while a large piercing wound can be seen in his back. Two Ghosts hang in the air of the room. &lt;br /&gt;
&lt;br /&gt;
The following seems to peak the interest of the players (Dc varies on the DM):&lt;br /&gt;
&lt;br /&gt;
# The Pot, Cooking Supplies: The Pot is filled with a stew that smells heavenly good but it seems that in the meat falls are hidden, sharp pieces of glass.&lt;br /&gt;
# The Smell of burned flesh. Survival Check: The smell that lies in the air is charred flesh to the point where it can not be decerned what kind of flesh it was. It&#039;s like burning flesh for hours in an open flame.&lt;br /&gt;
# The Crates, Alchemist, Brewers or Poison Supplies: The Crates and barrels have been soaked in oil used usually for lamps.&lt;br /&gt;
# The Female Body, Religion Check: The Body was placed in this position after her death. A pose that the deceased are put in to wish them good fortune. It seems sloppy though, as if time was running out. &lt;br /&gt;
# The Male Body, Insight: The expression shows the surprise of a guilty man regretting, sadness, understanding and accepting. He was stabbed in the back with something bigger then a Dagger. (Sword).&lt;br /&gt;
&lt;br /&gt;
====== Dario, Duke of Westville: ======&lt;br /&gt;
The Ghost of Dario, Duke of Westville hovers over the male, noble body. He has the following information to give: 1. I was murdered 2. I Regret 3. I leave the best of me.&lt;br /&gt;
&lt;br /&gt;
Story: Dario, Duke of Westville took Aleska as mistress even though she did not like it. He went for long walks in armour after sunset, pretending to keep the streets save but he always just visited her. The last time he got there she refused him and tried to serve him the worst food possible to get rid of him. He noticed and got frustrated, draged her into the garden and hang her for his affection was not returned. By accident he was seen by his son David. His son plunged a sword into his fathers back, killing him. Since Dario was a great Duke, David covered up the whole situation by moving the corpses of his father and Aleska back to her hut and setting it ablaze with the use of oil, destroying any evidence. After that he went on a fake hunting trip, returned and proclaimed his father died against an unworthy foe, starting the Quest line of &amp;quot;Grave Bearer&amp;quot; ([[Riesbruck]]). His Coffin is braught with players who started the &amp;quot;Grave Bearer&amp;quot; Quest Line. This is also the plane where the real name can learned. His Body and soul can be found in The Kitchen-Hut and his Reaper can be found in &amp;quot;Sailor&#039;s End at the peer near the water. &lt;br /&gt;
&lt;br /&gt;
====== Aleska, Cooking Made of Westville ======&lt;br /&gt;
The Ghost hovering over the female body is the ghost of Aleska, a young and beatifull Cook of Westville. She has the following information to give: 1. I never killed anyone 2. Life was torment 3. I tried, but failed.&lt;br /&gt;
&lt;br /&gt;
Story: Aleska often delivered her fantastic food to the noble house of Westville. She unwillingly became the mistress of Dario, the Duke of Westville. He ordered more often, usually directly to his Hobby Room, a place filled with books, accessories and a large bed. She tried to get rid of him by feeding him bad food, but he did not care. On her last day she tried to poison him with the worst meat she could find but he saw through her ruse and got very upset. In his rage for not being loved back he hang her in the backyard using the old tree. She died asking herself why she deserved this. &lt;br /&gt;
&lt;br /&gt;
===== 2. Abandoned Wagon =====&lt;br /&gt;
&lt;br /&gt;
===== 3. Dead Tree =====&lt;br /&gt;
A dead tree with high grass surrounding it. The tree seems to be sad, like it has a mind for itself. A robe lies next to it in the high greass and a reaper is standing under one of it&#039;s strong branches. &lt;br /&gt;
&lt;br /&gt;
# Talk to the Tree, Talk to plants: It was horrible as the strengh of my branch was used by the old one to end flower. My life shell end for I was made accomplice to a crime. Afterwards though I became a whiteness to the occurrence that sometimes apples can fall far from a rotten tree. &lt;br /&gt;
# The Reaper of Aleska, Cooking Made of Westville. To free Aleska of her undead existence and to gain the blessing of Mortis bring the following things here: Her Body and Ghost from The Kitchen-Hut, Her Casket from the Bloody Hobbyroom. The reaper will set her free. &lt;br /&gt;
&lt;br /&gt;
===== 4. Weed Field =====&lt;br /&gt;
A freshly harvested field with some piles of weed. A burning torch sticks out of the ground and a ghostly figure hovers next to it.&lt;br /&gt;
&lt;br /&gt;
Harry Händler, travelling merchant&lt;br /&gt;
&lt;br /&gt;
The hovering ghost is the soul of Harry Händler, a travelling merchant that died on his wagon when travelling from Kornwall to Riesbruck ([[Stormlands]]). He has the following information to give: 1. Faster you lazy mules! 2. I&#039;ll be the first this year. Prices through the roof. 3. Are you man or Beast!?&lt;br /&gt;
&lt;br /&gt;
Story: Harry Händler lived for a short while in kornwall over the past winter. He bought crops from the local farmers and the first day of spring he travelled to Riesbruck, knowing that the streets will be very dangerous this time around. He got attacked by the Stomper Clan ([[Minotaurs of the Stormlands]])and got ripped apart by it&#039;s Leader [[Gorgus]]. His Body can be found on the street east of Riesbruck (Both parts). His Grave and Reaper is at the Nr2. on this Map (Abandoned Wagon). &lt;br /&gt;
&lt;br /&gt;
===== 5. Fishing Dwell =====&lt;br /&gt;
An empty Dwell with lit candles on top of it. In front of it lie a pair of broken fishing rods. A ghostly figure is hovering over it.&lt;br /&gt;
&lt;br /&gt;
====== Maggy, Fisherman&#039;s Daughter ======&lt;br /&gt;
The hovering Ghost is Maggy, Fisherman&#039;s Daughter from Kornwall. She has the following information to give: 1. I am so cold. 2. He will not find me in here. 3. I hope they find my Dolly.&lt;br /&gt;
&lt;br /&gt;
Story: Maggy got Kitnapped by Barnabas and Helene Fischer, her mom, but she has turned to the Blood Sisters. A silence spell from Helene allowed Barnabas to snatch Maggy but the little, girl fought back and managed to pull out some of her moms hair and hid it in her redhaired doll she then left behind. Barnabas tied her up in the Scherzer Ruin to be sacrificed at a later time. Maggy escaped but Barnabas was on her trail, so the hid in the Dwell near the Scherzer Ruin. Once in there she could not get out though and the freezing weather led to her freezing to death. Her Body is still in the Dwell.&lt;br /&gt;
&lt;br /&gt;
===== 6. Bloody Hobbyroom =====&lt;br /&gt;
A room filled with books, nearly empty flasks, a armor, a bed with a linen shirt on it and a simple casket like one made for poor people. The ground near the entrance in bloodied and wet. &lt;br /&gt;
&lt;br /&gt;
# Books, Insight: These Books belonged to a wealthy men. Topics like: Gentlemens Decree, Men&#039;s Health, Damsil in Distress, The Shining Knight and the Royal Riding guide for Lords can be found. The books look expensive but the room itself looks weathered down like a noble men did hide this place from even his own cleaning staff. &lt;br /&gt;
# Flasks, Brewer or Poisoners Kit: Used potions of selective growth. (Used for romantic encounters). &lt;br /&gt;
# Armor, Investigation: The insight of the armor shows a tag that it was made in Riesbruck for a high noble. &lt;br /&gt;
# The Bed, Weavers Tools: The shirt has a high quality and must have been very conformable but it was regularly ripped at. &lt;br /&gt;
# Casket, Perception: The casket is definatley made for a lower class person, contridicting it&#039;s positioning in this room. The slightest smell of fresh basil and other tasty spices comes from the inside of the casket. (The casket belongs to Aleska and has to be brought to 3. Dead Tree. There Aleska&#039;s Reaper waits for it).&lt;br /&gt;
# The Ground, Survival (Lick the Ground): The ground shows a wet heart made from salty tears with blood stains within it. A represantation for Aleska and the kind of love she was targeted by. &lt;br /&gt;
&lt;br /&gt;
===== 7. Raided Wearhouse =====&lt;br /&gt;
A worn down hut with a broken roof and heavily cracked and broken walls. Looks like any second they would collapse but this moment seems to never come. Within the players find a few damaged crates and barrels surrounded by splintered wood. An body lies on the ground heavily armored, steel bend and broken, bones crushed in many places. Right next to it there is a burned down fireplace. &lt;br /&gt;
&lt;br /&gt;
===== 8. Small Cave =====&lt;br /&gt;
Atop a small hill a giant broken statue with bull like features lies shattered on the ground in fron opf a burning fireplace with a pot on it. A tasty smell of vegetables lie in the air while a ghost is hovering over a bench near by. Behind the ghost there is the entrance to a cave, a casket lying near to the entrance, guarded by a Reaper watching the ghost in front of it. &lt;br /&gt;
&lt;br /&gt;
# Statue, Stone Carver: This Statue once represented a bull with a Pick-Axe. On his clothing there is a symbol, showing a split tree over a tunnel.&lt;br /&gt;
# The Pot, No Check: The food in the pot is rotten. The smell does not fit the pots content but it certainly originates from it, like a message difficult to read. &lt;br /&gt;
# The Tunnel and Casket, Investigation: As you walk deeper into the tunnel it becomes clear that it is like a labyrinth. Near the casket a set of small footsteps lead further into the labyrinth and loose themselves somewhere in there. &lt;br /&gt;
&lt;br /&gt;
