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Showing posts from April, 2024

D24.120 Brook of Arcane Grease

A 30ft wide cavernous brook that gently slopes down a length of 200ft. The cave walls are of hornblende and are wet with water. The brook transports arcane grease that faintly glows cyan. Touching the grease does no harm, but small pebbles that absorb grease and collide with any creatures feet at high may deal damage. Further, those not sufficiently dextrous may easily slip and fall into the brook. As the brook is very shallow, it takes around an hour to harvest a phial of grease capable of temporarily enchanting objects with magical energy for up to 10 minutes, depending on the size of the object.

L24.120 Albacane

Also known as Lightstem, Albacane is a plant that is a key component of the white pigment used for painting and plastering. Grown is swaths in marshes, marshland sometimes occupies a key portion of farmland to grow these crops which are hard to grow but are of high value to patrons of the arts.

D24.119 Dillwhane's Emporium of Beast-holding Bags

Ravaged remains of what once used to be an extravagant shoppe at the Weights District in High Craagveald. Despite the condition of the shoppe, the shelves are all untouched though some bags appear to shifted at an angle while others seem to be impeccably aligned in equidistance. The bags, depending on their quality may hold creatures of various hit die in a state of stasis but their size may not always communicate this well. When opening a bag, roll 1d6 on a 1, the bag is empty, otherwise an ungodly creature of will emerge and immediately ambush any creature close to it. 

L24.119 Vinetailed

A breed of people's originating from the Wolden Regions of the Supple Qeleres. They bear vine like tails that act as counterweight which are sensitive to balance and nearby presences. As such, they are known to be fleet of foot and quick. They also usually sport long, glossy hair often in the color of dark green which is said to have been inherited from the Mother Stem which they trace their origin from albeit known by different names depending on their culture subscribed.

D24.118 Forge of Dhilrulin, Hiltcurser

The forge of an evil Dwarven blacksmith named Dhilrulin who works at the forge fired by cursed frostflame.  He works silently and only communicates with by grunting, nodding or shaking his head. To have him work on a weapon, one must offer their weapons alongside high quality rare metals which he will use to enhance the offered weapon, which will become cursed but be bestowed with powerful cursed frostflame.  As a side effect of the curse, the hilt will begin melding itself with the user's hand making the user to be able to unequip it unless the curse is removed after which frostflame bestowal is dispelled as well.

D24.117 Grandhive Passage

A narrow passage 30ft wide and 200ft long made of petrified wax infilled with concrete. Every 6 seconds, clumps of flesh eating ants fall from the ceiling and those not alert enough may be covered by furious ants.

L24.118 Powderfax

A transcendental fountain sculpture depicting the elegant, lithe form of a Lithaean whose hair is expressed by an artful font of powder engineered to give the appearance of silky hair. The work of Sculptor Aarn Haldeed, who was the court sculptor or Magister Whelwent Droonwor, Chancellor of the Arcane Republic of Elent upon the Feldspar Sprig on the Firm Qeleres. The sculpture is highly coveted by many across the Firm Qeleres and only those of significant prestige are allowed viewing of the sculpture from a distance

L24.117 Seedshard Weldgrund

One of the shards of the Nine Halberds of Yhrangron manifested by Yhrangron, Warmistress of Flight who was slain by the combined efforts of Eilveen the Nimblemind, Branchweaver Wahlasaen and Flintlord Ulvenhardt during the Battle of Dandelions. Despite the death of its creator, the Nine Halberds, imbued with much of Kernel Alhaklutaea's power were said to have become partially sentient, and during the attempt to destroy the Nine Halberds, a number broken shards of various sizes gained full sentience and fled. Weldgrund orbits about the Ghaland Sprigswath, a collection of sprigs along the font of Powderspring Piltheg, where it releases showers of Lividseed which taint the bark with a blue hue and cause all flora to spawn violent metallic shardspawn that attack travellers and small settlements.

