Showing posts with label Adventures in Comalan. Show all posts
Showing posts with label Adventures in Comalan. Show all posts

Friday, November 30, 2018

Adventures in Comalan: The Untouched City

Somewhere in the deep woods of Tanis lies a lone bunker that seems to lead to one of the elves' many subterranean settlements. This city is not plotted on any map and doesn't appear to have a name. No one seems to be aware of its existence save the scant few who have managed to discover it. The place is completely empty and even those who once swore to have explored it eventually forget all of its details. Concrete evidence of its existence can only be found in the journals of travelers who have seen there, but even those are rare and prone to strange mishaps. The last known recording of such an expedition only reports:

I have seen no one since I arrived, but there seems to be evidence of occupants all around. The shops are fully stocked, food is plentiful and fresh, and you can hear voices when you stop and listen. It's impossible to make out what any of them are saying because it's like standing in the middle of a large crowd. What bothers me about this place isn't that no one can be found here, but that it's emptiness seems clearly deceptive. It is hard to believe this place can even be real.

This is a passage that has only survived because the page on which it has been recorded is carefully preserved by a historian from the city of Setria by the name of Ayriel. She once collected many accounts of this unknown city until the majority of this collection vanished along with any memory of why she kept it. Among these recordings, only the words that are detailed above survived the series of random mishaps that collected the others. The author of the page is unknown and it is unclear why Ayriel has even chosen to keep it. When asked about it, she only replies "It's a very interesting writing. I'm curious about what it's for."

The researchers of Adventures in Comalan have determined that this is a city waiting to be explored, but an unintelligible curse exists to protect the secret of its existence. However, with our mass-produced format, it will someday be possible to attract enough adventurers who are interested in solving this mystery to investigate the city. Unfortunately, information of its location is limited to somewhere in the deep woods of northern Tanis. Given the power that has sealed away this place, it is assumed to be highly dangerous, but we are committed to providing leads to the most exciting adventures this world has to offer, no matter how dangerous even publishing our information might prove to be.

Tuesday, September 25, 2018

Adventures in Comalan: The Fever Plains

Following the aftermath of Salica's retribution for the War of the Gods, Akis' imperial capitol--now known as Midania--has long since had a featureless landscape in which the only people that can live comfortably are the sai'mul. Since the sai'mul have no need for anything but social interaction, all civilization on the once vibrant island have condensed to a handful of coastal cities. This leaves most of the inland space in Midania largely uninhabited. But an empire once thrived here, which explorers frequently note as the cause of their interest in the island. Those who go searching for the ruins of Old Akis, however, must pass through a desolate landscape of gravel and stone. While it is generally agreed by those who've flown over the area that there is little to see here, there has proven to be much to experience here nonetheless for those who walk upon it.

A Katrinean explorer by the name of Mortimer Baltar chronicled his experience in this land in the year 2E274. His journal documents an incredibly surreal month out on what he dubbed "the Fever Plains."

Day 19

The unbearable heat seems to have let up today, but my thermometer disagrees. Could I be getting used to the climate or is this another symptom of my delirium? I can barely read the words I've written on this page. I've found shelter in a cave that is mercifully empty, but it's not the heat that's blurring my vision. There's something in the air. It's not only hindering my vision; it's causing the sights I can discern to be joined by impossible features. I thought I saw a tree near a pond this morning. I was only just thinking that a tree would be the last thing I expect to see out here and there it was. Or so it seemed. When I reached the pond, I saw nothing there but a pile of petrified wood splinters. It was like I was seeing this bit of land back when it was still alive.

What Mr. Baltar saw was an early, yet relatively mild example of the Fever Plains' most notable feature. Those who camp in the region tend to discover that the wildest figures of their imagination consistently appear as hallucinations. These vivid images can expose travelers to the sort of adventures that only they can conceive of. While it isn't widely understood how this is possible, experts have since come to attribute the cause to a layer of magical energy that rests higher off the ground than it would naturally occur. It is said that inhaling these particles causes them to eventually saturate the brain and project images from both their conscious and subconscious minds. While many are led to ask why this only seems to happen in Midania, there are far too many possible explanations to cover in this guide. For a comprehensive listing of the many theories surrounding the nature of the Fever Plains, we recommend Dr. Rolf Whitetree's book, Natural Mysteries of the Land.

Regarding the adventures one can experience in this place, however, we can safely assume that the only limit to what one can see here rests within the traveler's imagination. However, the Midanian government has asked that we warn travelers not to visit these lands without a guide, which can be hired in any of the island's cities. Sai'mul are immune to the hallucinatory effects of the island's ambient magic and so are the only people who can help you should you begin to lose sight of yourself. While extended stays are a difficult undertaking in a place without fauna or vegetation so far from civilization, it is still recommended that no one with a living brain stays longer than a month, as the effects of pure magical energy on the brain aren't widely understood. Despite this, those who spend a week living out their wildest fantasies in the Fever Plains often come back with a plethora of memories that persist even as the magic wears off and their minds return to normal.

Thursday, September 6, 2018

Adventures in Comalan: The Whitebark Plane

Throughout Comalan exists an arboreal species that is well known for its year-round orange leaves and peculiar white bark, which is hard as steel. They exist all over the world, but are rarely discovered and nearly always solitary. An entire grove of these trees exists only on the outskirts of the city of Palon, where they were planted by the Champion of Crane with the help of his brother Richard. Richard Blackstone, or Broger as he would come to be known, kept extensive notes on the Whitebark's Promises from then on. He would pass them on to a dendrologist named Lorna Wells who specialized in their study. Years later, Dr. Wells disappeared.

Shortly afterward, fate would intercede on her behalf when Broger's successor as Crane's Avatar discovered a tiny portion of his notes on the subject, which mentioned the name of the scientist he had deemed an authority. Desperate to make sense of his recent betrayal of Crane, Tir followed all of the references in his discovered notes, including this mystery. When she arrived in Palon with her good friend, Takaa of Ravager, she found Dr. Wells in a deep slumber. There, the two of them discovered that they had steeped the leaves of a whitebark into a tea and ingested it. Upon duplicating this process, Tir found herself in an ethereal plane, much like Comalan. In this world, the whitebarks were revealed to be sentient creatures known as ents.

It was upon interviewing these ents that Tir learned of the whitebarks' origin. As seeds that traveled through space from the nearby planet Allene, the ents of the Whitebark clan, put down roots in Comalan as explorers. They lacked a way to communicate with the fascinating beasts, fey, and mortals of Comalan until it was discovered that drinking tea made from their leaves could induce a state of mind that allows mortals and fey to communicate with all plants. Since the death of Dr. Wells, who decided to join the Whitebark clan by infusing her soul with a seed, it was determined that knowledge of this mysterious plane would remain a secret. However, this secret was accidentally spilled by Takaa after a night of drinking at a bar in the Restan Capitol.