====== Widdow Wilma, Mother of Vallerie ======&lt;br /&gt;
The ghost hovering over the bank is Widdow Wilma. She has the following information to give: 1. Farewell, little Butterfly. 2. I will, now go, Just remember, Mama needs the Mortis Medicine. 3. Run, Run, Run! Don&#039;t wait for the Horsy&#039;s!&lt;br /&gt;
&lt;br /&gt;
Story: Wilma lived with her daughter in Sinnersrun when it got attacked by the riders of the [[Rubyknights]]. She fled with her daughter to the Eastern Stone Portal (H11 Stormlands) and went with her deep into the labirinth. Food got short and the end of the tunnel was not in sight, so she decided to give the rest of the now rotten food to her daughter and send her alone, since the provisions would not last for 2 people. Her daughter thinks the food she was given was the most tasty food ever since everything tastes great if it stops you from starving. Wilma starved in the cave, praying to the gods her daughter will survive. Vallerie managed to get to Riesbruck and put up the Quest &amp;quot;Save my Mom&amp;quot; at the marketplace, not knowing her mother passed away. She told her daughter to tell whoever she finds for the Mortis Medicine, so people would know that she had died. &lt;br /&gt;
&lt;br /&gt;
===== 9. Abandoned Prison =====&lt;br /&gt;
&lt;br /&gt;
===== 10. Rooftop =====&lt;br /&gt;
Dominated by Swarms of Zombies:&lt;br /&gt;
&lt;br /&gt;
# There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.&lt;br /&gt;
&lt;br /&gt;
==== 5. Sailor&#039;s End ====&lt;br /&gt;
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery. &lt;br /&gt;
&lt;br /&gt;
# Lighthouse: In the lighthouse there are several Will-O-Whisps. &lt;br /&gt;
&lt;br /&gt;
==== 6. Pointy Tower ====&lt;br /&gt;
A large church like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons. &lt;br /&gt;
&lt;br /&gt;
# The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline. &lt;br /&gt;
&lt;br /&gt;
==== 7. Hornbreak Tower ====&lt;br /&gt;
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don&#039;t get closer to it. They fighting undead seem to not even notice that it is there. There are 2 entrances to the building, A large gate leading into it and stairs that seem to lead up to the roof. &lt;br /&gt;
&lt;br /&gt;
====== Through the Gate: ======&lt;br /&gt;
A large throne room filled with pelts and natural treasures like unworked diamonds, rare plants, pelts and weapons made from bone. In the center there is a platform with an enormous coffin made of stone and next to it strange markings on the floor signal the outline of a Medium sized coffin. 2 Reapers stand on the platform, one next to the coffin, the other next to the markings. &lt;br /&gt;
# The Reaper next to the enormous Coffin: This Reaper waits for the Body and Soul of Lebos. The Soul of Lebos is split into 3 (The Eye of Hatred, The Heart of Ice and the Helm of Iron Will. &lt;br /&gt;
# The Reaper next to the strange markings: This reaper waits for Minas Coffin, Body and Soul in the form her Skull (Crown of Mina Artifact Stormlands).&lt;br /&gt;
If both, Mina and Lebos are put to rest here the Stormlands Campaign is a success and a new form of whatever government will have a stable future without the past interfering. &lt;br /&gt;
&lt;br /&gt;
Up the Stairs&lt;br /&gt;
&lt;br /&gt;
Snow falls on the rooftop even though it does not snow anywhere else. The ground is icy and many horned statues of twisted minotaurs seem to watch over this platform. Every now and then lightning strikes one of them, trying to destroy them but it has no effect. As the heroes walk onto the platform it seems to get even colder. The players get the feeling they are not alone since they hear ice cracking all around them. They get ambushed by the Incarnation of Lebos (Cold Heart), a giant, twisted bull creature made partially of Ice with a large scar in the form of an &amp;quot;X&amp;quot; on the chest. If they win they find the Heart of Ice (Artifact [[Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
==== 8. Mortis Gate ====&lt;br /&gt;
A tall blackened gate made of stone is the entrance to the graveyard called Soul&#039;s Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor. &lt;br /&gt;
&lt;br /&gt;
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the &amp;quot;Lamp Bearer&amp;quot; and Calls the Lamp &amp;quot;Mortis Lamp&amp;quot;(Stormlands, Items)  &lt;br /&gt;
&lt;br /&gt;
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap). &lt;br /&gt;
&lt;br /&gt;
Starting Quest: Grave bearer (See below) &lt;br /&gt;
&lt;br /&gt;
==== 9. Sinking Cove ====&lt;br /&gt;
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you&#039;ll find 2 old wooden rows. The boats will just appear if you have a Lamp Bearer with you (See 8. Mortis gate) or are a Mortis Follower with your own &amp;quot;Mortis Lamp&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==== 10. Watergrave ====&lt;br /&gt;
This is the worst place for people to come in Soul&#039;s Rest. A thick fog lies over the water so that anybody can just see for about 30ft. Near the stream there are boats, barely big enough to hold 1 person each, every boat having a name for those who intend to cross it lying in the water. Anybody who tries to cross this part of the river will end up in Hades for this is the river Stix. Those who start their journey here are damned, no saves, no nothing. If a Lamb Barrer wants to get rid of somebody he leads these individuals here, mans a boat and asks other to follow him with their boats. Nobody is able to follow the Lamp Bearer and so everybody who tries will end up in Hades for eternal suffering. &lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
==== Grave bearer ([[Riesbruck]] Quest found in the marketplace) ====&lt;br /&gt;
&lt;br /&gt;
==== Save my Mom ([[Riesbruck]] Quest found in the marketplace) ====&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=471</id>
		<title>Soul&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=471"/>
		<updated>2025-10-04T17:11:37Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 9. Sinking Cove */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.  &lt;br /&gt;
&lt;br /&gt;
This place is split into two:  &lt;br /&gt;
&lt;br /&gt;
# The Material World Version: A heavily misty graveyard with empty graves and empty tomb stones and crypts, devoid of threats but cursed with the inability to rest here for bad dreams of the deceased haunting the ones who try. People talk of this Material Version as &amp;quot;Not being the real Soul&#039;s Rest&amp;quot;. &lt;br /&gt;
# Shadowfell Demiplane: If entered through a Mortis Portal during the night it is a heavily misty graveyard within the Shadowfell, where the sun never shines and restless souls and undead run rampant. Other weather effects never apply here. This is the actual &amp;quot;Soul&#039;s Rest&amp;quot; and will be referred to as such in the rest of this article. The stench of death lies in the air but nonetheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.&lt;br /&gt;
&lt;br /&gt;
=== Mortis Portal ===&lt;br /&gt;
A Mortis Portal can lead to specific points in the Shadowfell or Hades. A Mortis Portal within the Stormlands will always lead to this Shadowfell Demiplane of Soul&#039;s Rest. &lt;br /&gt;
&lt;br /&gt;
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things. &lt;br /&gt;
&lt;br /&gt;
=== Rules of the Shadowfell Demiplane &amp;quot;Soul&#039;s Rest&amp;quot; ===&lt;br /&gt;
People can just enter this plane during the night and through a Portal of Mortis. Otherwise it will be a deserted graveyard (The Material World Version).&lt;br /&gt;
&lt;br /&gt;
Bring a &amp;quot;Rest Candle&amp;quot; and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don&#039;t, the undead will make you theirs. &lt;br /&gt;
&lt;br /&gt;
People entering through a gate should bring at least 1 of the 5 components to set a soul to rest as described below and a &amp;quot;Rest Candle&amp;quot; :   &lt;br /&gt;
&lt;br /&gt;
# If they bring at least one of the 5 components: The Characters will be greated by a &amp;quot;Deathlamp Bearer&amp;quot;, a servant of mortis   &lt;br /&gt;
&lt;br /&gt;
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest.   &lt;br /&gt;
To Lay a Restless Soul to rest it needs 5 Components:&lt;br /&gt;
&lt;br /&gt;
# The Reaper: Every Restless soul has one mute reaper in Soul&#039;s Rest. It always stands at the position where Soul, Body and Coffin needs to be transported to, for it marks the final resting place. &lt;br /&gt;
# A Ghost/Soul: A ghost in Soul&#039;s Rest represents a soul, that needs to be brought to it&#039;s final resting place within this domain. Ghosts in Soul&#039;s Rest just remember 3 facts about their live or way of dying and all look the same. If their real name is spoken and not just baseless guessed allows the ghost to transform into a ghostly representation of itself with all memories it had in life. &lt;br /&gt;
# A Body: To be put to rest in Soul&#039;s Rest also needs a body. If the body is still intact in the real world it needs to be transfered from the real world into Soul&#039;s Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul&#039;s Rest and needs to be transported to it&#039;s resting place.&lt;br /&gt;
# A Coffin: To be put to rest in Soul&#039;s Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul&#039;s Rest. If it had no coffin one will appear somewhere in Soul&#039;s Rest.&lt;br /&gt;
# The Name of the deceised (Calling a ghost by it&#039;s real name allowes it to transform into a ghostly form of it&#039;s former self. If this happens it regains all it&#039;s memories and thus maybe can help to find the other components to be layed to rest).&lt;br /&gt;
&lt;br /&gt;
