Soul's Rest
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This place is two things at once: A Graveyard, still and peacefull and a graveyard, prison and solution, at the same time.
This place is split into two:
- 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 "Not being the real Soul's Rest".
- 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 "Soul's Rest" 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.
Mortis Portal
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's Rest.
A Mortis Portal can be many things: A Gate, a door, a mirror, a window or many other things.
Rules of the Shadowfell Demiplane "Soul's Rest"
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).
Bring a "Rest Candle" and Body, Soul, Coffin or even reaper, so a Lamp Bearer will light you the way to protect you from harm. If you don't, the undead will make you theirs.
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 "Rest Candle" :
- If they bring at least one of the 5 components: The Characters will be greated by a "Deathlamp Bearer", a servant of mortis
Nearly all of the quests leading to souls rest are to lay one or multiple souls to rest. To Lay a Restless Soul to rest it needs 5 Components:
- The Reaper: Every Restless soul has one mute reaper in Soul'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.
- A Ghost/Soul: A ghost in Soul's Rest represents a soul, that needs to be brought to it's final resting place within this domain. Ghosts in Soul'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.
- A Body: To be put to rest in Soul'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's Rest. If the Body was destroyed a corpse representation will appear somewhere in Soul's Rest and needs to be transported to it's resting place.
- A Coffin: To be put to rest in Soul's Rest also needs a coffin. If the Corpse had a coffin in the real world it needs to be brought to Soul's Rest. If it had no coffin one will appear somewhere in Soul's Rest.
- The Name of the deceised (Calling a ghost by it's real name allowes it to transform into a ghostly form of it's former self. If this happens it regains all it's memories and thus maybe can help to find the other components to be layed to rest).

1. Soul's Rest Temple
2. Rotten Crop
3. Waterstone Bridge
4. Soul's Rest City
Soul'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.

1. The Kitchen-Hut
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.
The following seems to peak the interest of the players (Dc varies on the DM):
- 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.
- 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's like burning flesh for hours in an open flame.
- The Crates, Alchemist, Brewers or Posion Supplies: The Crates and barrels have been soaked in oil used usually for lamps.
- 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.
- 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).
Dario, Duke of Westville:
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.
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 "Grave Bearer" (Riesbruck). His Coffin is braught with players who started the "Grave Bearer" 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 "Sailor's End at the peer near the water.
Aleska, Cooking Made of Westville
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.
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.
2. Abandoned Wagon
3. Dead Tree
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's strong branches.
- 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.
- 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.
4. Weed Field
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.
Harry Händler, travelling merchant
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'll be the first this year. Prices through the roof. 3. Are you man or Beast!?
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'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).
5. Fishing Dwell
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.
Maggy, Fisherman's Daughter
The hovering Ghost is Maggy, Fisherman'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.
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.
6. Bloody Hobbyroom
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.
- Books, Insight: These Books belonged to a wealthy men. Topics like: Gentlemens Decree, Men'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.
- Flasks, Brewer or Poisoners Kit: Used potions of selective growth. (Used for romantic encounters).
- Armor, Investigation: The insight of the armor shows a tag that it was made in Riesbruck for a high noble.
- The Bed, Weavers Tools: The shirt has a high quality and must have been very conformable but it was regularly ripped at.
- Casket, Perception: The casket is definatley made for a lower class person, contridicting it'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's Reaper waits for it).
- 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.
7. Raided Wearhouse
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.
8. Small Cave
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.
- 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.
- 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.
- 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.
Widdow Wilma, Mother of Vallerie
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't wait for the Horsy's!
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 "Save my Mom" 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.
9. Abandoned Prison
10. Rooftop
Dominated by Swarms of Zombies:
- There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.
5. Sailor's End
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery.
- Lighthouse: In the lighthouse there are several Will-O-Whisps.
6. Pointy Tower
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.
- The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline.
7. Hornbreak Tower
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'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.
Through the Gate:
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.
- 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.
- 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).
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.
Up the Stairs
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 "X" on the chest. If they win they find the Heart of Ice (Artifact Stormlands).
8. Mortis Gate
A tall blackened gate made of stone is the entrance to the graveyard called Soul'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.
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 "Lamp Bearer" and Calls the Lamp "Mortis Lamp"(Stormlands, Items)
- (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).
Starting Quest: Grave bearer (See below)
9. Sinking Cove
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'll fin 2 old wooden rows.