Since this revelation, rumors of the Whitebarks' nature has spread like wildfire. Many others attempted to enter the whitebark plane, only to discover that leaving it and returning to the mortal world is no easy feat. For every person to adventure into this mystical world of talking plants and fail to leave, a new whitebark seed is spawned. Still, it is an enchanting experience for all who take the necessary precautions to wake up from their self-induced comas before their bodies wither away. Farmers in particular prize the opportunity to visit this realm and communicate with their crops so that they can better determine their needs.

While the Whitebark Plane certainly has a fringe appeal, it cannot be stressed enough that entering this reality is nearly always fatal unless proper precautions are taken. If you must explore, make sure your physical body is well taken care of, as it is impossible to nourish or defend yourself while you're there. You should never enter this plane while you are alone. Make sure those who are watching over you have the magic or medical supplies necessary to revive you should the need arise and never stay there for more than a day. It is also worth noting that whitebark tea is mildly toxic and can't be safely ingested often, so frequent visits are strongly discouraged. With these advisories in mind, however, a visit to the Whitebark Plane can expand your perception of life on Comalan.

Sunday, August 26, 2018

Adventures in Comalan: Stormview Peninsula

While the majority of the charted world consists of the continent of Mortanis and the various islands of Midania, these lands only cover Comalan's northern hemisphere. These lands remain the only parts of the known world to the majority of its inhabitants because the southern hemisphere's atmosphere is considered to be hostile even to the most seasoned explorers. The powerful currents that Mariknights have grown accustomed to in the north are gentle compared to the towering, violent waves that compose the seas of the region known as the Hydrospace. These currents, combined with deadly hurricanes and torrential rainstorms that are common to the region, make it seem unlikely that anyone could exist there. Despite this, immigrants still manage to find their way to Mortanis with epic tales of their escape from the Hydrospace. To these weary travelers, the gentle climate of countries such as Galeon and Resta is a heavenly reprieve from the terrifying conditions in which they were born.

Those who hear these tales often consider the immigrants' trials to be a sufficient deterrent from exploring the southern hemisphere. However, Comalan has no shortage of adventurers willing to brave danger for undiscovered treasures and glorious exploration. While it is true that no ship exists that's capable of braving the dangers of Hydrospace, there is a little known land that serves a gateway to the region's continent of Nerastia. This northernmost region, accessible still to only the most skilled of sailors with the most advanced ships, is known as Stormview Peninsula. All paths for those who escape the southern continent pass through this land, and it's only through the details of their journeys that anyone has ever found this two-hundred mile stretch of land.

One who reaches Stormview Peninsula will find a city called Gate City, which is technologically advanced even by Galean standards. Metal spires interconnected by a series of magically reinforced arches were erected here to protect travelers. At the very tip of the peninsula is a massive dome that encloses the city's port. This city stands a testament to the Hydrospace's greatest lure for Mortanisian and Midanian adventurers: despite the extreme weather that batters the lands of Nerastia, the people of this continent have persevered only because of these technological and magical secrets. Expeditions from both Resta and Galeon have made attempts to contact representatives of Gate City to trade engineering and magical knowledge only to find that the port dome is not designed to take incoming ships, but to build new ships to send people north.

To the south of Gate City lies Keystone, a battered village that was built by a joint Galean-Tanisian expedition to provide a safe harbor for Mortanisians. However, this town has long since been abandoned because maintaining a functioning community in the face of hurricanes without a safe way to acquire new resources, especially food, has proven to be a daunting task. Envoys continue to be unsuccessful at making contact with representatives of Gate City to learn how anyone could survive there indefinitely.

Since the beginning of the Third Age, the four countries of Mortanis have joined with Midania to form a coalition to settle Stormview Peninsula once and for all and establish diplomacy with Nerastia, but it is constantly hindered by the unstable relationship between these nations (particularly due to the hatred between Heron and both Galeon and Tanis, as well as the distrust between Resta and Midania). However, the synergy of the newly formed Starlight Crusade has renewed hope that establishing a link with the Hydrospace. Since the Crusade's success on the planet Allene, the coalition to settle Nerastia has reformed to plan another attempt. While they plan to wait for the world's most capable explorers and sailors to return from their war with the sho'kai, they have begun to take applications from those who didn't leave with the Crusade. This provides an opportunity for eager adventurers who missed their chance to fly off into the stars to be a part of history. Though it can't be stressed enough that the dangers of this expedition outweigh the perceived benefits, the Nerastian immigrants have whispered enough of their experiences to stoke the imagination of countless explorers.

Saturday, May 26, 2018

Adventures in Comalan: The Solan Lighthouse.

The eastern Restan city of Solan, located somewhere near the country's southern coast, has long been known as a place of secrets. People silently walk past each other on the streets, visitors pass through unremarked, and no one enters a building uninvited. Those unfortunate few who disregard these unwritten, unspoken rules frequently run into something they wish they hadn't, like a hastily buried corpse, human traffickers, or unethical scholars-- magical and scientific alike. The most famous of these hidden secrets are the catacombs carved from the mountain beneath Solan's iconic lighthouse. Originally built to aid templar ships passing by on their northward journeys, ownership of this historic landmark has changed hands several times as a new local governor takes office in the city. In the final century of the second age, however, is when the sinister rumors that have made the place the legend it is today began.

It all began in the year 2E241, with the fall of the Scarlet Starlings. Following the events of the Second Wave of Death, the newly recognized Champion of Salica began a three-year crusade to eradicate the guild of assassins. With templars at her side, she stormed the Governor Estate that had once been her home and turned over the belongings of her former stepmother, Dinorah Winstrom. Among her personal files, Mia found a letter to a long-deceased associate of the starlings, which mentioned an unknown place referred to only as the vault of shadows. From studying the buildings under the governor's control and thinking of places she remembered Lady Winstrom visiting, the champion had deduced that she would find this vault underneath the lighthouse.

In the opening month of winter that year, Mia and the templars stripped the lighthouse bare until they found the secret staircase leading into a maze of interconnecting tunnels below. The catacombs were filled with countless deadly traps and false paths, seemingly designed to keep the explorers lost and terrified for their own lives. If the maze had worked as it should, they might have fled the very next time they happened across the staircase that would take them back in the direction from which they came. But Mia was stubborn and hungered desperately for revenge against the very organization that was responsible for these deadly tunnels. Her obsession overpowered her fear and she searched every inch of this underground stronghold. When she finally found the remaining Starlings in hiding, she initiated a purge of their hideout in order to rid Comalan of their particular evil.

With the Scarlet Starlings eradicated, the lighthouse became a favored haunt of daring urban explorers for the next few decades. While many sought the accolades of surviving a tour of the catacombs, nearly as many would continue falling victim to previously uncovered traps until Mia, then the governor of Solan, ordered the lighthouse sealed. That might have been the end of the legend, but there were practitioners of forbidden magic who sought refuge in a forbidden safe, away from prying eyes. It was first occupied by a small coven of dark mages who had escaped the Purge of Shaville. These mages managed to revive their demon "breeding" operation for some time before being driven out by the Royal Army under Karen Blackstone's Geosian Regime. 

