Stormlands
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Far to the east of the known world lies the country called the Stormlands, known for it's fast changing weather, strong winds and fantastical storys regarding the earth and the sky like legends of Elemental Titans and a religion called "the Horde in the Sky". It is a country mostly controlled by Minotaurs and aside from Gracia the only place were these humonoids are seen to 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 cought within the conflict. Even though this place is rough to live in it seen to be very open for pritty much any kind of individual, misfits, former criminals and alike as long they learned how to be useful.
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.
Map

Factions
Minotaurs of the Stormlands (Subfactions)
Freefolk of the Stormlands (Subfactions)
Places of interest (City's/Villages) (Dm Only)
| Position | Name (English) | Name (German |
| A4 | Iron Temple | Eiserner Tempel |
| A9 | Northriver Ruin | Nordfluss Ruine |
| A15 | Breezetrees Forest | Brieswald |
| A18 | Memory Tower | Erinnerturm |
| B2 | Elvenrast | Elvenrast |
| B4 | Fishingwell Tavern | Gutfischer Taverne |
| B7 | Thunderstone | Donnerstein |
| B12 | Stones End | Steinende |
| B20 | St. Dundril | St. Dundril |
| C2 | Rival Cliff | Rivalklippe |
| C5 | Fishwell Bridge | Gutfischer Brücke |
| C6 | Corpseend Tavern | Leichnamsend Taverne |
| C9 | Twigrest | Zweigrast |
| C13 | Plainswealth town | Ebenreichstadt |
| D6 | Soul's Rest | Seelenrast |
| D10 | Lekkilas | Lekkilas (Polnisch: Lichtwald) |
| D16 | Abandoned Hut | Verlassene Hütte |
| D17 | Gorthad-Gowest | Gorthad-Gowest (Grab des Vertrags) |
| D18 | Nagtirith | Nagtirith (Fluchwache) |
| E3 | Seasonisle | Saisoninsel |
| E4 | Kornwall | Kornwall |
| E12 | Rebellshome | Rebellheim |
| E15 | Horsemanville | Rossmannsheim |
| F5 | Clayquarry | Lehmbruch |
| F6 | Dirtwish Hut | Schlammwunsch Hütte |
| F7 | Lovers Widow | Liebweis Weide |
| F9 | Sodtstone Church Ruin | Weichstein Kirche Ruine |
| F13 | Softstone Altar | Weichstein Altar |
| F15 | Riverwatch | Flusswacht |
| F17 | Dried up Spring | Trockenspeier |
| G1 | Gravel Hill | Schotterhügel |
| G3 | Bridgewatch Hill | Brückwacht Hügel |
| G4 | Temple of Baphomet | Tempel des Baphomet |
| G8 | Sisterend Peak | Schwesterendspitze |
| G9 | Mushroom Forest | Pilzwald |
| G12 | Sinnersrun | Sundstrom |
| G17 | East Bridge | Ost-Brücke |
| G20 | Gems Grave | Edelsteingrab |
| H1 | Everstone Halls | Ewigstein Hallen |
| H2 | Riesbruck | Riesbrück |
| H5 | Drunken Gust Tavern | Trunkzug Taverne |
| H9 | Western Stone Portal | Westliches Steinportal |
| H11 | Eastern Stone Portal | Östliches Steinportal |
| H12 | Elvesign Crossing | Elfzeich Übergang |
| H13 | Thunder Hoove Peak | Donnerhufspitze |
| H14 | Broken Statue | Zerbrochene Startur |
| I5 | Northwind Canion | Nordwindschlucht |
| I6 | Hill Giant Camp | Hügelriesen Lager |
| I7 | Lovers Lake | See der Liebenden |
| I8 | Greylight Cavern | Graulichthöhle |
| I10 | Splinted Tree | Gespaltener Baum |
| I11 | Elvengold Fall | Elvengoldfall |
| I18 | Rockrain Fall | Steinregenfall |
| I19 | Softstone Plain | Weichsteinebene |
| I20 | Dragonstone Circle | Drachensteinkreis |
| J12 | Howling Tower | Heulender Turm |
| J15 | Deep Crack | Tiefbruch |
| J17 | Northbound Way Stone | Nordblick Wegstein |
| J19 | Crackrock | Bruchstein |
| K3 | Wildfang Shipwreck | Wildfang Wrack |
| K4 | Black Silk Wood | Schwarzseiden Wald |
| K7 | Hornlake | Hornsee |
| K9 | Wind Gate | Windtor |
| K10 | Crowns Peak | Kornspitze |
| K14 | Aschemeer Peak | Aschemeerspitze |
| K18 | Saltwater Maw | Salzwasserschlund |
| L5 | Horntal | Horntal |
| L6 | Cloudhorde Peak | Wolkenhordspitze |
| L7 | Waterramp | Wasserrampe |
| L10 | Greystone Mine | Graustein Miene |
| L15 | Dragonstone Watch | Drachensteinwacht |
| L17 | Ashe's Neck | Aschenacken |
| M8 | Curse Twig Wood | Fluchzweig Wald |
| M10 | The Stomach | Der Magen |
| M20 | Legends Inn | Taverne der Legänden |
| N4 | Hoof's Harbour Ruin | Hufhafen Ruine |
| N6 | Woodmans Call | Waldmannsruf |
| N11 | Lighthouse Devil Fire | Leuchtturm Dämonenfeuer |
| N20 | Fiends End | Fiendende |
| P19 | Dragonfall Grave | Drachenfallgrab |
| Q17 | Hordschlacht | Hordschlacht |
| R16 | Meststone Citadel | Schmerlzstein Zitadelle |
| R17 | Stormsons Throne | Tron des Sturmsohns |
| R18 | Twinhill Gate | Zwillingshügeltor |
| S15 | Earthmaid Throne | Tron der Erdmaid |
| S16 | Preservations Stairs | Erhaltende Stufen |
| S17 | Changing Stepstones | Wegstein des Wandels |
| S20 | Unnamed Graves | Unbenanntes Grab |
| T3 | Magi's Academy | Academi der Magi |