[[File:Soul&#039;s Rest Map.jpg|thumb|1024x1024px|Soul&#039;s Rest Map, Originally Created by Vorlov.|center]] &lt;br /&gt;
&lt;br /&gt;
==== 1. Soul&#039;s Rest Temple ====&lt;br /&gt;
A wast temple surrounded by an empty graveyard. The only way leading into the building is a huge gate made of black metal with a white hand painted on it. Inside the stairs lead down until the heroes arrive at a large room build like a twisted church. Coffins surrounded by bones, Green burning flames, a break in the wall where tormented shadows dwell, a throne on a pile of bones and behind that a portal glowing in a deadly green light. Several ghouls/Ghasts seem to be piling up freshly harvested bones near the graves and the throne, Burning Skulls are hovering over the green fire created by the fireplaces, an unmoving knight sitting on the throne like a statue, an undead Ghast King with unholy features standing before it. This place looks like a nightmare for every living being.&lt;br /&gt;
&lt;br /&gt;
If the players have a Lamp Bearer with them they can converse with the undead Ghoul Priest to find out where to find specific souls, coffins, bodys, names and reapers. It can give them only an area but never specifics and to ask questions about more then one person makes him end the conversation and sends them their way. &lt;br /&gt;
&lt;br /&gt;
If the players don&#039;t have a Lamp Bearer with them and are not followers of Mortis they will have to fight them. &lt;br /&gt;
&lt;br /&gt;
The Knight on the Throne will never fight since he is a pure follower of Mortis. If he is attacked or damaged though he will enter the combat. Also, if a sinner in the eyes of Mortis enters this room he will get up and fight them. &lt;br /&gt;
&lt;br /&gt;
==== 2. Rotten Crop ====&lt;br /&gt;
Rotten crop is the twisted reflection of a large harvisting village. The fields surrounding it are dead and empty though. In the distence though the heroes can see a light from a fire inside one of the many empty farms. The building looks exactly like one that can be found in the Scherzer Ruin in Korwall. The difference is that the doof is not caved in but a fire is raging inside. As the players come closer they feel no heat from the fire itself but they can smell it as if it is real. &lt;br /&gt;
&lt;br /&gt;
Inside the Farm they find [[Barnabas Lachma]], the former Captain of the Militia in [[Kornwall]]. He is staring into an oven while surrounded by flames but able to notice them. He talks to himself about how he is not done and how he ended up here. He is a revenant able to fight his murderers if they show themselves. If the players fight him they will have a revenant hunting them until he is dealt with. &lt;br /&gt;
&lt;br /&gt;
In the back of the bruning building players can find small foodprints leading to a dwell with a Reaper next to it:&lt;br /&gt;
&lt;br /&gt;
# The Footprints, Survival: A child, barefoot walked here and the trail ends right in front of the dwell.&lt;br /&gt;
# The Dwell,  climb down or look into it: On the bottom of the dwell you find a small coffin floating on the water. &lt;br /&gt;
# The Reaper: This is the Reaper of Maggy, waiting for her Soul (Soul&#039;s Rest City, 5. Fishing Dwell) and her Body ([[Kornwall]], Scherzer Ruin in the Dwell). The Coffin is in the Dwell right next to the reaper. &lt;br /&gt;
&lt;br /&gt;
==== 3. Waterstone Bridge ====&lt;br /&gt;
A large bridge over a steep canyon, a river with a strong current at it&#039;s bottom. The bridge is filled with crates full of gold and other treasures. Some wierd ghosts cover over the treasure seemingly trying to pick it up but can&#039;t. Aside the treasures the bridge is filled with coffins, stacked upon each other. There is one ghost hovering over the edge of the bridge itself mumbling, but what it sais is difficult to unterstand for the noise of falling coins seem to drown it.  There is just one open coffin. The open one is flanked by a Reaper watching every move of those around it. &lt;br /&gt;
&lt;br /&gt;
# The Treasure, Investigation: The gold seems to disappear when taken up. It always seems to return to the position it was found. &lt;br /&gt;
# The Wierd Ghosts, religion: These Ghosts are Specters, lost souls without a path to absolution for they have chosen to reject the gift of Mortis. Their absolution will come at the end of everything, before that they are bound here until a wish sets them free. &lt;br /&gt;
# The Coffins, Perception: All of the Coffins are closed and if enyone tries to open them the reaper has it&#039;s gaze on this person. It seems obvious, that it will not allow anyone to open one of the coffins without consequence. &lt;br /&gt;
# The Reaper: This is the Reaper of Konrad, King of Riesbruck. He waits for his Body (Riesbruck, 8. Castle Skytide in the highest chamber). &lt;br /&gt;
&lt;br /&gt;
====== Konrad, King of Riesbruck ======&lt;br /&gt;
The hovering Ghost is the soul of Konrad, King of Riesbruck. He has the following information to give if he is talked to without the Specters around him are dealt with, since they will attack anyone who tries to talk to them: 1. A curse upon all those who drove me to this!. 2. Never come in here again, bastard! 3. You are a shame, get these cursed coins out of my sight!&lt;br /&gt;
&lt;br /&gt;
Story: Konrad was King of Riesbruck in a time of financial need, after the [[Minotaurs of the Stormlands]] turned violent. Konrad created the Bridge Watch, a highly capable militarry force to protect [[Riesbruck]] after being torn down by the minotaurs and the soul plague. Konrad disrespected his son Prince Robert for he turned out to be a useless brat, for he tried to solve the financial problems of the city with gold from [[Noxis]]. Konrad confronted Price Robert, told him that he is not worthy of wearing the crown and told him that cursed gold would not solve their problems. Prince Robert locked his father in the highest room of castle Skytide and made sure no one would ever get to him. After taking over Robert ran the kingdom in Konrads name. The kingdom of Riesbruck still had to finance repairs and Robert and the nobles must have did so with borrowed money from [[Noxis]]. Konrad was guarded at all times but after 15 years (10 years after the soul plague, 1235AM) he managed to free himself from the shackles and crawled towards the window. He jumped off, cursing at his son and all the nobles in the city of Riesbruck except for the Rivercross Family). Konrad still cares a lot for the Bridge Watch for they are the defenders of this kingdom. Confronting his son will automatically mean to be hunted by the force Konrad created. &lt;br /&gt;
&lt;br /&gt;
(Robert and the former advisors lend money from [[Noxis]] to keep the kingdom running. It did not work so all prices went up but even this was not enough. The greed of every conspirator led to them dying indented to [[Noxis]] never to find peace. Thus their souls will not find an end until their dept is paid off and even worse, the noxic basically control nearly all of the nobles in Riesbruck except for the Rivercross Family). &lt;br /&gt;
&lt;br /&gt;
==== 4. Soul&#039;s Rest City ====&lt;br /&gt;
&lt;br /&gt;
Soul&#039;s rest City is, as the name suggests, a city but filled with wandering undead, most of them of humanoid stature. It is a mix of civilization and ruin, some buildings being collapsed, showing the past, others just finished building. The contrasts shows the finite nature of everything civilization, while bands of zombies and other lower undead walk the streets. Aside from these corporal undead every now and then a glimmer of blue can be seen, ghosts that reside in this town but never seem to wander of, but stay where they are. &lt;br /&gt;
[[File:Abandoned Town Center (With Numbers).jpg|center|thumb|1024x1024px|Original Artwork by: Jarled Fletcher, Link: https://inkarnate.com/explore/maps/16633335]]&lt;br /&gt;
&lt;br /&gt;
===== 1. The Kitchen-Hut =====&lt;br /&gt;
A small and simple building with a fireplace in the middle, flame still burning with a cold but extremely bright flame under a pot. The smell of spices and burned meet fills the air around the pot hanging over the fireplace. Broken barrels and crates with charred and evaporated contents can be found here with a chemical scent hanging over them. On the ground the players find two bodies, one of a young woman in simple clothing with red marks around her neck and bruise on her forehead, lying there in a position of religious peace and an old male in well made armor, dried blood around his mouth, next to a broken plate, eyes open, shouting with a silent expression while a large piercing wound can be seen in his back. Two Ghosts hang in the air of the room. &lt;br /&gt;
&lt;br /&gt;
The following seems to peak the interest of the players (Dc varies on the DM):&lt;br /&gt;
&lt;br /&gt;