This left the lighthouse abandoned for quite some time until the new queen's son Michael-- recently appointed Solan's new governor-- appropriated the catacombs as the headquarters for his rebellion against Geos. It was there where he coordinated the efforts of the resistance on behalf of the Fadalians until a very public incident forced him to reveal himself as a leader of his own mother's opposition and flee Solan. Many spellwarriors would spend the rest of their years under the Geosian regime, and during the subsequent Archknight Rebellion, combing these catacombs once more for secrets left behind by Michael Blackstone's resistance.

The lighthouse would once again be occupied in the Third Age, by an entity known to most as Erdas, the God of Suffering. It was there where he kept countless prisoners, including the Avatars of Life, Death, and Time and the innocent people that Erdas used to manipulate the Avatars in games against each other. It was believed at first that he was doing this simply for his own sadistic amusement, but he was actually using them to combine the power of the three demigods in order to create new members of the kilgor-- a nearly extinct race which is comprised mostly of the Fadalians themselves. While these three Avatars were manipulated into creating a new god through suffering, Gyanda Maloran, the third Archknight, was held prisoner here to be tortured with the many mistakes of his past.

The Archknight would find himself returning to this lighthouse months later, when-- with Erdas and his prisoners gone-- blood mages began to take up residence in the catacombs. It was only after taking over the coven, a feat famously* described in his memoirs, that the lighthouse was abandoned for the final time, leaving it in its current state. With Resta in a state of uncertainty as the world's eyes center on the Starlight Crusade, explorers have once again found an opening to explore these catacombs again. Doing so continues to yield lost secrets left behind by each of the lighthouse's past inhabitants, which makes this an attractive for brave adventurers who are most interested in the turbulent history of this mysterious city.

* This represents a passage in TMR, which is an actual book in canon. But said passage hasn't been written yet as of the most recent update-- and probably won't for a long time, anyway.

Saturday, May 19, 2018

Adventures in Comalan: The Bog of Anguish

Deep in the Tanisian wilderness lies a decrepit region where the trees are hollow and the ground reeks with the stench of decay. This bog encompasses a large swath of the country's northern lands. Surrounded by lands of dense, unpopulated forest and an unforgiving ocean, it is said that there is nothing to be found in this region but misfortune, which have led many to accept the "Bog of Anguish" as its moniker. For some reason, this harsh land seems to exist as a refutation of everything the elves of Tanis hold sacred. This is not an area that supports much of the life that Tanisians revere, apart from the tanistriders who feed on the decayed plant matter on the ground.

Discovering what causes this land to reject most life has been the subject of Tanis' longest-running scientific endeavor. Researchers stationed in the area reside in Boggarde, one of Tanis' few above-ground cities. The population of this city has eschewed the traditional caste system in favor of an open democracy because the dangers of the Bog of Anguish far outweigh the priorities that justify the existence of the castes. Everyone in Boggarde wants competent leadership that doesn't exclude any good ideas based on their source. Apart from organizing the study of the local region, Boggarde also exists as a sanctuary for travelers who get lost in the bog, where people may be guided back to the rest of civilization.

While many people have fallen victim to the bog's thick, perpetual fog and random sinkholes, the greatest danger lies in the warlocks who call the place home. Here, dark magic is practiced with impunity because few dare to wander this land to bring them to justice. For as long as the Bog of Anguish has been charted, stories have reached the rest of the Tanisian cities of travelers who get lost, only to return as an image of their worst fears. These fever morphs roam the bog in search of mortals to share in their unending terror. They, and the dark mages who created them, stand as a rare exception to Tanis' legal condemnation of fatal action. Among everything that threatens a Tanisian, they alone are to be killed on sight.

Even in an adventure guide such as this one, it cannot be stressed enough that the Bog of Anguish is to be avoided unless you have business in Boggarde. But even if you don't, this place is the ideal destination for those seeking to learn more about dark magic-- or punish those who dare to use it.

Friday, March 30, 2018

Adventures in Comalan: Greyview Cemetery

Up in Resta's northern foothills, to the north of Foldo and east of Ridge lies a terrible reminder of the bloody history that once ruled the ancient kingdom of Coronos. Once oppressed by the superior warriors of Pyris, the people of this unassuming land lived lives of constant desperation. As the occupying Brokamac tribe worked the natives to the bone on their fertile lands, the earliest heroes of the eastlands that would one day become Resta waged a bitter war to reassert the independence of Coronos. To this day, a massive cemetery lies on the spot of its deadliest battle, which claimed the lives of thousands of Restan ancestors as well as the entire Brokamac tribe. The graves are all unmarked so as to discourage desecration of the enemy Pyrisians' remains and between them lie the carefully preserved remains of the village that the combatants destroyed in the process.

To understand the carnage that marked one of the most important events in Resta and Heron's collective history, one need only visit the Royal Library of Resta's Gilded Keep, where countless books are devoted to remembrance of what would be known as the Greyview War. The event was named by historians for the pact made between various people devoted to Coronos' liberation. The first of these was Alan Whitetree, the elder of Whiteview, the northernmost village in the country-- which was among the first to fall under the Brokamac Tribe's control. The second was Karla Blackstone, a general from Necros who viewed the liberation of their northern sister country as a test from the Gods. These two friends would be joined by Hem Maloran, a man widely hailed throughout history as the first to uncover the secrets of magic. Together, these three leaders of Resta's past met on a hilltop near the Pyrisian border that would one day become the site of Fort Brokamul-- so named because the accord that was made in this spot would spell the death of the Brokamac tribe. This agreement was named the Greyview Accord for both the village of Whiteview and the historic kinship between the Whitetree and Blackstone families.

While the particulars of the war that followed aren't best described in an adventure guide, understanding this much of the history of the once proud village of Whiteview and the charge for freedom that began with its destruction is vital to grasping the significance of the Greyview Cemetery. It is a place of reverence for both templars and spellwarriors alike as their respective orders were founded by two of the Greyview Accord's signers. It is in this place alone that templars and spellwarriors, who typically share an otherwise antagonistic relationship, will greet each other as brethren. In addition, Heronite travelers will occasionally venture to this place to contemplate the last clan to be destroyed in the feudal lords' struggle for control of their country. This cemetery is also frequented by wildly curious adventurers drawn by rumors that the ghosts of those who died in the Greyview War still wander the surrounding ruins at midday. It is said there that they remain to act out the war's old hatreds-- the spirits of the freedom fighters appear to wish harm on Heronites while the Brokamac spirits are said to inflict their vengeance on Restan visitors.

Those who return from Greyview Cemetery all seem to return with haunting tales of the horrors of the war, but seem to flinch when asked anything that could confirm their stories. But despite the clear danger of trauma that faces those who seek out the ghosts, they have also come back with years of historical details that cling so vividly to their memories that they might have experienced the war themselves. Piecing together these details has helped to further the understanding of the violence that once took place on those grounds. Among these many mysterious recollections are secrets centered around the foundations of both the Hem and Blackstone orders and the fall of Pyris' fourth most powerful clan. Historical researchers pay handsomely for the information one can glean from an hour spent among the graves if they can confirm that you were there. So adventurers who can make the trek and brave the onslaught of hostile ghosts will do so, thinking that learning a little history is an easy way to make some money. But be warned: the vengeance of the deceased may not always be fatal, but it is never harmless.