| T11 | Ashtree Castle | Aschebaum Schloss |
| T12 | Ashtree Forest | Aschebaum Wald |
Ancient History (DM Only)
In ancient times, during the time of Elf'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's inhabitants were beings of immense intelligence, magical power and military prowess. One of the last great kingdom of Elf'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's holder. A favored method of their creators in case the items fall into the wrong hands.
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'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 castle in the middle of the sea defended by lightning throwing giants riding atop gigantic crabs, succumbing to the sheer force of an elven army the modern world has never seen.
The size of the Kingdom Aravaile became it's downfall when unknown evil forces ripped open the gates to the hell'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'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...
As a second rift opened, this time allowing the army'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...
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 "the Minotaur's", trapped in the material plane but not withering away even though the gate had been closed. Those hordes of Minotaur'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'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'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.
Baphomet noticed too late how many of his creations had fallen into the hands of the Elf'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'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's, others in the color of ruby'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.
The horses of the Ruby Knights started to move and the hordes of turned Minotaur'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.
When the Elf king died, so did his promises to the Minotaur's, at least it seemed so for several decades. Since the day pesant Elf's have opened the door to the nine hell'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'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'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's it started to rain again. Aravaile was no more and the reign of the Minotaur began in their own country today known as "Stormlands".
History
The Stormlands are divided into Sky and earth, into clouds and dirt. The land is protected by "the Cloud Horde", 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 peacefull times were created by pairs of siblings. Many decades and even century'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 powerfull 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.
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 "their words will grow to be those of a traitor", 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'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.
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.
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'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's lasting impact.
Artifacts/Magic Items
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.
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)
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.
The Bow Boneclaw (Rare): This Longbow is used with str. or dex. It is the only bow that can fire heavy bone arrows.
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.
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.
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.
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.
Baphomet's Morningstar (Rare Morningstar, Proficiant with weapon). Thrown 30ft. returns to hand.
Crown of Nature (Common Helm, attunement). +1 animal handling, +1 nature, +1 Wis save.
Historic Monocle (Common, Helm, attunement) +1 History, +1 Religion, +1 Int save.
Studded leather boots (Common, attunement, boots). Increase walking speed +5 ft., +1 dex save.
Spiked Gauntlets (Common, attunement, gauntlet). +1 Athletics, +1 intimidation, Str. save +1
Padded Helm (Common, attunement, Helm, Medium Armor), Con save +1. resistance for thunder damage.
Glamorous Cape (Common, attunement, Cloak) +1 Performance, +1 Persuasion, +1 Cha Save.
Towershield (Uncommon, requires proficiency and str 15, Shield). Grants 3/4 cover instead of half cover for individuals behind it. Disadvantage Stealth.
Buckler Shield (Uncommon, requires proficiency and Dex 15, Shield), Grants +1 against melee attacks, -1 against ranged attacks.
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't wear Helm.
Heavy Pelt (Common, Cape), Ac+1 up to a AC score of 15.