# The Pot, Cooking Supplies: The Pot is filled with a stew that smells heavenly good but it seems that in the meat falls are hidden, sharp pieces of glass.&lt;br /&gt;
# The Smell of burned flesh. Survival Check: The smell that lies in the air is charred flesh to the point where it can not be decerned what kind of flesh it was. It&#039;s like burning flesh for hours in an open flame.&lt;br /&gt;
# The Crates, Alchemist, Brewers or Poison Supplies: The Crates and barrels have been soaked in oil used usually for lamps.&lt;br /&gt;
# The Female Body, Religion Check: The Body was placed in this position after her death. A pose that the deceased are put in to wish them good fortune. It seems sloppy though, as if time was running out. &lt;br /&gt;
# The Male Body, Insight: The expression shows the surprise of a guilty man regretting, sadness, understanding and accepting. He was stabbed in the back with something bigger then a Dagger. (Sword).&lt;br /&gt;
&lt;br /&gt;
====== Dario, Duke of Westville: ======&lt;br /&gt;
The Ghost of Dario, Duke of Westville hovers over the male, noble body. He has the following information to give: 1. I was murdered 2. I Regret 3. I leave the best of me.&lt;br /&gt;
&lt;br /&gt;
Story: Dario, Duke of Westville took Aleska as mistress even though she did not like it. He went for long walks in armour after sunset, pretending to keep the streets save but he always just visited her. The last time he got there she refused him and tried to serve him the worst food possible to get rid of him. He noticed and got frustrated, draged her into the garden and hang her for his affection was not returned. By accident he was seen by his son David. His son plunged a sword into his fathers back, killing him. Since Dario was a great Duke, David covered up the whole situation by moving the corpses of his father and Aleska back to her hut and setting it ablaze with the use of oil, destroying any evidence. After that he went on a fake hunting trip, returned and proclaimed his father died against an unworthy foe, starting the Quest line of &amp;quot;Grave Bearer&amp;quot; ([[Riesbruck]]). His Coffin is braught with players who started the &amp;quot;Grave Bearer&amp;quot; Quest Line. This is also the plane where the real name can learned. His Body and soul can be found in The Kitchen-Hut and his Reaper can be found in &amp;quot;Sailor&#039;s End at the peer near the water. &lt;br /&gt;
&lt;br /&gt;
====== Aleska, Cooking Made of Westville ======&lt;br /&gt;
The Ghost hovering over the female body is the ghost of Aleska, a young and beatifull Cook of Westville. She has the following information to give: 1. I never killed anyone 2. Life was torment 3. I tried, but failed.&lt;br /&gt;
&lt;br /&gt;
Story: Aleska often delivered her fantastic food to the noble house of Westville. She unwillingly became the mistress of Dario, the Duke of Westville. He ordered more often, usually directly to his Hobby Room, a place filled with books, accessories and a large bed. She tried to get rid of him by feeding him bad food, but he did not care. On her last day she tried to poison him with the worst meat she could find but he saw through her ruse and got very upset. In his rage for not being loved back he hang her in the backyard using the old tree. She died asking herself why she deserved this. &lt;br /&gt;
&lt;br /&gt;
===== 2. Abandoned Wagon =====&lt;br /&gt;
&lt;br /&gt;
===== 3. Dead Tree =====&lt;br /&gt;
A dead tree with high grass surrounding it. The tree seems to be sad, like it has a mind for itself. A robe lies next to it in the high greass and a reaper is standing under one of it&#039;s strong branches. &lt;br /&gt;
&lt;br /&gt;
# Talk to the Tree, Talk to plants: It was horrible as the strengh of my branch was used by the old one to end flower. My life shell end for I was made accomplice to a crime. Afterwards though I became a whiteness to the occurrence that sometimes apples can fall far from a rotten tree. &lt;br /&gt;
# The Reaper of Aleska, Cooking Made of Westville. To free Aleska of her undead existence and to gain the blessing of Mortis bring the following things here: Her Body and Ghost from The Kitchen-Hut, Her Casket from the Bloody Hobbyroom. The reaper will set her free. &lt;br /&gt;
&lt;br /&gt;
===== 4. Weed Field =====&lt;br /&gt;
A freshly harvested field with some piles of weed. A burning torch sticks out of the ground and a ghostly figure hovers next to it.&lt;br /&gt;
&lt;br /&gt;
Harry Händler, travelling merchant&lt;br /&gt;
&lt;br /&gt;
The hovering ghost is the soul of Harry Händler, a travelling merchant that died on his wagon when travelling from Kornwall to Riesbruck ([[Stormlands]]). He has the following information to give: 1. Faster you lazy mules! 2. I&#039;ll be the first this year. Prices through the roof. 3. Are you man or Beast!?&lt;br /&gt;
&lt;br /&gt;
Story: Harry Händler lived for a short while in kornwall over the past winter. He bought crops from the local farmers and the first day of spring he travelled to Riesbruck, knowing that the streets will be very dangerous this time around. He got attacked by the Stomper Clan ([[Minotaurs of the Stormlands]])and got ripped apart by it&#039;s Leader [[Gorgus]]. His Body can be found on the street east of Riesbruck (Both parts). His Grave and Reaper is at the Nr2. on this Map (Abandoned Wagon). &lt;br /&gt;
&lt;br /&gt;
===== 5. Fishing Dwell =====&lt;br /&gt;
An empty Dwell with lit candles on top of it. In front of it lie a pair of broken fishing rods. A ghostly figure is hovering over it.&lt;br /&gt;
&lt;br /&gt;
====== Maggy, Fisherman&#039;s Daughter ======&lt;br /&gt;
The hovering Ghost is Maggy, Fisherman&#039;s Daughter from Kornwall. She has the following information to give: 1. I am so cold. 2. He will not find me in here. 3. I hope they find my Dolly.&lt;br /&gt;
&lt;br /&gt;
Story: Maggy got Kitnapped by Barnabas and Helene Fischer, her mom, but she has turned to the Blood Sisters. A silence spell from Helene allowed Barnabas to snatch Maggy but the little, girl fought back and managed to pull out some of her moms hair and hid it in her redhaired doll she then left behind. Barnabas tied her up in the Scherzer Ruin to be sacrificed at a later time. Maggy escaped but Barnabas was on her trail, so the hid in the Dwell near the Scherzer Ruin. Once in there she could not get out though and the freezing weather led to her freezing to death. Her Body is still in the Dwell.&lt;br /&gt;
&lt;br /&gt;
===== 6. Bloody Hobbyroom =====&lt;br /&gt;
A room filled with books, nearly empty flasks, a armor, a bed with a linen shirt on it and a simple casket like one made for poor people. The ground near the entrance in bloodied and wet. &lt;br /&gt;
&lt;br /&gt;
# Books, Insight: These Books belonged to a wealthy men. Topics like: Gentlemens Decree, Men&#039;s Health, Damsil in Distress, The Shining Knight and the Royal Riding guide for Lords can be found. The books look expensive but the room itself looks weathered down like a noble men did hide this place from even his own cleaning staff. &lt;br /&gt;
# Flasks, Brewer or Poisoners Kit: Used potions of selective growth. (Used for romantic encounters). &lt;br /&gt;
# Armor, Investigation: The insight of the armor shows a tag that it was made in Riesbruck for a high noble. &lt;br /&gt;
# The Bed, Weavers Tools: The shirt has a high quality and must have been very conformable but it was regularly ripped at. &lt;br /&gt;
# Casket, Perception: The casket is definatley made for a lower class person, contridicting it&#039;s positioning in this room. The slightest smell of fresh basil and other tasty spices comes from the inside of the casket. (The casket belongs to Aleska and has to be brought to 3. Dead Tree. There Aleska&#039;s Reaper waits for it).&lt;br /&gt;
# The Ground, Survival (Lick the Ground): The ground shows a wet heart made from salty tears with blood stains within it. A represantation for Aleska and the kind of love she was targeted by. &lt;br /&gt;
&lt;br /&gt;
===== 7. Raided Wearhouse =====&lt;br /&gt;
A worn down hut with a broken roof and heavily cracked and broken walls. Looks like any second they would collapse but this moment seems to never come. Within the players find a few damaged crates and barrels surrounded by splintered wood. An body lies on the ground heavily armored, steel bend and broken, bones crushed in many places. Right next to it there is a burned down fireplace. &lt;br /&gt;
&lt;br /&gt;
===== 8. Small Cave =====&lt;br /&gt;
Atop a small hill a giant broken statue with bull like features lies shattered on the ground in fron opf a burning fireplace with a pot on it. A tasty smell of vegetables lie in the air while a ghost is hovering over a bench near by. Behind the ghost there is the entrance to a cave, a casket lying near to the entrance, guarded by a Reaper watching the ghost in front of it. &lt;br /&gt;
&lt;br /&gt;
# Statue, Stone Carver: This Statue once represented a bull with a Pick-Axe. On his clothing there is a symbol, showing a split tree over a tunnel.&lt;br /&gt;
# The Pot, No Check: The food in the pot is rotten. The smell does not fit the pots content but it certainly originates from it, like a message difficult to read. &lt;br /&gt;
# The Tunnel and Casket, Investigation: As you walk deeper into the tunnel it becomes clear that it is like a labyrinth. Near the casket a set of small footsteps lead further into the labyrinth and loose themselves somewhere in there. &lt;br /&gt;
&lt;br /&gt;
====== Widdow Wilma, Mother of Vallerie ======&lt;br /&gt;