Saturday, March 24, 2018

Adventures in Comalan: Turtle Island

For years following the Archknight Rebellion, the unification of Midania's republic of island clans has been the desperate objective of the sai'mul who longed for the recognition they earned for their role in ending Karen Blackstone's reign as Queen of Resta. It was unfortunately for most of this time that the sai'mul of Mainland Midania failed to make any meaningful connections with the other islands that once flew the banners of the Akisian Empire. Credit for the progress that allowed Midania to finally join with Katrine, Sister, Eagle Isle, and Ravager Isle in their new nation would ultimately go to the Mariknights, as well as the Avatar who sanctioned their revival. They would acquire the lost secrets the original mariknight fleet left behind on a deserted island in a remote corner of Midania's territory known as Turtle Island. This has allowed the newly formed fleet to reclaim its supremacy over the world's oceans and facilitate safer travel between the islands.

Since the Republic of Midania's official foundation, Turtle Island has been designated as an unincorporated territory. While it remains a place of some importance to the Mariknights and the Midanian government, travel there is restricted to those on official business. This island's shores are defended by Mariknights with the same ferocity usually reserved for the country's precious hopefish population. Little is known about this place, even within the public of Midania itself, but few would miss the almost perfect dome of stone that composes the island's only peak and comprises its namesake. But apart from the common knowledge that the island resembles a massive turtle, the island's entire nature is one of the world's largest mysteries. But ask the adventurers who claim to be experts on the island and you will hear only the tale of the people who once lived there before the dawn of the Akisian Empire.

It is said that in the First Age, a river ran along top of the mountain and created a gigantic waterfall that emptied into the ocean. It was under this waterfall, in a secluded cove that early mages first began to experiment with water magic. By manipulating the flow of this waterfall, the tribe of Turtle Island are said to have drawn Salica's attention to the islands in the first place. As the first practitioners of the Doctrine of Storms made their covenant with their new goddess, a strange light that was believed to be a sign of Salica's feelings for the people of Akis began to grow in the sky over Turtle Island. Believed to be a potential source of power, the first Emperor of Akis sent his sturdiest fifty boats with full crews of hardened corsairs to occupy this land. His ambition was to create a legacy that was great enough to erase that of his father-- the last chieftain of his once-modest island.

But when the corsairs attempted to assail the island, they were repelled by water mages and acolytes of Salica's new doctrine, who enjoyed nearly limitless power thanks to the might of the ocean itself. With their control of the water, they were able to keep the Akisians from landing entirely, although their attackers were undeterred by their miraculous abilities. For a year, the fleet rotated ships to keep the island under siege until the frustrated Emperor sent his entire fleet to overwhelm the island. Day and night, ships attempted to make a landing until the defenders fell from exhaustion. Turtle Island became the first island annexed into the Akisian Empire, but this heavy battle came at the cost of allowing the people of Turtle Rock access to influence their new countrymen with the Doctrine of Storms.

While the story that Turtle Rock is where the Doctrine of Storms originated is popular in most parts of the world, this is a fact that is critically debated among Restan theological scholars as well as the more remote citizens of the Midania. Indeed, while the events of the story are widely considered to be true, there is some confusion about the timeline of Salica's earliest interactions with Comalan among her devoted. Although no waterfall remains as evidence of the once-sacred source of water magic, one thing about Turtle Island remains clear: the ferocity of the mariknights who patrol the surrounding region and the absolute secrecy with which the island is regarded in the modern age speak of more than just historical reverence. That makes Turtle Island an enticing, but quite illegal, destination for any of the bravest adventures with the vision to hire the most skilled sailors to evade its naval patrol.

Monday, March 19, 2018

Adventures in Comalan: The Zoo of Bion

Western Galeon, in contrast to the east, is known primarily for the vast stretches of unsullied land that lie between its few large settlements. The Galean people hold nature in high regard, but respectful travelers are encouraged to spend time appreciating the land's natural beauty, and can often find the locals to be very helpful when one seeks advice on places one should explore, and those one should avoid. Western Galeans often advise foreigners to use caution when traveling the expanse of chaparral between Abuk and Gienah. Queries about this are generally met with a smile and a response akin to, "The monorail route that curves through the desert is far more pleasant", as if everyone had agreed to just not speak of it. For a nation that so values knowledge and transparency, the culture of silence surrounding this place can be quite the mystery, at least until one understands the full story of what lies there. 

The Zoo of Bion, as the stretch is sometimes called if one is willing to pry, is a place that Galeans from the region are taught of at a very particular age; when they are old enough to understand the intended moral of the story, but young enough to absorb the lesson in a way that will shape their future development. When one asks why this story is not shared with those not of the region, the answer one will often receive is, "To avoid planting a seed of temptation". Seemingly, the reason that this particular site continues to be shrouded in secrecy is that knowledge of whatever lies there could, contrary to much of what Galeans believe with regards to the spread of knowledge and transparency, cause a particular atrocity to occur again, rather than be avoided. 

Of course, despite this secrecy, there are always those willing to explore areas they are cautioned against venturing into. A university student from Fides points to a well-poked at map of the country pinned to his wall, which shows the increased prevalence of a particular kind of report in the settlements surrounding the Zoo of Bion. A sighting of odd creatures that have the head of a lion and the body of a massive serpent,, which travel in packs. An attack by a monster that looked like a massive scorpion, but with as many legs as a centipede. A mysterious woman who wanders through the edge of a settlement, and when someone approaches, she turns and shows that she bears the face of a hairless mole. The reports go back as far as there have been reports, he says. He recalls a friend of his who sent him a correspondence while exploring the area. 

I reached the midpoint between Abuk and Gienah today, and set up camp. There's a dim glow in the distance, but it's too close to be from Gienah. Going to check it out tomorrow.

He claims this is the final letter he ever received from his friend, and that the boy never returned from his venture into the Zoo. He also claims that reports he made to the relevant forces in Galeon and to the council fell on deaf ears. This could not be confirmed, however, as they claim they never received such a report in the first place. 





Sunday, February 4, 2018

Adventures in Comalan: Kutan Village

In northwestern Heron, somewhere near where the Piers Highlands meet the Karn mountains, very old folktales have begun to resurface among the peasantry, prompted by tragic circumstances. One every two weeks, on average, coming to a total of twenty six men, have gone missing from the small border community. Families have become reluctant to allow their sons, brothers, and husbands to go hunting alone, or even to venture to the farthest reaches of their fields, for fear of losing their loved ones. After a loss of an entire scouting party, the town has been hesitant to make another effort. Elders speak of rumors passed between their great grandparents and grandparents, many recalling a particular name that has not been spoken in decades: Kutan Village. 