Flaming Longbow (Uncommon, Longbow, Attunement), Deals fire damage instead of piercing Damage. No Ammunition.
Halberd of the Kings-guard (Uncommon, Halberd, Attunement), Deals an extra d6 fire damage.
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.
Explosive Arrow (Uncommon, requires use of bow or Crossbow, consumable), Are 15ft x 15ft, Dex Save 12, 2d8 fire damage (halved on success).
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.
Poison Arrow (Uncommon, requires use of Bow or Crossbow, consumable), Con Save DC12, +1d4 poison damage, poisoned, repeat at end of turn.
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.
Silver Revenge (Longsword, requires Attunement and proficiancy), Magical, +1, Gain spell 1/short rest: Compelled Duel DC 15.
Riders Shortbow (Rare, Requires Attunement and prificiancy), nonmagical, when you attack with this bow you make an additional attack with bonus action.
Cape of the ruby's blessing (Rare, Attunement, Cape), Saving throws +1.
Boots of the strider (Uncommon, Attunement), ignore difficult terrain.
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'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)
Mantle of Lebos (Very Rare, Hide Armor), +3, Resistance to lightning and bludgeoning damage. Made of Lebos's Pelt.
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.
Mantle of Mist (Rare, Attunement, Clothing), You may move as though you are flying but must land or fall. (Worn instead of Armor!)
Iron Arm Bandage (Uncommon, Attunement, Gloves), Your unarmend attacks become 1d4/1d6/1d8. Level up when winning a duel of the sky. (Elven Treasure).
Bastard Armor (Rare, Splint Armor), +1, Resistance to slashing damage.
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.
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.
Aravaile's Spike (Legendary, Lance, Attunement, proficiancy), Magical +1, Deals +1d12 against Giants, giant Kind and fiends (Goliath, Ogres and so on). (Elven Treasure)
Cavalry's Skin (Very Rare, Half Plate, Attunement), +1, Can't be unmounted, Mount shares AC (Whatever is Higher).
Sigil-Ring of the Dundril Bloodline (Rare, Gold ring with Ruby's), Worth at least 10.000 Gold.
Elven Wedding Ring (Rare, attunement, Platinum Ring with Ruby's), 5 Charges/Long Rest, DC 15: Toll the Dead (Cantrip), Hex, Darkness, Fear, Hallucinatory Terrain, Dream. (Elven Treasure)
Stone of Time Stop (Very Rare, Consumable), Action, Cast Time Stop. (Elven Treasure)
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.
Potion of True Seeing: (Rare) The user casts true seeing on himself (Concentration required).
Eye of Hatred (Rare, Attunement, Globe), Increase your damage by 2.
Heart of Ice (Rare, Attunement, Globe), Increase your saving throws by 2.
Helm of Iron Will (Rare, Attunement, Helm), Increase Ac by 2.
Hull of the Iron Will (Rare, Plate Armor) +1.
Alerting Rapier (Rare, Attunement, Proficiant), Magical +1, Gain Alert Feat. (Elven Treasure).
Stuffed Gambeson (Rare, Padded Armor), +1, resistance to piercing damage.
Legends
| Roll a D10 | Legend | DM Info |
|---|---|---|
| 1 | Some rare Storms influences the effectiveness of spells, making it easier to resist unwanted effects. | True. |
| 2 | When a stormlander reaches complete loneliness they are visited by a beautiful maiden, restoring their happiness and sharing pleasures unheard of. | True, Blood-wiches prey on the weak, charming them in the process to help them capture children. |
| 3 | This is a land ruled by minotaurs but it was Taken from an old civilization. These beastmen have no right to rule. | Wrong, The country was gifted to them by the High Elves of Aravaile. |
| 4 | 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. | False, the only connection to devils is found in the ancient story of this lands creation (Aravaile) |
| 5 | 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. | 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. |
| 6 | South-west of here, in the Waters there lies an island surrounded by fog holding the secret to any magic imaginable. | True, The Magi Academy lies there and is well protected. |
| 7 | Never wear red! Minotaurs can't handle the look of the colour and will immediately attack. | Partially true. Mina was killed by a mage in red ropes and the 3 Children of Ghom react instinctiveley aggressive against this color. |
| 8 | Follow the wind. It will automatically lead you were you are ment to be. | False. It's random, but you will find interesting things probably. |
| 9 | Never be near a minotaur during a storm. When lightning strikes they turn into uncontrollable beasts. | True, they turn hostile for they see it as a sign of the sky horde. |
| 10 | 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't be freedom, nore will the storms calm down. | True, that's the premise of the campaign. |