The islets are all that remains of the Island of Yava
The first rule of surviving in Leen: Never enter the Old City but in day and with a holy symbol and every talismand you can carry
26/30 Sample Dead Zones to flesh out the wastelands of the Cosmic Era.
The ruined city of Oldport, destroyed nearly 200 years ago during a violent raid from the sea. During the day, a desolated skeleton of what once a thriving port city. During the night, magical splendor causes the city to regain its former glory and the dead rise to continue their lives.
The ruin that birthed a society; the Life and Times of a city in the throes of death.
"We came expecting a broken moon or wayward asteroids, but this... I don't think anyone's seen anything of its like. There's an astounding amount of material here. We're looking in the records, trying to match some of the artifacts, but there's nothing like it. I don't know what most of this does, but my God is it complex. We're looking at, at least, what, two decades of potential salvage, maybe more, then the cartography of the local moon for more. We're definitely here to stay."
- Phaeton Venator, recovered personal log
Rumors of the closed city are whispered on the mouths of the other races, however no one will ever find a dwarf that will say one word about it.
What danger lurk within the ruined city streets?
"Reills. E'en the name makes me shudder. That there is unholy ground, cursed by most gods. Not even the demons and devils and the incarnations o' evil dare step foot there. Reills. You know me, I think money likes it in my pocket instead of wherever else it is. But, and I've heard rumors that say this, if theirs treasure on that ground, it ain't going in my pocket on pain o' death."
-Old Gerald, man in the pub.
What lies under the turf deep in the earth of that grassy mound? The PCs would very much like to know...
Just off the craggy cliffs of Corundum, under the rippling blue ocean waves, seven stones stand. They rise majestically from the ocean floor, references to some long ago civilization. Meaningless, now, to all but the most learned.
Deep in the remote Storm Horns lies an ancient and deserted city of giants.
The empty shrines of a god so old, all but his name is forgotten.
11 great statues of lost gods being chipped away by the condemned.
Inspired some years ago for a Kult/CoC Halloween game
"Where do I live? A simple question that doesn’t have a simple answer. A palace in a place beyond place, built in a time that wasn’t a time. Can’t solve my riddle? Really, it’s for the best. You wouldn’t like where I live."
Knowledge is Power. That is, he who makes the knowledge, wields the power.
The Yughort were the fathers of the steppe civilizations, rulers of the first nomadic empire of the plains. Their signs can still be found, including their conical burial towers.
During certain years, people in Akgku claim to observe a green flame coming from the sea and erupting upward. It can be observed from a distance of two days’ journey or more. After burning for a considerable time, the flame disappears.
—Falklyde Wodinger, Haraconian scholar, in route to wondrous Udross and legendary Akgku.
Dal Nastro, little more than a smudged footnote in mankind’s history of expansion.
A nifty little encounter appropriate for any powerful sorcerer/magically adept monsters lair.
When the party have penetrated to an appropriatly impressive level/room they encounter The Door, this door is a vessel through which the Sorcerer/Monster can safely work against any intruders, the door is heavy duty iron bound studded oak wrought with craft skill and magic, set in the middle is a crystal orb, once the party get within a preset distance the orb flickers briefly as the door warns its "master" of the intruders, the master can then effectivly possess the door itself, this means that all movement the door is capable of (i.e. opening and closing) come under the control of the master, the master can also cast spells from the door as if he were there himself, all the while any damage that is inflicted in return merely damages the door, this will in effect ruin any of the parties chances of surprise, allow the master to assess the parties abilities while remaining safe and sound and finally will probably cause the party to waste some of their juicier items/spells on a chunk of wood and iron, and if the master happens to have a deadly spell or three it could also reduce the size of the party,
Of course if you wanted to be really nasty you could have the door open to admit one person and then slam shut on the second person (squish) whilst blasting away with every spell in the mastrs repetoir