The ghost hovering over the bank is Widdow Wilma. She has the following information to give: 1. Farewell, little Butterfly. 2. I will, now go, Just remember, Mama needs the Mortis Medicine. 3. Run, Run, Run! Don&#039;t wait for the Horsy&#039;s!&lt;br /&gt;
&lt;br /&gt;
Story: Wilma lived with her daughter in Sinnersrun when it got attacked by the riders of the [[Rubyknights]]. She fled with her daughter to the Eastern Stone Portal (H11 Stormlands) and went with her deep into the labirinth. Food got short and the end of the tunnel was not in sight, so she decided to give the rest of the now rotten food to her daughter and send her alone, since the provisions would not last for 2 people. Her daughter thinks the food she was given was the most tasty food ever since everything tastes great if it stops you from starving. Wilma starved in the cave, praying to the gods her daughter will survive. Vallerie managed to get to Riesbruck and put up the Quest &amp;quot;Save my Mom&amp;quot; at the marketplace, not knowing her mother passed away. She told her daughter to tell whoever she finds for the Mortis Medicine, so people would know that she had died. &lt;br /&gt;
&lt;br /&gt;
===== 9. Abandoned Prison =====&lt;br /&gt;
&lt;br /&gt;
===== 10. Rooftop =====&lt;br /&gt;
Dominated by Swarms of Zombies:&lt;br /&gt;
&lt;br /&gt;
# There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.&lt;br /&gt;
&lt;br /&gt;
==== 5. Sailor&#039;s End ====&lt;br /&gt;
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery. &lt;br /&gt;
&lt;br /&gt;
# Lighthouse: In the lighthouse there are several Will-O-Whisps. &lt;br /&gt;
&lt;br /&gt;
==== 6. Pointy Tower ====&lt;br /&gt;
A large church like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons. &lt;br /&gt;
&lt;br /&gt;
# The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline. &lt;br /&gt;
&lt;br /&gt;
==== 7. Hornbreak Tower ====&lt;br /&gt;
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don&#039;t get closer to it. They fighting undead seem to not even notice that it is there. There are 2 entrances to the building, A large gate leading into it and stairs that seem to lead up to the roof. &lt;br /&gt;
&lt;br /&gt;
====== Through the Gate: ======&lt;br /&gt;
A large throne room filled with pelts and natural treasures like unworked diamonds, rare plants, pelts and weapons made from bone. In the center there is a platform with an enormous coffin made of stone and next to it strange markings on the floor signal the outline of a Medium sized coffin. 2 Reapers stand on the platform, one next to the coffin, the other next to the markings. &lt;br /&gt;
# The Reaper next to the enormous Coffin: This Reaper waits for the Body and Soul of Lebos. The Soul of Lebos is split into 3 (The Eye of Hatred, The Heart of Ice and the Helm of Iron Will. &lt;br /&gt;
# The Reaper next to the strange markings: This reaper waits for Minas Coffin, Body and Soul in the form her Skull (Crown of Mina Artifact Stormlands).&lt;br /&gt;
If both, Mina and Lebos are put to rest here the Stormlands Campaign is a success and a new form of whatever government will have a stable future without the past interfering. &lt;br /&gt;
&lt;br /&gt;
Up the Stairs&lt;br /&gt;
&lt;br /&gt;
Snow falls on the rooftop even though it does not snow anywhere else. The ground is icy and many horned statues of twisted minotaurs seem to watch over this platform. Every now and then lightning strikes one of them, trying to destroy them but it has no effect. As the heroes walk onto the platform it seems to get even colder. The players get the feeling they are not alone since they hear ice cracking all around them. They get ambushed by the Incarnation of Lebos (Cold Heart), a giant, twisted bull creature made partially of Ice with a large scar in the form of an &amp;quot;X&amp;quot; on the chest. If they win they find the Heart of Ice (Artifact [[Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
==== 8. Mortis Gate ====&lt;br /&gt;
A tall blackened gate made of stone is the entrance to the graveyard called Soul&#039;s Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor. &lt;br /&gt;
&lt;br /&gt;
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the &amp;quot;Lamp Bearer&amp;quot; and Calls the Lamp &amp;quot;Mortis Lamp&amp;quot;(Stormlands, Items)  &lt;br /&gt;
&lt;br /&gt;
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap). &lt;br /&gt;
&lt;br /&gt;
Starting Quest: Grave bearer (See below) &lt;br /&gt;
&lt;br /&gt;
==== 9. Sinking Cove ====&lt;br /&gt;
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you&#039;ll find 2 old wooden rows. The boats will just appear if you have a Lamp Bearer with you (See 8. Mortis gate) or are a Mortis Follower with your own &amp;quot;Mortis Lamp&amp;quot;.  &lt;br /&gt;
&lt;br /&gt;
==== 10. Watergrave ====&lt;br /&gt;
This is the worst place for people to come in Soul&#039;s Rest. A thick fog lies over the water so that anybody can just see for about 30ft. Near the stream there are boats, barely big enough to hold 1 person each, every boat having a name for those who intend to cross it lying in the water. Anybody who tries to cross this part of the river will end up in Hades for this is the river Stix. Those who start their journey here are damned, no saves, no nothing. If a Lamb Barrer wants to get rid of somebody he leads these individuals here, mans a boat and asks other to follow him with their boats. Nobody is able to follow the Lamp Bearer and so everybody who tries will end up in Hades for eternal suffering. &lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
==== Grave bearer ([[Riesbruck]] Quest found in the marketplace) ====&lt;br /&gt;
&lt;br /&gt;
==== Save my Mom ([[Riesbruck]] Quest found in the marketplace) ====&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=470</id>
		<title>Soul&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=470"/>
		<updated>2025-10-04T14:24:20Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 4. Weed Field */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.  &lt;br /&gt;
&lt;br /&gt;
This place is split into two:  &lt;br /&gt;
&lt;br /&gt;
# The Material World Version: A heavily misty graveyard with empty graves and empty tomb stones and crypts, devoid of threats but cursed with the inability to rest here for bad dreams of the deceased haunting the ones who try. People talk of this Material Version as &amp;quot;Not being the real Soul&#039;s Rest&amp;quot;. &lt;br /&gt;
# Shadowfell Demiplane: If entered through a Mortis Portal during the night it is a heavily misty graveyard within the Shadowfell, where the sun never shines and restless souls and undead run rampant. Other weather effects never apply here. This is the actual &amp;quot;Soul&#039;s Rest&amp;quot; and will be referred to as such in the rest of this article. The stench of death lies in the air but nonetheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.&lt;br /&gt;
&lt;br /&gt;
=== Mortis Portal ===&lt;br /&gt;
A Mortis Portal can lead to specific points in the Shadowfell or Hades. A Mortis Portal within the Stormlands will always lead to this Shadowfell Demiplane of Soul&#039;s Rest. &lt;br /&gt;
&lt;br /&gt;
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things. &lt;br /&gt;
&lt;br /&gt;
=== Rules of the Shadowfell Demiplane &amp;quot;Soul&#039;s Rest&amp;quot; ===&lt;br /&gt;
People can just enter this plane during the night and through a Portal of Mortis. Otherwise it will be a deserted graveyard (The Material World Version).&lt;br /&gt;
&lt;br /&gt;
Bring a &amp;quot;Rest Candle&amp;quot; and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don&#039;t, the undead will make you theirs. &lt;br /&gt;
&lt;br /&gt;
People entering through a gate should bring at least 1 of the 5 components to set a soul to rest as described below and a &amp;quot;Rest Candle&amp;quot; :   &lt;br /&gt;
&lt;br /&gt;
# If they bring at least one of the 5 components: The Characters will be greated by a &amp;quot;Deathlamp Bearer&amp;quot;, a servant of mortis   &lt;br /&gt;
&lt;br /&gt;
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest.   &lt;br /&gt;
To Lay a Restless Soul to rest it needs 5 Components:&lt;br /&gt;
&lt;br /&gt;
# The Reaper: Every Restless soul has one mute reaper in Soul&#039;s Rest. It always stands at the position where Soul, Body and Coffin needs to be transported to, for it marks the final resting place. &lt;br /&gt;
# A Ghost/Soul: A ghost in Soul&#039;s Rest represents a soul, that needs to be brought to it&#039;s final resting place within this domain. Ghosts in Soul&#039;s Rest just remember 3 facts about their live or way of dying and all look the same. If their real name is spoken and not just baseless guessed allows the ghost to transform into a ghostly representation of itself with all memories it had in life. &lt;br /&gt;
# A Body: To be put to rest in Soul&#039;s Rest also needs a body. If the body is still intact in the real world it needs to be transfered from the real world into Soul&#039;s Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul&#039;s Rest and needs to be transported to it&#039;s resting place.&lt;br /&gt;
# A Coffin: To be put to rest in Soul&#039;s Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul&#039;s Rest. If it had no coffin one will appear somewhere in Soul&#039;s Rest.&lt;br /&gt;
# The Name of the deceised (Calling a ghost by it&#039;s real name allowes it to transform into a ghostly form of it&#039;s former self. If this happens it regains all it&#039;s memories and thus maybe can help to find the other components to be layed to rest).&lt;br /&gt;
&lt;br /&gt;