D24.116 Wizard's Study

A wizard's study filled with dense hallucinogenic smoke. The study is filled with numerous books, scrolls alchemical reagents and some magical tools which may be searched for, however every 1 minute spent inside critically saps creatures minds and bodies reducing their strength and dexterity, but greatly increasing their intelligence and wisdom. The smoke comes from a powerful shard of Glassspore, an extremely rare fungi which is hidden under the floor boards.

L24.116 Dillrain

A weather phenomenon unique to the Scented Sprig. Due to the vast fields of dill that naturally occur upon its bark, much dill form clouds in the Anthre, which cause a raining of dill that usually lasts a few days. During this period the air is charged with scents of dill, which engenders a spiral of insect activity throughout the sprig.

D24.115 Rapidforge

A 400x200ft forge powered by underground rapids. A network of quartzite gears are linked to an adamantine water wheel which engender a rapid hammering by a large adamantine hammer that folds a colossal sword 100ft in length and 5ft thick. The hammering is so resonant it produces harmful waves of sound that damages all those that hear it over time, with damage becoming more severe the closer one approaches the sword. The colossal sword is extremely durable and has a unique property of immense flexibility which allows it to propel objects further when striking with the flat or strong of the blade.

L24.115 Murn, Thorpe

A settlement of the Dilthean County that subsists mainly on its fields of Limerice and fishing along the powderlake Amote known for its fatty eels and lakeweed. Recently it has met with a significant outflow of population due to many seeking fortunes at the amber mines in the nearby Silgrent Town which has received much resource by the local leadership, Countess Hilthear.

D24.114 Shelf of Thragalin

A towering pillar that serves as both column and bookshelf, containing thousands of scrolls kept in crystal scroll-cases. These scrolls contain records of various court proceedings, alongside occasional beneficial, non-destructive spells. However, if the creature who opens a scroll case does not hold Thragalin's Badge, it will emit an inaudible sound from which a swarm Flying Golems with the appearance of Bats will emerge from above, who will fire rapidly at the creature 5d10 crossbow bolts every turn.

L24.114 Segmented Prostheses

Prostheses formed by spiky bands of centipede chitin, bound by fibers from the legs of powderhoppers. Typically taking the  form of an arm or a leg, the properties of centipedes and powderhoppers are imbued in the prostheses, allowing complete articulation of every segment of the prostheses at any angle. While the degree of freedom it affords its wearer is great, it requires considerable skill and effort to grow accustomed to its unnatural manner of articulation.

D24.113 Emberlain Tunnel

 A hellish tunnel with a 30ft diameter cross section that stretches 300ft ahead. The walls are made of black iron which is heavily scratched and burned by the torrents of ember that wash through the tunnel every 12 seconds like a wave of blinding vermillion light. The embers ignite when it comes into contact with combustible objects.

L24.113 Wagoneers of Lhend

 A loose association of wagon drivers that transport goods across the Qeleres. They take pride in knowing the best routes across the bark and serve as couriers for all manner of goods and tidings. Unlike merchant caravans, their skill with the craft of wagons has let to their ability to traverse difficult terrain expediently and with a discreetness that commands a high price for their services which they sometimes use to hire highly skilled mercenaries to protect them should they have to move across dangerous barks.

D24.112 Oil-bath of Torpor

Remnants of a coral and sponge dotted sea floor submerged in scented oil encompassing a 200x100ft large cavern.  Entering the oil bestows fatigue every hour spent inside, which after 5 hours may lead to weariness that only a long rest may heal. There are numerous scintillating clams that hide among the dead corals and sponges with True Invisibility that even Truesight cannot discern. They hide in themselves Pearls of Elemental potence that allow spells of its corresponding element the ability to add 1d6 more dice to any roll. The shells of these clams on the other hand form the ingredient of a potion of True Invisibility that bestows a similar effect.