At a town meeting, an old woman recalled the story of Kutan Village, a cautionary tale told to her when she was a young girl who had tried to venture close to the mountains. If you go too close to the mountains, her mother told her, the men of Kutan will steal you, roast you on a spit, and eat you! The villagers failed to see the relevance of this anecdote, at least until other elders began to recall their own tales about the place called Kutan. It was a place of savages who love to kill, some said. There were stories about people who were taken a very long time ago, said others. One of the most thorough accounts came from a very old man, who seemed to recall more the more he spoke. He told of an unknown man who had wandered into the village from the mountains, covered in scars and burns, acquired over the course of years. The mountains near the village being as harsh and treacherous as they are, the people wondered where he could possibly have come from. The man was tight lipped and said little before leaving, but one phrase did resonate: We live and die only for the glory of Chaos.

Devout Chaos worship is widespread in Heron, and phrases honoring the god of war in a manner such as this are not absent from pulpits in Heronite churches. That being said, there have been extreme sects who have found society at large to be insufficiently observant in their daily lives, and have separated themselves. While the more visible of these sects are known for being highly austere, there have been very few throughout history who have been violent towards outsiders past the confines of their territories. 

Some in the border community have speculated that this Kutan Village could be one of these sects gone rogue, and that the man who had come from the mountains may have been from Kutan. After all, they say, it is clear from the tales that these disappearances have happened before, roughly a century ago. If the sect had existed in the past, it would explain those as well. Some devout Chaotics in the community object to this, claiming that Chaotics are not savage, and would have no reason to kidnap men who are busy toiling for their families. They claim that the disappearances must be the result of either a dangerous beast roaming the mountains, or perhaps dark magic, but even they seem to be haunted by the stories they've heard about Kutan Village. If the place does exist, what could they want with their men? To eat them? Kill them? Convert them? Most feel helpless to answer these questions, and lack the strength to try. Those who fear for their loved ones have started praying for a miracle, or even just some help.

Saturday, February 3, 2018

Adventures in Comalan: Victory Trail

To date, there are no two countries more hostile to each other than the lands of Heron and Tanis. In all of both nations' collective history, a territorial dispute over the northwestern corner of Mortanis has caused a deep hatred between the elves and Heronites. This is particularly true of Herons' Piers Territory and the northern elven cities of Medear and Boggarde. Clashes between the two sides occur frequently over their contested border, but these fields of death have a secret beneath them that has tipped the scales in various skirmishes, only to be lost again.

To the north of Medear lies a cavernous tunnel that leads well across the Heronite border, into an old arena built just outside of the Piers Estate. This winding path seems to burrow deeper into the earth than any Tanisian city and is full of forks and dead ends. While the very real threat of getting hopelessly lost is daunting enough, the real danger is in the creatures who inhabit these tunnels. Magmadons  wander through these tunnels, burning unwary travelers with their magma spit. Many adventurers from both Heron and Tanis have braved this path in the hopes of gaining the upper hand on the other, only to die terrible deaths.

Why anyone would risk the dangers of this cavern is apparent to anyone who has seen the bitter stalemate that has persisted on the border for centuries. But even those with no stake in the war, such as adventurers from Galeon and Resta, find themselves tempted by the prospect of exploring Victory Trail.  This is because soldiers braving this tunnel for the purposes of sneaking across the border tend to bring only their best equipment. For this reason, a lucky traveler can still find lost munitions and supplies dropped by the unfortunate souls who fell to the magmadons, assuming they haven't also melted in magma.

Apart from the prospect of gaining a victory in an endless war. or the spoils of those who have tried and failed, this location draws trophy hunters since no other place provides an easier opportunity to find the fey reptilians who haunt it. Whatever draws you to the Victory Trail, you must be warned. There is no Adventure in Comalan more dangerous.

Saturday, January 27, 2018

Adventures in Comalan: Spiral Island

In Comalan, the spiral is a symbol of love akin to the heart. On a large island to the south of western Galeon, there is a resort devoted to this theme. Spiral Island is so named for the winding mountain that comprises the majority of the island's surface. While it was under the control of the Akis Empire during the First Age, the inhabitants chose to glorify romance in the belief that the spiral surrounding the mountain is a work of Salica's art. However, with the empire's fall, Spiral Island was ultimately abandoned. It wasn't until a Galean adventurer named Kamran Farsea set foot on the island in the year 2E160 that it would be inhabited again. His initial aim was to create a living museum in tribute to the Akisian tribe that once inhabited the island as a sort of performance art piece. The success of this project and the coming of countless visitors caused the museum to expand into a luxury resort for lovers to bask in blissful romance.

But beneath the surface of this paradise celebrating love lies a plethora of dark secrets from two different sources. The first of these is in the legacy of Kamran Farsea, who grew to regret what Spiral Island had become. What had originally been an elaborate tribute to a far gone culture had developed into a commercial exploitation of the emotions of tourists. He was said to have resisted these changes very hotly but became withdrawn when the resort was officially open. He continued to live on the island in seclusion until his death, but no one has ever managed to discover where. The current owner of the resort as of Age Three, Adin Lovejoy, has offered a standing reward for anyone who can find Farsea's old home in the hopes that he was hiding ancient scrolls that might contain insight on the unique magic contained within the island's natural environment.

The second of these mysteries lies in the spiral of the island of itself, which seems to be marked with layer of stone that's inconsistent with the soft earth composing the mountain. The oddity of this stone formation fuels speculation that the gods have arranged this island deliberately for some reason. Whether their reasoning for doing so is related to the romantic significance that Akisians have attached to it is highly doubted in academia, but the Salican clergy takes a more positive stance on this question. 

Possibly related to this is the strangest aspect of the island, which is the very bliss that people feel while staying there. For whatever reason, the atmosphere seems to attract visitors to want to stay indefinitely. Those who spend more than a week there often find themselves extending their stays for even longer, which the resort enables by allowing people to stay without compensation in exchange for work. The longer people stay there, the less they want to leave. While most people attribute this to the island's natural charm, the Windlords have taken a particular interest in this quality. Where most explain this mystery with nature or magic, they seem to sense a conspiracy among the resort's staff.

Spiral Island remains a site of natural beauty and the resort built upon it is equipped with countless amenities to help people celebrate and inspire their romance. But for any but the most dedicated adventurers, the island's powerful allure is a trap for any who don't limit their enjoyment of the resort to a few days.

Sunday, January 21, 2018

Adventures in Comalan: Muldwarof Temple

In the northern part of Marble Desert, to the west of the elven settlement of Oasis and near where the sand meets the mountains, there lies a temple that stands as monument to the violence of Tanis' path. Muldwarof Temple is known as the final resting place of the last dwarves known to have seen the surface during the First Age. It is a recommended location for a customary pilgrimage taken by elves with doubts about their society. In observing the tombs of a society believed to be destroyed by genocide, the elves reflect on the barbarism that once ruled their homeland and in the superior values of modern Tanisian society. But like all structures in Tanis, a lot more to this temple lying beneath the surface.