[[File:Soul&#039;s Rest Map.jpg|thumb|1024x1024px|Soul&#039;s Rest Map, Originally Created by Vorlov.|center]] &lt;br /&gt;
&lt;br /&gt;
==== 1. Soul&#039;s Rest Temple ====&lt;br /&gt;
&lt;br /&gt;
==== 2. Rotten Crop ====&lt;br /&gt;
&lt;br /&gt;
==== 3. Waterstone Bridge ====&lt;br /&gt;
&lt;br /&gt;
==== 4. Soul&#039;s Rest City ====&lt;br /&gt;
&lt;br /&gt;
Soul&#039;s rest City is, as the name suggests, a city but filled with wandering undead, most of them of humanoid stature. It is a mix of civilization and ruin, some buildings being collapsed, showing the past, others just finished building. The contrasts shows the finite nature of everything civilization, while bands of zombies and other lower undead walk the streets. Aside from these corporal undead every now and then a glimmer of blue can be seen, ghosts that reside in this town but never seem to wander of, but stay where they are. &lt;br /&gt;
[[File:Abandoned Town Center (With Numbers).jpg|center|thumb|1024x1024px|Original Artwork by: Jarled Fletcher, Link: https://inkarnate.com/explore/maps/16633335]]&lt;br /&gt;
&lt;br /&gt;
===== 1. The Kitchen-Hut =====&lt;br /&gt;
A small and simple building with a fireplace in the middle, flame still burning with a cold but extremely bright flame under a pot. The smell of spices and burned meet fills the air around the pot hanging over the fireplace. Broken barrels and crates with charred and evaporated contents can be found here with a chemical scent hanging over them. On the ground the players find two bodies, one of a young woman in simple clothing with red marks around her neck and bruise on her forehead, lying there in a position of religious peace and an old male in well made armor, dried blood around his mouth, next to a broken plate, eyes open, shouting with a silent expression while a large piercing wound can be seen in his back. Two Ghosts hang in the air of the room. &lt;br /&gt;
&lt;br /&gt;
The following seems to peak the interest of the players (Dc varies on the DM):&lt;br /&gt;
&lt;br /&gt;
# The Pot, Cooking Supplies: The Pot is filled with a stew that smells heavenly good but it seems that in the meat falls are hidden, sharp pieces of glass.&lt;br /&gt;
# The Smell of burned flesh. Survival Check: The smell that lies in the air is charred flesh to the point where it can not be decerned what kind of flesh it was. It&#039;s like burning flesh for hours in an open flame.&lt;br /&gt;
# The Crates, Alchemist, Brewers or Posion Supplies: The Crates and barrels have been soaked in oil used usually for lamps. &lt;br /&gt;
# The Female Body, Religion Check: The Body was placed in this position after her death. A pose that the deceased are put in to wish them good fortune. It seems sloppy though, as if time was running out. &lt;br /&gt;
# The Male Body, Insight: The expression shows the surprise of a guilty man regretting, sadness, understanding and accepting. He was stabbed in the back with something bigger then a Dagger. (Sword).&lt;br /&gt;
&lt;br /&gt;
====== Dario, Duke of Westville: ======&lt;br /&gt;
The Ghost of Dario, Duke of Westville hovers over the male, noble body. He has the following information to give: 1. I was murdered 2. I Regret 3. I leave the best of me.&lt;br /&gt;
&lt;br /&gt;
Story: Dario, Duke of Westville took Aleska as mistress even though she did not like it. He went for long walks in armour after sunset, pretending to keep the streets save but he always just visited her. The last time he got there she refused him and tried to serve him the worst food possible to get rid of him. He noticed and got frustrated, draged her into the garden and hang her for his affection was not returned. By accident he was seen by his son David. His son plunged a sword into his fathers back, killing him. Since Dario was a great Duke, David covered up the whole situation by moving the corpses of his father and Aleska back to her hut and setting it ablaze with the use of oil, destroying any evidence. After that he went on a fake hunting trip, returned and proclaimed his father died against an unworthy foe, starting the Quest line of &amp;quot;Grave Bearer&amp;quot; ([[Riesbruck]]). His Coffin is braught with players who started the &amp;quot;Grave Bearer&amp;quot; Quest Line. This is also the plane where the real name can learned. His Body and soul can be found in The Kitchen-Hut and his Reaper can be found in &amp;quot;Sailor&#039;s End at the peer near the water. &lt;br /&gt;
&lt;br /&gt;
====== Aleska, Cooking Made of Westville ======&lt;br /&gt;
The Ghost hovering over the female body is the ghost of Aleska, a young and beatifull Cook of Westville. She has the following information to give: 1. I never killed anyone 2. Life was torment 3. I tried, but failed.&lt;br /&gt;
&lt;br /&gt;
Story: Aleska often delivered her fantastic food to the noble house of Westville. She unwillingly became the mistress of Dario, the Duke of Westville. He ordered more often, usually directly to his Hobby Room, a place filled with books, accessories and a large bed. She tried to get rid of him by feeding him bad food, but he did not care. On her last day she tried to poison him with the worst meat she could find but he saw through her ruse and got very upset. In his rage for not being loved back he hang her in the backyard using the old tree. She died asking herself why she deserved this. &lt;br /&gt;
&lt;br /&gt;
===== 2. Abandoned Wagon =====&lt;br /&gt;
&lt;br /&gt;
===== 3. Dead Tree =====&lt;br /&gt;
A dead tree with high grass surrounding it. The tree seems to be sad, like it has a mind for itself. A robe lies next to it in the high greass and a reaper is standing under one of it&#039;s strong branches. &lt;br /&gt;
&lt;br /&gt;
# Talk to the Tree, Talk to plants: It was horrible as the strengh of my branch was used by the old one to end flower. My life shell end for I was made accomplice to a crime. Afterwards though I became a whiteness to the occurrence that sometimes apples can fall far from a rotten tree. &lt;br /&gt;
# The Reaper of Aleska, Cooking Made of Westville. To free Aleska of her undead existence and to gain the blessing of Mortis bring the following things here: Her Body and Ghost from The Kitchen-Hut, Her Casket from the Bloody Hobbyroom. The reaper will set her free. &lt;br /&gt;
&lt;br /&gt;
===== 4. Weed Field =====&lt;br /&gt;
A freshly harvested field with some piles of weed. A burning torch sticks out of the ground and a ghostly figure hovers next to it.&lt;br /&gt;
&lt;br /&gt;
Harry Händler, travelling merchant&lt;br /&gt;
&lt;br /&gt;
The hovering ghost is the soul of Harry Händler, a travelling merchant that died on his wagon when travelling from Kornwall to Riesbruck ([[Stormlands]]). He has the following information to give: 1. Faster you lazy mules! 2. I&#039;ll be the first this year. Prices through the roof. 3. Are you man or Beast!?&lt;br /&gt;
&lt;br /&gt;
Story: Harry Händler lived for a short while in kornwall over the past winter. He bought crops from the local farmers and the first day of spring he travelled to Riesbruck, knowing that the streets will be very dangerous this time around. He got attacked by the Stomper Clan ([[Minotaurs of the Stormlands]])and got ripped apart by it&#039;s Leader [[Gorgus]]. His Body can be found on the street east of Riesbruck (Both parts). His Grave and Reaper is at the Nr2. on this Map (Abandoned Wagon). &lt;br /&gt;
&lt;br /&gt;
===== 5. Fishing Dwell =====&lt;br /&gt;
An empty Dwell with lit candles on top of it. In front of it lie a pair of broken fishing rods. A ghostly figure is hovering over it.&lt;br /&gt;
&lt;br /&gt;
====== Maggy, Fisherman&#039;s Daughter ======&lt;br /&gt;
The hovering Ghost is Maggy, Fisherman&#039;s Daughter from Kornwall. She has the following information to give: 1. I am so cold. 2. He will not find me in here. 3. I hope they find my Dolly.&lt;br /&gt;
&lt;br /&gt;
Story: Maggy got Kitnapped by Barnabas and Helene Fischer, her mom, but she has turned to the Blood Sisters. A silence spell from Helene allowed Barnabas to snatch Maggy but the little, girl fought back and managed to pull out some of her moms hair and hid it in her redhaired doll she then left behind. Barnabas tied her up in the Scherzer Ruin to be sacrificed at a later time. Maggy escaped but Barnabas was on her trail, so the hid in the Dwell near the Scherzer Ruin. Once in there she could not get out though and the freezing weather led to her freezing to death. Her Body is still in the Dwell.&lt;br /&gt;
&lt;br /&gt;
===== 6. Bloody Hobbyroom =====&lt;br /&gt;
A room filled with books, nearly empty flasks, a armor, a bed with a linen shirt on it and a simple casket like one made for poor people. The ground near the entrance in bloodied and wet. &lt;br /&gt;
&lt;br /&gt;