L24.112 Ous, God of Healing

One of the gods in the pantheon of the Drihmlude Culture, which flourished upon the Showered Sprig in aeons past. Ous takes the form of a tall woman short platinum hair, bearing on her forehead long, drooping antennae bearing Osmanthus flowers that coil about her form. The followers of Ous bear the crest of an Osmanthus and are remembered for their impartial ways, healing any injured regardless of their affiliation, as such they are both respected and despised by the many warring states at the time.

L24.111 Bractile Sheep

One of the common livestock of most civilisations upon the Qeleres. They are covered in skin of soilhide, on which most treelike plants grow upon, forming a thick plant bushels that produces many nuts which are harvested. In hot seasons, the bushels of the sheep are sheared which may be aged to form a unique leafwool which are often used in the crafting of high quality clothing.

D24.111 Soporific Cavern

A 60x80ft cavern filled with ancient flowers. It is lit by rare solarliths that hang from the ceiling, providing perpetual light that shine on a few orange bushels that emanate a Soporific fog of citrus scents that inflict sleep to all those that breathe it. The bones of numerous creatures are present among the flowerbeds, and searching them may yield various inorganic articles that have yet to rot.

D24.110 Kruled's Den

The 50x60ft menacing den of a colossal stone lion. The ground is covered in numerous red peonies growing upon podzol.  The fallen skeletons of numerous dwarves and their pickaxes lie in the bed of peonies around the resting place of Kruled who is asleep. Kruled will immediately attack if it smells any new metal weapons in the vicinity, otherwise it will remain asleep until disturbed or attacked.

L24.110 Bladeflute

An instrument crafted from a blades of grass. When blades of grass of different sizes are folded into the shade of a pipe and bound together in stem, they produce a resonant, clear sound with a unique vibrato. Commonly used by travelling musicians and people of the bucolic life.

D24.109 Miludin's Lawn

A 50x75ft sized trap room composed of a lawn of magically reinforced jade which is so masterfully crafted that it looks and moves like blades of verdant grass billowing in the wind. All who traversed the grass is subject to severe laceration that can even cut the ethereal, but the wounds created do not let blood. The lawn's only aversion is blood, which will gather into clumps to avoid splashes of blood. Should blood manage to touch it, the jade will lose its cutting ability and luster.

L24.109 Anthrelamp Clouds

Small clumps of luminescent clouds floating across the Anthre. Prized by the resplendents the most fanatic of which follow them in large processions and caravans. Occasionally stalks of fulminous Anthrelamp fall from the sky, which is commonly destroyed by Sentinels of Shadow or collected by resplendents as a dangerous artefact often used to wreak havoc upon the bark.

D24.108 Gwielin's Mosaic

A 80x90ft room composed of an elaborate network of levitating, shifting platforms  composed of many tiny multicolored stone triangles - an architectural work exemplifying mastery of stone shifting.  The room itself has no floor an reaches into foggy depths. The walls are of smoothed olivine. But contrary to what can be seen, the floor is present, but comprises numerous runic circuits of platinum which may be deciphered by a master of arcane and Dwarven engineering. The decipherment offers a spell Gwielin's Mosaic which allows one to levitate using stone mosaics, and also an illusion cantrip which gives the impression, to those unable to see past it, that an bottomless pit lies where the conjurer cast the spell.

L24.108 Hero-Saintess Vhlanwen

A lost holy artefact describes from the Gorund Legendarium, one of the Held by the Hero-Saintess Vhlanwen.  But a humble powderlake fisher, Vhlanwen stumbled upon a sacred pine, relics of the long lost Pine sprigs of the Qeleres which was said to have been eradicated by the Scalebird ancestors during their age. Vhlanwen survived a treacherous encounter with several deadly scalebirds, by drawing upon the prowess of the sacred pine, which later took form of a mace according to records of witnesses during her time. 