Shortly before the end of the Second Age, elven visitors to Muldwarof found a secret passage in a coffin leading into a deep tunnel. Where this tunnel leads has been the subject of years of speculation and debate Some believe that the tunnel leads to the Oasis, or the capitol city of Orion, which are the nearest towns to the temple. If this is the case, no one has ever managed to find a similar passage in either place. Another prevailing theory is that this tunnel leads into the far subterranean territory that the surviving dwarves were believed to have been driven to. Proponents of this idea suggest that the dwarves created the tunnel themselves so they could make journeys to the temple as well in secret, but no living dwarf was seen using it.

Explorers who chose to explore this tunnel almost never return for reasons revealed only by the scant few who have. As the adventurer plumbs deeper into the tunnel's depths, they soon find themselves assailed by twists and turns that seem to defy logic. Backtracking never seems to lead back the surface. Attempting to leave a trail inevitably fails as the markers seem to rearrange themselves. Those who have escaped this unnatural labyrinth all admit to having done so through pure luck. Without exception, they admit to only escaping the underground after giving up on navigating it. Whatever lies at the source of this curiosity, one thing remains clear: those wishing to explore the Muldwarof tunnel must forget everything they know about subterranean exploration.

This mystery has given birth to a legend of its own about an explorer who claims to have seen what lies at the end of this tunnel. Hailing from Galeon, Saira Sadalbari famously declared that she reached the end of the labyrinth. This claim has been disputed for years, owing to the lack of evidence she produced of her journey and the fact that she remained cagey about what she found. She died without ever telling anyone where the tunnel leads, but left everyone with a tantalizing message. While she was in the deepest part of the tunnel, she allegedly left something behind: a personal treasure that proves she fully explored Muldwarof and remains valuable enough to be a prize for the next person brave and lucky enough to do the same.

For centuries, Muldwarof has humbled and confounded the people of Tanis. While tourism in this temple remains a constant in the elves' culture on the surface, the constantly evolving mystery of Muldwarof's caverns has drawn some of the bravest souls and sharpest minds. Even with the eventual resurgence of the dwarven race in the Third Age, most of its questions remain unanswered and all possibilities remain unconfirmed. 

Friday, January 19, 2018

Adventures in Comalan: Lapis Lake

Each major noble family in Heron has an ancestral home that has been passed down through their family line since the original clans first settled their territories. The Karns have the Aurora Lodge, a large, warm refuge at the top of Mount Phoenix that is known for housing some of Heron's most valued historical artifacts. The Crowmonts have the Scarlet Manor, a majestic castle on an islet bordered by a long thicket of rosebushes. Then, there is the Crystal Hall; a shining complex of marble, gold, and glass. The Piers family has considered the Hall their pride for centuries. With the recent ascension of Aden Piers to the lordship, some of the more ostentatious decor has been sold off and the originals restored, but the Hall is still known as one of Heron's most lavish estates. Even more spectacular, however, is the alpine valley the estate resides in. The main complex is in a clearing bordered by mountain views and pine forest. The shining jewel, however, is Lapis Lake, which reaches from the eastern, glass-walled side of Crystal Hall, all the way to the city of Eydisthorpe.

While Lapis Lake is technically a string of smaller lakes connected through streams and separated only through two thin land bridges, it is generally referred to as one, large body of water, and as such, is restricted in its entirety from being freely used by the people of Eydisthorpe, despite being so near to the city. Not that this would be an issue; the Piers family tends to view the lake as sacred, and common people in Piers Territory consider entering the water to be bad luck. Even so, the shores farther from the estate are meticulously patrolled by the Crystal Hall Guard. 

For many older residents of Eydisthorpe who have had family ties to the city for generations, the superstition and folklore surrounding Lapis Lake goes far beyond simple bad luck in exchange for disrespecting His Lordship. Some stories even go so far as to claim that there are fey forces at work beneath the surface, but these are largely disbelieved nowadays. In addition, the notion has been publicly denied by the Piers family, who strongly emphasize that the lake is restricted for preservation reasons, and that the punishment from the Guard for trespass would be far worse than any magical trickery. Privately, however, the family is said by those close to estate to hold an ancestral reverence for the lake, along with a set of esoteric beliefs about the nature of the deep. The Piers' long-time servants will be familiar with the rituals that the family carries out at certain times of the year and on special family occasions that seem to signal a deep connection with the Lake, and that indicate that there may indeed be some sort of presence below the surface. 

While it is true that because of either superstition or heavy security, very few outside the family have been able to thoroughly explore Lapis Lake, there are certainly those who wish to try. These people have varying motives; defiance against the nobility, rumors of a secret passage into the estate, or simple curiosity about the true nature of the Lake and the ancient folklore that speaks of the presence of magical beings. No matter the reason they tried, nobody has gotten far enough to discover the Lake's truth. Or, at the very least, none who have have returned to tell the tale. 

Monday, January 15, 2018

Adventures in Comalan: Skye Lake

In the Marble Desert, about a hundred miles northwest of the Galean city of Gienah, lies Skye Lake. Skye Lake no longer holds any water, and instead appears as a large, deep crater in the middle of the vast desert. The area has always been a point of deep curiosity for Galean scientists for its unusual depth in comparison to other dry lakes, which are almost always quite shallow. There are a number of hypotheses surrounding its formation; perhaps it is an impact crater that during some former rainy season was able to sustain the organisms found in other dry lakes long enough for them to leave traces of themselves. Maybe it was the result of a violent rainy season taking its toll on already unusual topography. Of course, it may just be something carved into the landscape by the Fadalians for their own mysterious purposes. One may ask why Skye Lake would be of any interest at all to someone uninterested in the natural sciences. The answer lies at its deepest point.

Scientists have carefully searched the lake bed for interesting artifacts that might tell them more about the history of the lake and of the greater Marble Desert. Fairly recently, they found something that has piqued the curiosity of more than just those who study nature. An expedition from a school in western Galeon had begun excavation of the bottom of the lake when they stumbled upon something entirely unexpected. At first, they thought they may have hit the bedrock beneath the sediment, but as more of the formation was uncovered, they realized that what they found could not have been formed by nature. A vast slab of smooth, polished stone laid at the bottom, carved with a design too large to be deciphered without removing far more sediment from the lake. 

It is almost universally acknowledged that the designs are the result of some sort of deliberate action, especially now, after more of the lake bed has been brushed away by human hands and magic. Some believe it to be a magical glyph, carved and buried in the desert by some ancient mage. Others, of course, attribute it to the gods. Most agree that in order to discern an origin, it is important to decipher a purpose. The nature of the odd artifact has been hotly debated by Galean scientists. Many claim there is not enough evidence to believe it is anything but a solid, lifeless slab, at least until more information is gleaned. However, an archaeologist from Fides named Veda Winstrom has pushed an alternative theory that suggests the stone must serve a greater purpose. 

