The Webbats are predators of the hot desert regions. They are massive bats with a twelve foot wingspan, very good eyesight, and the ability to do what no other bat can do…spit web from a gland beneath it’s jaws.
These are also known as sourges of the desert sands. Carvitons bare a strong resemblance to their water dwelling cousins, including the large dorsal fin that can be seen in the sands.
Ranchowen are aquatic beasts that are ridden by high ranking Eshal warriors. A lot more comfortable to ride than Great Serpents and infinitely more docile,they are highly prized live stock that are bred and reared in special hatcheries by skilled Eshal animal trainers and herders.
Perhaps they lack the subtlety of other groups, but the Candles of God have no desire to be subtle. Perhaps they do not keep their secrets very well, but the Candles of God want their voices to be heard. Perhaps they are careless about who they kill, but there shall be no innocent bystanders when the fires of hell consume the unrighteous.
A permanently frozen lake, high in the Askharnn mountains, associated with the strange legend of the Amethyst Dragon.
An impressive citadel in the Askharnn mountains. Their prohibitive laws on travel during the Winter months can be a problem for pilgrims and wanderers.
Some games are played to be won, others can only be lost.
Traps need to make sense. Somebody must of made it for a specific purpose.
Fifty steps from the eorlingas/ guided by that which is sinister/ Through dreaming eyes
People are often buried with The Monarchs. If the right people are, they can protect him even after death.
“I open door number one”
“Watch Out for that… ouch… ”
“Oh look, a glass wall between us and the treasure.”
It is a dusty rune. That should have been their first clue that it was dangerous.
"That is one really big door"
An elaborately worked door, carefully made to balance upright on a horizontal bar, containing a deadly trap.
As traps, obviously there are the standard protection glyphs which engulf you in fire or freeze you when you try to open locks. And then there are the non-standard ones…
The unwitting players tromping through the swamp won’t know what hit them.
Ettercaps (the spindly evil woodfolk) are always good for traps: their pine woods are so dense it’s difficult to see what’s a trap, what’s a branch and what’s an ettercap…
‘I told Sir Ursus not to take the amulet, to leave it be in it’s resting place. But he would not listen. We now trek to his place of hiding to remove the amulet and return it, and to destroy that which Ursus has become. ’
- Arch-Danath Maccalas of the Dark Step Tribe
If you are a new member who found this thread by providence, read the advice, take it to heart, and post. These are collected posts that will help you understand the Citadel AND be more effective and efficient here.
Arkths or Ravagers: These are large landbound crablike creatures about the size of Grizzly Bears. They live partially in the astreal plane. Their food is magic. They can sense it at huge distances. Since spells and such are hard to eat (being in motion) and magical places are the equivalent of a sea of krill to them, they are looking for magic stashed in concrete places. Their primary food source is magic items, alchemical potions, and enchantments. They do a pretty good job of mangling/ eating the physical aspect of said items in the process of chowing down. These things will be the bane of dungeons everywhere, as they will slowly eat away much of the treasure (and the magical traps... so it can be advantagous to follow these things). Note: They will attack people with highly magical natures (i.e. high magic powers). They will probably kill the person in the process of sucking out the power.