D24.107 Stonestem Pavilion

A large pavilion area 120ft in diameter, part of the Stonestem monastery compound, built of narrow stone stilts that hold up a intricately sculpted 60x70ft large quartz pavilion above a hot spring emanating mist.  Access to the pavilion requires agile maneuvering across quartzite lily pads held up by pliant stilts.

L24.107 Flamingo Riders of Jiir

 One of the most dangerous groups found on the Pungent Sprig are the ascetic Flamingo Riders of Jiir - who terrorize the sprig with their mad powers and immense self discipline. Claiming succession of the teachings of Jiir, the Flamingo Sage - the Flamingo Riders undergo harsh training of self flagellation and intense fasting which culimnates in an extremely emaciated physique which allows them to "become a feather" of the flamingos that dot the many swamps in Pungen Sprig. Thereafter, leveraging the physical prowess of Flamingos, they claim to use secret techniques of the mind to influence the will of Flamingos, allowing them to induce their vicious flame breaths and deadly kicks at will.

D24.106 Lectern of Serpents

 A colossal stone lectern 70x70ft in size, 200ft in height. Upon it is place a similarly colossal marble book carved with such transcendent skill that it looks indistinguishable from paper - on which are numerous indecipherable runes. Coiling about the lectern's stand are 3d6 giant venomous serpents that impede access up the lectern. Spending at least a day on the lectern studying the runes may provide those of arcane and dwarven knowledge the secret of animating serpents from inanimate stone.

L24.106 Sprigbores

Extremely fine hairline boreholes that cut across various sprigs throughout the Qeleres. Their existence was first proven by Polymath Juthuul Caarmaar of the Prectile Sprig who spent 3 months passing arcane threads through a borehole from the outskirts of the Hamlet of Quarn which was confirmed by his assistant monitoring the other end in a moss thicket near the Silent Wood. Currently there is no explanation why these boreholes exist, though some suspect the Dhirvians used them for some purpose.

D24.105 Pillar of Dust

A vast pillar of highly compact dust 200ft in diameter that rises from a sea of subterrenean fog that reaches below the pillar by 300ft, 2d6 giant serpentine flying basilisks weave about and through the dust, whittling it by 1ft in diameter every 6 seconds while attacking any creature it sees. If one is not dextrous enough one may step on a hollow surface causing a powdery plunge down the pillar during which breathing may be irritated by fine dusts. The bellies of the basilisks contain a hoard of 1d6 indestructible magic items each.

L24.105 Battle of Mantis Pass

One of the key battles of the Briar War, which demonstrated the situational superiority of chameleon cavalry. Having been routed by the elite forces of Marshall Sheadon of the Veelwent Duchy, Count Wyeslint was forced to retreat into enemy territory to regroup with main forces. As Sheadon did not pursue due to orders to defend Felethrac Keep, Count Wyeslint was able to prepare for his army's advance through Mantis Pass, the entrance to harsh canyons the entrance of which was Mantis Pass guarded by Marshall Juulmoor. Despite deploying numerous cliffguards, Juulmoor's forces were overwhelmed by the stealthy advance of Chameleon Riders who traversed the steep canyon walls with ease and near silence and dispatching cliffguards unaware, affording safe passage back to Khinvulden territory.

D24.104 Homely Cottage

 A very homely looking cottage 50x60ft in size, located in a desolate dark, cold cavern 200x300ft in size.  Unlike its surroundings, the cottage is lit by warm lamps which reveal a white picket fence which skirts a manicured lawn with bright green grass with tasteful white rhyolite pavers leading to the entrance of the cottage which is also made of the same material composed as bricks. The lawn is dotted with tastefully crafted clay pots bearing an assortment of well tended plants that bear fruits that give similarly warm glows of light. Inside the cottage, which is not locked, clean tables and chairs, a clean kitchen and a bedroom with 3 beds. The cottage is stocked with many provisions mainly preserved foods, like dwarven sausages and pickled vegetables. Contrary to what most dungeoneers would suspect, the cottage and items is not an illusion, but an extremely intricate and insane trap designed and constructed by the Craagveald's Trapper's Guild's 7th Generation Grandmast