# Books, Insight: These Books belonged to a wealthy men. Topics like: Gentlemens Decree, Men&#039;s Health, Damsil in Distress, The Shining Knight and the Royal Riding guide for Lords can be found. The books look expensive but the room itself looks weathered down like a noble men did hide this place from even his own cleaning staff. &lt;br /&gt;
# Flasks, Brewer or Poisoners Kit: Used potions of selective growth. (Used for romantic encounters). &lt;br /&gt;
# Armor, Investigation: The insight of the armor shows a tag that it was made in Riesbruck for a high noble. &lt;br /&gt;
# The Bed, Weavers Tools: The shirt has a high quality and must have been very conformable but it was regularly ripped at. &lt;br /&gt;
# Casket, Perception: The casket is definatley made for a lower class person, contridicting it&#039;s positioning in this room. The slightest smell of fresh basil and other tasty spices comes from the inside of the casket. (The casket belongs to Aleska and has to be brought to 3. Dead Tree. There Aleska&#039;s Reaper waits for it).&lt;br /&gt;
# The Ground, Survival (Lick the Ground): The ground shows a wet heart made from salty tears with blood stains within it. A represantation for Aleska and the kind of love she was targeted by. &lt;br /&gt;
&lt;br /&gt;
===== 7. Raided Wearhouse =====&lt;br /&gt;
A worn down hut with a broken roof and heavily cracked and broken walls. Looks like any second they would collapse but this moment seems to never come. Within the players find a few damaged crates and barrels surrounded by splintered wood. An body lies on the ground heavily armored, steel bend and broken, bones crushed in many places. Right next to it there is a burned down fireplace. &lt;br /&gt;
&lt;br /&gt;
===== 8. Small Cave =====&lt;br /&gt;
Atop a small hill a giant broken statue with bull like features lies shattered on the ground in fron opf a burning fireplace with a pot on it. A tasty smell of vegetables lie in the air while a ghost is hovering over a bench near by. Behind the ghost there is the entrance to a cave, a casket lying near to the entrance, guarded by a Reaper watching the ghost in front of it. &lt;br /&gt;
&lt;br /&gt;
# Statue, Stone Carver: This Statue once represented a bull with a Pick-Axe. On his clothing there is a symbol, showing a split tree over a tunnel.&lt;br /&gt;
# The Pot, No Check: The food in the pot is rotten. The smell does not fit the pots content but it certainly originates from it, like a message difficult to read. &lt;br /&gt;
# The Tunnel and Casket, Investigation: As you walk deeper into the tunnel it becomes clear that it is like a labyrinth. Near the casket a set of small footsteps lead further into the labyrinth and loose themselves somewhere in there. &lt;br /&gt;
&lt;br /&gt;
====== Widdow Wilma, Mother of Vallerie ======&lt;br /&gt;
The ghost hovering over the bank is Widdow Wilma. She has the following information to give: 1. Farewell, little Butterfly. 2. I will, now go, Just remember, Mama needs the Mortis Medicine. 3. Run, Run, Run! Don&#039;t wait for the Horsy&#039;s!&lt;br /&gt;
&lt;br /&gt;
Story: Wilma lived with her daughter in Sinnersrun when it got attacked by the riders of the [[Rubyknights]]. She fled with her daughter to the Eastern Stone Portal (H11 Stormlands) and went with her deep into the labirinth. Food got short and the end of the tunnel was not in sight, so she decided to give the rest of the now rotten food to her daughter and send her alone, since the provisions would not last for 2 people. Her daughter thinks the food she was given was the most tasty food ever since everything tastes great if it stops you from starving. Wilma starved in the cave, praying to the gods her daughter will survive. Vallerie managed to get to Riesbruck and put up the Quest &amp;quot;Save my Mom&amp;quot; at the marketplace, not knowing her mother passed away. She told her daughter to tell whoever she finds for the Mortis Medicine, so people would know that she had died. &lt;br /&gt;
&lt;br /&gt;
===== 9. Abandoned Prison =====&lt;br /&gt;
&lt;br /&gt;
===== 10. Rooftop =====&lt;br /&gt;
Dominated by Swarms of Zombies:&lt;br /&gt;
&lt;br /&gt;
# There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.&lt;br /&gt;
&lt;br /&gt;
==== 5. Sailor&#039;s End ====&lt;br /&gt;
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery. &lt;br /&gt;
&lt;br /&gt;
# Lighthouse: In the lighthouse there are several Will-O-Whisps. &lt;br /&gt;
&lt;br /&gt;
==== 6. Pointy Tower ====&lt;br /&gt;
A large church like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons. &lt;br /&gt;
&lt;br /&gt;
# The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline. &lt;br /&gt;
&lt;br /&gt;
==== 7. Hornbreak Tower ====&lt;br /&gt;
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don&#039;t get closer to it. They fighting undead seem to not even notice that it is there. There are 2 entrances to the building, A large gate leading into it and stairs that seem to lead up to the roof. &lt;br /&gt;
&lt;br /&gt;
====== Through the Gate: ======&lt;br /&gt;
A large throne room filled with pelts and natural treasures like unworked diamonds, rare plants, pelts and weapons made from bone. In the center there is a platform with an enormous coffin made of stone and next to it strange markings on the floor signal the outline of a Medium sized coffin. 2 Reapers stand on the platform, one next to the coffin, the other next to the markings. &lt;br /&gt;
# The Reaper next to the enormous Coffin: This Reaper waits for the Body and Soul of Lebos. The Soul of Lebos is split into 3 (The Eye of Hatred, The Heart of Ice and the Helm of Iron Will. &lt;br /&gt;
# The Reaper next to the strange markings: This reaper waits for Minas Coffin, Body and Soul in the form her Skull (Crown of Mina Artifact Stormlands).&lt;br /&gt;
If both, Mina and Lebos are put to rest here the Stormlands Campaign is a success and a new form of whatever government will have a stable future without the past interfering. &lt;br /&gt;
&lt;br /&gt;
Up the Stairs&lt;br /&gt;
&lt;br /&gt;
Snow falls on the rooftop even though it does not snow anywhere else. The ground is icy and many horned statues of twisted minotaurs seem to watch over this platform. Every now and then lightning strikes one of them, trying to destroy them but it has no effect. As the heroes walk onto the platform it seems to get even colder. The players get the feeling they are not alone since they hear ice cracking all around them. They get ambushed by the Incarnation of Lebos (Cold Heart), a giant, twisted bull creature made partially of Ice with a large scar in the form of an &amp;quot;X&amp;quot; on the chest. If they win they find the Heart of Ice (Artifact [[Stormlands]]).&lt;br /&gt;
&lt;br /&gt;
==== 8. Mortis Gate ====&lt;br /&gt;
A tall blackened gate made of stone is the entrance to the graveyard called Soul&#039;s Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor. &lt;br /&gt;
&lt;br /&gt;
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the &amp;quot;Lamp Bearer&amp;quot; and Calls the Lamp &amp;quot;Mortis Lamp&amp;quot;(Stormlands, Items)  &lt;br /&gt;
&lt;br /&gt;
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap). &lt;br /&gt;
&lt;br /&gt;
Starting Quest: Grave bearer (See below) &lt;br /&gt;
&lt;br /&gt;
==== 9. Sinking Cove ====&lt;br /&gt;
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you&#039;ll fin 2 old wooden rows. &lt;br /&gt;
&lt;br /&gt;
==== 10. Watergrave ====&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
==== Grave bearer ([[Riesbruck]] Quest found in the marketplace) ====&lt;br /&gt;
&lt;br /&gt;
==== Save my Mom ([[Riesbruck]] Quest found in the marketplace) ====&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
	<entry>
		<id>https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=469</id>
		<title>Soul&#039;s Rest</title>
		<link rel="alternate" type="text/html" href="https://wiki.byte.pm/index.php?title=Soul%27s_Rest&amp;diff=469"/>
		<updated>2025-09-29T21:31:19Z</updated>

		<summary type="html">&lt;p&gt;Vorlov: /* 4. Soul&amp;#039;s Rest City */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.  &lt;br /&gt;
&lt;br /&gt;
This place is split into two:  &lt;br /&gt;
&lt;br /&gt;
# The Material World Version: A heavily misty graveyard with empty graves and empty tomb stones and crypts, devoid of threats but cursed with the inability to rest here for bad dreams of the deceased haunting the ones who try. People talk of this Material Version as &amp;quot;Not being the real Soul&#039;s Rest&amp;quot;. &lt;br /&gt;
# Shadowfell Demiplane: If entered through a Mortis Portal during the night it is a heavily misty graveyard within the Shadowfell, where the sun never shines and restless souls and undead run rampant. Other weather effects never apply here. This is the actual &amp;quot;Soul&#039;s Rest&amp;quot; and will be referred to as such in the rest of this article. The stench of death lies in the air but nonetheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.&lt;br /&gt;
&lt;br /&gt;
=== Mortis Portal ===&lt;br /&gt;
A Mortis Portal can lead to specific points in the Shadowfell or Hades. A Mortis Portal within the Stormlands will always lead to this Shadowfell Demiplane of Soul&#039;s Rest. &lt;br /&gt;
&lt;br /&gt;
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things. &lt;br /&gt;
&lt;br /&gt;
=== Rules of the Shadowfell Demiplane &amp;quot;Soul&#039;s Rest&amp;quot; ===&lt;br /&gt;
People can just enter this plane during the night and through a Portal of Mortis. Otherwise it will be a deserted graveyard (The Material World Version).&lt;br /&gt;
&lt;br /&gt;
Bring a &amp;quot;Rest Candle&amp;quot; and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don&#039;t, the undead will make you theirs. &lt;br /&gt;
&lt;br /&gt;
People entering through a gate should bring at least 1 of the 5 components to set a soul to rest as described below and a &amp;quot;Rest Candle&amp;quot; :   &lt;br /&gt;