Winstrom proposes that the size and location of the stone indicates it may be some kind of doorway to somewhere deep in the earth. Detractors have responded by saying that even if that were the case, there is no way to move the stone or open it at this present time. Winstrom replied by suggesting they test the door by applying various kinds of magic to the carving. The scientists in charge of the excavation declined, claiming they did not want to damage the stone with reckless tampering, to which Winstrom responded by publicly accusing them of being gutless cowards. This feud within the scientific community has garnered her support from many who long to know the true purpose of the stone at the bottom of Skye Lake. 

Since the debate over the stone has garnered more public attention, more calls have been made for an experienced mage and other willing adventurers to travel to Skye Lake and put Winstrom's suggestion of a more hands on approach to the test. The Skye Lake expedition and Veda Winstrom both agree that only a heavily vetted group of magicians, scientists, and their protectors can be allowed to test this, putting forth a challenge that has drawn the interest of many of Galeon's best and brightest who wish to either prove themselves, or simply to uncover one of the region's greatest archaeological mysteries. 

Friday, January 12, 2018

Adventures in Comalan: Vortex Archipelago

Close to the center of the world lies a forbidden place, an archipelago consisting of seven islands surrounding a great maelstrom. It is here where Karashartal, the mother of all krakens, makes her nest. This region is known as the Vortex Archipelago or, as Salican priests like to call it, the Birthplace of the Storm. It is in this treacherous part of the sea that the Doctrine of Storms was originally penned and it remains a powerful font of Salica's energy to this day. While it rests within the territory of Midania, it is uninhabited and no Midanian ship bothers to guard it. That is because the local environment, with its near-constant battery of thunderstorms and its terrifyingly large kraken population.

Even  with the dire warnings to stay away inherent in every inch of these lands, the fact that it is considered holy land is not lost on the hundreds adventurers who explore its center-most island. The Isle of Endless Rain hosts a slick, muddy mountain whose pinnacle glows with a shimmering blue light. It is said that those who bask in its glow can feel a sense of rejuvenation as their troubles begin to melt away. This is an experience that the templars who compose Resta's navy in particular covet as part of their training. In making the perilous journey to the summit, they cleanse themselves of their doubts, guilt, and fears to better prepare them for their duties at sea.

Further to the south is the Thunder Spires, a jagged crag of an island whose natural spires are made of a mineral that conducts lightning. It has been written by many visitors that a graveyard lies underneath the surface containing the remains of a lost civilization believed to have belonged to the same tribe from which Karashartal originated. Kraken activity is particularly heavy around this island, which makes it a draw for hunters, who camp there in droves beneath rubber shades to confront these fearsome beasts. While many accept that the krakens frequent this area as a result of Karashartal's residual loyalty to her human tribe, there are some who believe that the beasts are also protecting the treasure of the pirates who doomed the people that once lived there.

The Vortex Archipelago is a location synonymous with Adventures in Comalan because it weighs mortal risk against mind-blowing reward. Similar locations which resonate with divine magic exist, but this is the only place that such magic has ever been seen with the naked eye. To those who venerate Salica, there is nowhere that better embodies the forbidden paradise for only the most faithful to enter.

Sunday, January 7, 2018

Adventures in Comalan: The Dragon Pillar

Somewhere in the Lost Sea, just to the south of the Galean city of Rashara, lies an unnatural construct that appears to be an artificial island. A thick, metal pillar that juts out of the water and twenty feet into the air, stretching out across an expanse of ocean roughly two miles wide is the only thing one can see from afar. But those who can brave the harsh winds drawn to this part of the sea and manage to reach the top find the starting point of an adventure with worldly implications. It is in this place that adventurers have found old draconic symbols pointing to the existence of Skyres, a mythical city known not only for being inhabited by dragons, but for containing a repository of all of Crane's knowledge.

Visitors to the Dragon Pillar will find two landmarks on the surface of the island, both built into towers to save some of the limited space to found here. There is a small resort, which is the public face of the island. There, tourists are shown samples of the ancient dragon scripts that first inspired mortals to find the city hidden in the sky. This is all that most travelers will ever see of the island, but dedicated scholars flock instead to the older of the two towers, which seems to be full of dusty shelves bearing many more scrolls of seemingly draconic origin. The altar that comprises the center of the ground floor bears a silver scroll that resists being opened in the mouth of a statue depicting a dragon. This tower is known as Pillar Temple.

Considering the artificial nature of the island, it has been long assumed that the Dragon Pillar might be a hollow structure. This was confirmed towards the end of the Second Age, when a secret floor was found beneath the dragon altar. This floor once stored a trove of gold until it was seized by a bishop from Resta and his acolytes. Now this space is occupied by the Windlords, who operate an outpost there in the hopes of uncovering more of the pillar's secrets. If there is one room beneath the surface, people reason, who is to say that the interior doesn't reach the sea floor and beyond? That is the question that has driven adventurers into the temple's depths for years, leading to the discovery of ten stories of hidden treasures. But what drives people even deeper isn't the promise of treasure, but the hope of uncovering more insight into the dragons and the inner workings of Crane's mind.

Adventures in Comalan: Lightning Ridge

In the southern mountains of Resta lies a rugged valley full of both wonder and danger known to all as Lightning Ridge. For some it is a treacherous, but direct path between the western and southeastern regions of the country; one to be traversed only with a multiple bodyguards and when time is of the essence. For most, it is a cesspool of vicious beasts and unsettling mysteries that is to be avoided at all costs. But to the spellwarriors of the Hem Order, and any other warrior brave enough to face its dangers, it is a playground of adventure and the most advanced natural training ground for both their martial and magical abilities.

The valley zigzags between the mountains and features precarious footpaths alongside dark pits, jagged cliffs, and hidden caves full of snakes that can grow to over fifty feet in length. Alongside the kingdom's sprawling ridgewolf population, these gargantuan reptiles gorge on both weaker fauna and hapless travelers alike. Fleeing from these predators in a region in which the slightest misstep could send you sprawling to your death is the primary danger of Lightning Ridge, and the biggest reason that authorities strongly warn all but the most seasoned adventurers to stay away. And, owing to the tendency of ridgewolves to hunt in packs, it is why no one should ever go alone.

This region has two major landmarks for any adventurers who visit it to find. Lying to the north is the Tomb of Nicholai, a cave which composes the final resting place of Nicholai Desmond, the First Champion of Chaos. The cave is surrounded by seven strange stone spires that glow dark red in the moonlight, known as the Spires of Desmond. These stones are a particular curiosity because they are made from a dense mineral that is not known to be found anywhere else. Attempts to study these unique rocks have revealed that they are known for reflecting spells. The spellwarriors take advantage of this quality by practicing their magic on them, making of a game of volleying their spells back and forth to improve their power and control.

Nestled somewhere in the middle of the valley, adventurers may also find the ruins of an old Hem Academy outpost known as Fort Greymont. Built for the purpose of nestling some of their order close to the Spires and the dangerous predators of Lightning Ridge so that they may train the strongest of spellwarriors, this fort was commanded by a powerful Elder of the order known as Scott Whitetree. That was until a tragic rock slide buried the fortress for many years, causing the Elder and all of the people inside to starve to death. Although most people recognize this as little more than a natural disaster caused by a tree root growing out of the side of the mountain and dislodging some boulders, the templars of the Blackstone Order would learn a darker truth about the fall of Fort Greymont upon excavating the ruins.

Various journals and notes scrawled in a panic reveal that Scott Whitetree was no mere spellwarrior, but a terrifying despot who led his followers to his doom at the hands of Chaos himself. The details implied that he began to grow hungry for power in his mission to train the strongest fighters and arrogantly assumed that he could eventually become the strongest man in the world through the rigors of living in Lightning Ridge. Because of this, he began to order his subordinates to address him as the Snake God, the man who would become a peer to the Gods by killing snakes. He reinforced this idea through intimidation and frequent displays of incredible agility and magical skill and soon, he had turned all of his followers into believers.

The reports continued to unveil details of the death of Nicholai Desmond, who one day visited Fort Greymont to warn its inhabitants that the Snake God's ambition angered Chaos. Renounce their idolatry, he threatened, or be crushed by the wrath of the gods. The Snake God responded to this message with anger, commanding his spellwarriors to kill the Chaotic champion. Nicholai held his own against the newly superhuman spellwarriors, but was killed by the Snake God himself. In his rage, Chaos was said to have deliberately caused the rock slide to punish the man who made himself into an idol. Since then, the tower remains abandoned and partially buried, a haunting vision of desperation that proves that anyone can suffer no matter how strong they are.

Adventurers who explored the area since the templars cleared it of its dead and its secrets, have managed to find seemingly limitless stockpiles of documents containing the results of many years of research on the Spires of Desmond. Just a few of these papers have proven instrumental in the most significant magical discoveries of the Second Age, but the rest are surrounded by snakes, making them a most unobtainable treasure.

Saturday, January 6, 2018

Adventures in Comalan: The Rashara Operahouse

Rashara, the lively metropolis on the southern coast of Galeon, is known not only for its bustling nightlife and picturesque beaches, but for its rich culture that values art in all its forms. Public art is found in every corner of the city, with mosaics and murals adorning the walls and walkways and musicians and performers sharing their craft on every corner. One of the city's most prominent landmarks is the Rashara Operahouse, where free performances are held daily for the public. In addition to the operas, concerts, and plays one can attend, the centuries-old building is a common destination for aficionados of beautiful architecture, with travelers flocking to the site to observe the Operahouse's grandiose dome. To the citizens of Rashara, the Operahouse is more than just a landmark, however; it is a familiar, beloved aspect of the city's culture. Most citizens have many memories associated with the place, but like many large, ancient structures, the Operahouse also has its share of secrets.

The Operahouse is, indeed, very large; the dome can be seen from rather far outside the city, and its famed auditorium has a capacity of almost 4,000 seats. It's entry hall and courtyard is large enough to serve as the site of an annual masquerade attended by many, many people. Those who work at the Operahouse know that its size is not limited to that which can be seen on the horizon, however. In addition to a large backstage area, a series of basement levels wind beneath the building, the first three serving as storage for props, costumes, and scenery. Some workers say that this is where it stops, claiming that any basement levels beyond the third are simply a rumor. There are others, however, in addition to a group of Rasharan history enthusiasts, who claim that there are more. Many more.

The Operahouse was designed two and a half centuries ago by famed Galean architect and eccentric Desta Zaman, and constructed over a decade. Despite only designing a few known structures, Zaman was known for putting an immense amount of thought and consideration into the symbolic meaning and purpose behind each detail of a building, and this is obvious when one looks closely at the Operahouse's construction. Devotees of Zaman have looked closely at notes left behind by the architect, which detail a number of deliberate design choices based on an intricate series of magical sigils, and the more mathematically inclined among them have surmised the existence of a number of additional levels for many years, claiming the currently accepted floor plan appears to be like, in the words of one mage, a puzzle with many missing pieces. 

These claims, in addition to the circulation of rumors telling of hidden doors in the third basement level that seem to lead deeper into the ground, have been enough to inspire Rasharan adventurers to plan secret expeditions into the lowest level to attempt to find a way deeper into the structure. There are plenty of unfounded, but creative theories about what might be down there; a vast catacomb structure filled with ancient magical artifacts, a trove of Desta Zaman's most beloved treasures and journals, and even Desta Zaman themself, alive and well after having constructed a large magical sigil system devoted to powering their life essence well after their body should have died. Mages who have studied Zaman's notes claim this last possibility is highly unlikely. Regardless, there are many who seek the truth with regards to the Operahouse's true nature, as it remains one of Rashara's greatest mysteries. 


Monday, January 1, 2018

Adventures in Comalan: Valanholm

While most outside of Heron can name its three main ruling families; the Karns, Crowmonts, and Piers, only those who keep an eye on Heronite politics or have a knack for history will have much knowledge about the subdivisions within in each of these clans. While there is, indeed, a primary ruling line in each region, offshoots from each of these families serve as managers for lands too far to remain under the main estate's direct control. The patriarchs of these families are referred to as Counts, and their wives as Countesses. While the average Restan would know nothing of Count Alexander Crowmont or Countess Adele Piers, to the Heronite citizens who live under the rule of these lesser nobles, they carry a great deal of cultural significance. 

Valanholm, a small island estate off the northern coast of Piers Territory, was the stronghold of the Lowland Piers family for centuries before a mysterious event a few decades past forced the family to move to a new estate on the mainland, Nacre Hill. While only the late Count Roland Piers and his family knows the true extent of what happened to the ancient estate, its odd fate has been a source of rumor and intrigue to the people who live along the northern coast and in the Lowlands. Where the castle once stood strong and tall on the horizon, there now seems to be nothing but a mass of sunken ruins.

Ghostly lights, bloodcurdling screams, stones flying through the sky; this is just a sampling of what one might hear if one asks what was seen that night from the coast; the night the Lowland Piers family evacuated their home as most people slept. Many people dismiss these claims, saying they saw nothing; that it was simply there one minute and gone the next. The foundation must have finally crumbled, some say, while others attribute the sudden destruction to nefarious dark magics. What is known for certain is that the family left the island with only the clothing on their backs and what they could fit in their arms, meaning that the riches of the Lowland Piers family likely remains in the ruins.

Since the family evacuated, the waters have been routinely patrolled by the Piers Guard to prevent looters from venturing into the ruins, though this has not prevented some brave bandits from trying. It isn't unusual to find some braggart in a pub claiming that he was one of the few who made it in, who claims they fought off waves of sai'mul or glowing spectres, or braved winding, flooded catacombs, or who claims they found nothing at all, even, but none have produced any hard evidence of their having been inside the sunken estate. It remains a mystery to most, though its appeal to adventurers has not waned, and it has been rumored among Heronite Resistance circles that a more organized operation to try and claim the riches within is in the works.