&lt;br /&gt;
# If they bring at least one of the 5 components: The Characters will be greated by a &amp;quot;Deathlamp Bearer&amp;quot;, a servant of mortis   &lt;br /&gt;
&lt;br /&gt;
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest.   &lt;br /&gt;
To Lay a Restless Soul to rest it needs 5 Components:&lt;br /&gt;
&lt;br /&gt;
# The Reaper: Every Restless soul has one mute reaper in Soul&#039;s Rest. It always stands at the position where Soul, Body and Coffin needs to be transported to, for it marks the final resting place. &lt;br /&gt;
# A Ghost/Soul: A ghost in Soul&#039;s Rest represents a soul, that needs to be brought to it&#039;s final resting place within this domain. Ghosts in Soul&#039;s Rest just remember 3 facts about their live or way of dying and all look the same. If their real name is spoken and not just baseless guessed allows the ghost to transform into a ghostly representation of itself with all memories it had in life. &lt;br /&gt;
# A Body: To be put to rest in Soul&#039;s Rest also needs a body. If the body is still intact in the real world it needs to be transfered from the real world into Soul&#039;s Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul&#039;s Rest and needs to be transported to it&#039;s resting place.&lt;br /&gt;
# A Coffin: To be put to rest in Soul&#039;s Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul&#039;s Rest. If it had no coffin one will appear somewhere in Soul&#039;s Rest.&lt;br /&gt;
# The Name of the deceised (Calling a ghost by it&#039;s real name allowes it to transform into a ghostly form of it&#039;s former self. If this happens it regains all it&#039;s memories and thus maybe can help to find the other components to be layed to rest).&lt;br /&gt;
&lt;br /&gt;
[[File:Soul&#039;s Rest Map.jpg|thumb|1024x1024px|Soul&#039;s Rest Map, Originally Created by Vorlov.|center]] &lt;br /&gt;
&lt;br /&gt;
==== 1. Soul&#039;s Rest Temple ====&lt;br /&gt;
&lt;br /&gt;
==== 2. Rotten Crop ====&lt;br /&gt;
&lt;br /&gt;
==== 3. Waterstone Bridge ====&lt;br /&gt;
&lt;br /&gt;
==== 4. Soul&#039;s Rest City ====&lt;br /&gt;
&lt;br /&gt;
Soul&#039;s rest City is, as the name suggests, a city but filled with wandering undead, most of them of humanoid stature. It is a mix of civilization and ruin, some buildings being collapsed, showing the past, others just finished building. The contrasts shows the finite nature of everything civilization, while bands of zombies and other lower undead walk the streets. Aside from these corporal undead every now and then a glimmer of blue can be seen, ghosts that reside in this town but never seem to wander of, but stay where they are. &lt;br /&gt;
[[File:Abandoned Town Center (With Numbers).jpg|center|thumb|1024x1024px|Original Artwork by: Jarled Fletcher, Link: https://inkarnate.com/explore/maps/16633335]]&lt;br /&gt;
&lt;br /&gt;
===== 1. The Kitchen-Hut =====&lt;br /&gt;
A small and simple building with a fireplace in the middle, flame still burning with a cold but extremely bright flame under a pot. The smell of spices and burned meet fills the air around the pot hanging over the fireplace. Broken barrels and crates with charred and evaporated contents can be found here with a chemical scent hanging over them. On the ground the players find two bodies, one of a young woman in simple clothing with red marks around her neck like those of a robe, lying there in a position of religious peace and an old male in well made armor, dried blood around his mouth, next to a broken plate, eyes open, shouting with a silent expression while a large piercing wound can be seen in his back. Two Ghosts hang in the air of the room. &lt;br /&gt;
&lt;br /&gt;
The following seems to peak the interest of the players (Dc varies on the DM):&lt;br /&gt;
&lt;br /&gt;
# The Pot, Cooking Supplies: The Pot is filled with terrible ingredients, those that no cook would ever use. No cook would use these ingredients if they want to make something tasty. &lt;br /&gt;
# The Smell of burned flesh. Survival Check: The smell that lies in the air is charred flesh to the point where it can not be decerned what kind of flesh it was. It&#039;s like burning flesh for hours in an open flame.&lt;br /&gt;
# The Crates, Alchemist, Brewers or Posion Supplies: The Crates and barrels have been soaked in oil used usually for lamps. &lt;br /&gt;
# The Female Body, Religion Check: The Body was placed in this position after her death. A pose that the deceased are put in to wish them good fortune. It seems sloppy though, as if time was running out. &lt;br /&gt;
# The Male Body, Insight: The expression shows the surprise of a guilty man regretting, sadness, understanding and accepting. &lt;br /&gt;
&lt;br /&gt;
====== Dario, Duke of Westville: ======&lt;br /&gt;
The Ghost of Dario, Duke of Westville hovers over the male, noble body. He has the following information to give: 1. I was murdered 2. I Regret 3. I leave the best of me.&lt;br /&gt;
&lt;br /&gt;
Story: Dario, Duke of Westville took Aleska as mistress even though she did not like it. He went for long walks in armour after sunset, pretending to keep the streets save but he always just visited her. The last time he got there she refused him and tried to serve him the worst food possible to get rid of him. He noticed and got frustrated, draged her into the garden and hang her for his affection was not returned. By accident he was seen by his son David. His son plunged a sword into his fathers back, killing him. Since Dario was a great Duke, David covered up the whole situation by moving the corpses of his father and Aleska back to her hut and setting it ablaze with the use of oil, destroying any evidence. After that he went on a fake hunting trip, returned and proclaimed his father died against an unworthy foe, starting the Quest line of &amp;quot;Grave Bearer&amp;quot; ([[Riesbruck]]). His Coffin is braught with players who started the &amp;quot;Grave Bearer&amp;quot; Quest Line. This is also the plane where the real name can learned. His Body and soul can be found in The Kitchen-Hut and his Reaper can be found in &amp;quot;Sailor&#039;s End at the peer near the water. &lt;br /&gt;
&lt;br /&gt;
====== Aleska, Cooking Made of Westville ======&lt;br /&gt;
The Ghost hovering over the female body is the ghost of Aleska, a young and beatifull Cook of Westville. She has the following information to give: 1. I never killed anyone 2. Life was torment 3. I tried, but failed.&lt;br /&gt;
&lt;br /&gt;
Story: Aleska often delivered her fantastic food to the noble house of Westville. She unwillingly became the mistress of Dario, the Duke of Westville. He ordered more often, usually directly to his Hobby Room, a place filled with books, accessories and a large bed. She tried to get rid of him by feeding him bad food, but he did not care. On her last day she tried to poison him with the worst meat she could find but he saw through her ruse and got very upset. In his rage for not being loved back he hang her in the backyard using the old tree. She died asking herself why she deserved this. &lt;br /&gt;
&lt;br /&gt;
===== 2. Abandoned Wagon =====&lt;br /&gt;
&lt;br /&gt;
===== 3. Dead Tree =====&lt;br /&gt;
&lt;br /&gt;
===== 4. Weed Field =====&lt;br /&gt;
&lt;br /&gt;
===== 5. Fishing Dwell =====&lt;br /&gt;
&lt;br /&gt;
===== 6. Bloody Hobbyroom =====&lt;br /&gt;
&lt;br /&gt;
===== 7. Raided Wearhouse =====&lt;br /&gt;
&lt;br /&gt;
===== 8. Small Cave =====&lt;br /&gt;
&lt;br /&gt;
===== 9. Abandoned Prison =====&lt;br /&gt;
&lt;br /&gt;
===== 10. Rooftop =====&lt;br /&gt;
Dominated by Swarms of Zombies:&lt;br /&gt;
&lt;br /&gt;
# There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.&lt;br /&gt;
&lt;br /&gt;
==== 5. Sailor&#039;s End ====&lt;br /&gt;
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery. &lt;br /&gt;
&lt;br /&gt;
# Lighthouse: In the lighthouse there are several Will-O-Whisps. &lt;br /&gt;
&lt;br /&gt;
==== 6. Pointy Tower ====&lt;br /&gt;
A large chucrch like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons. &lt;br /&gt;
&lt;br /&gt;
# The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline. &lt;br /&gt;
&lt;br /&gt;
==== 7. Hornbreak Tower ====&lt;br /&gt;
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don&#039;t get closer to it. They seem to not even notice that it is there.&lt;br /&gt;
&lt;br /&gt;
# Rooftop of the Fortress: &lt;br /&gt;
&lt;br /&gt;
==== 8. Mortis Gate ====&lt;br /&gt;
A tall blackened gate made of stone is the entrance to the graveyard called Soul&#039;s Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor. &lt;br /&gt;
&lt;br /&gt;
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the &amp;quot;Lamp Bearer&amp;quot; and Calls the Lamp &amp;quot;Mortis Lamp&amp;quot;(Stormlands, Items)  &lt;br /&gt;
&lt;br /&gt;
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap). &lt;br /&gt;
&lt;br /&gt;
Starting Quest: Grave bearer (See below) &lt;br /&gt;
&lt;br /&gt;
==== 9. Sinking Cove ====&lt;br /&gt;
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you&#039;ll fin 2 old wooden rows. &lt;br /&gt;
&lt;br /&gt;
==== 10. Watergrave ====&lt;br /&gt;
&lt;br /&gt;
=== Quests ===&lt;br /&gt;
&lt;br /&gt;
#&lt;br /&gt;
&lt;br /&gt;
==== Grave bearer ([[Riesbruck]] Quest found in the marketplace) ====&lt;br /&gt;
&lt;br /&gt;
==== Save my Mom ([[Riesbruck]] Quest found in the marketplace) ====&lt;/div&gt;</summary>
		<author><name>Vorlov</name></author>
	</entry>
</feed>