L24.104 Ode to the Horverns

O ancient guardians of sprigs, Wept of ash-sugar, with cracks like the bark we tread, Serpentine branches, wings of glass-leaves O hail ye, for your grand sacrifice, Which lent us struggle against the light, That which shone ye to petrifaction. Our fallen shall join ye, in your eternal vigil, So that one day may we bring the eternal night. - Excerpt from the "Ancient Songs of the Xeelvaeans, Vol. II" by Scribe Jakuan Taeleen

D24.103 Mercurial Font

 A township center where an extravagantly sculpted gabbro fountain stands, depicting the entwining forms of numerous menacing serpents that spew mercury from all sides of the fountain within it. Due to the temperature of the area, the mercury being spewed rapidly turns into vapor, spreading a noxious mist of debilitating poison. Those not attuned to the poison of mercury may suffer severe poison damage upon breathing the vapors. Cast inside the knee deep mercury in the fountain is a vial of venom that when consumed counteracts the mercury - it is being held by a skeleton of a dwarf which likely drowned in the mercury.

L24.103 Dunes of Shells

Shattered shells of ancient creatures form multicolored dunes in the Morning Sprig, dotted by deep sinkholes that reach far under the sprigbark. Travel is dangerous due to the prevalence of whirlpools of shattershells that funnel matter and creature alike into the depths of the sprig. Yet many adventurers brave the dangers in search of magical treasures - many of which can be found in the ancient ruins of the Dhirvians scattered under the dunes.

D24.102 Flameingo Arcade

A precarious, crumbling walkway 30ft wide skirted at one side by an arcade of arches and pillars adorned with brass masks depicting flamingos. The masks perpetually breathe a multicolored flame that compounds fire with another element depending on its color, which makes passage a searing affair. Those with truesight will be able to tell than all but 5 of the masks are illusions, but these illusions are so persuasive that they damage the minds of all but the wisest or those who have deemed so by truesight. The real masks may be deactivated through elemental proficiency and one with sufficient knowledge of arcane, after which they afford it's wearer 1d20 charges of flame breath corresponding to the color of flame the mask spewed per day.

D24.102 Saltrain

Weather phenomena that often occurs in regions closer to resplendence. Depending on the bark or sprig on which it occurs, the properties of Saltrain may differ.  While Saltrain nourishes crops and various plants with its bounty, they are also the source of Saltbright which are arcing bolts of light capable of setting matter aflame - the most disastrous of which was the Saltbright of Tyaleem which was led to a cascade of whiteflame which created five whirlwinds which devastated the face of the Algrint Bark, dashing it's once bountiful homesteads into a salt desert.

D24.101 Vilemourn's Gaol

An extremely humid room 90ft in diameter. The room is filled with a noxious fog that paralyzes and poisons those with insufficient constitution.  The source of the fog appears to be a mass of dwarf bones intertwined with snaking branches and vines of an orange tree - an undead treant that takes the form of a large elf which sits in the middle of the room. The treant when spoken to will respond politely but in a highly sarcastic and passively insulting manner unless spoken to by an elf.  If convinced to speak, the treant will introduce himself as Spirit Lord Fendvyrn and share the happenings that led to his imprisonment by the mad Runelords of Craagveald who summoned him and sought to use his spirit to eradicate the Underbramble left by the Ancients that barred access deeper into the Earth.  Fendvyrn managed to break free from their restrictions leading to a 2 year long escapade that ended in his imprisonment through forbidden necrospatial magics and the deaths of almost 500 dwarven war

L24.101 Souldust Wastes

Regions in some sprigs where significant arcane destruction was wrought.  Forms of creatures who perished there are retained as sculptures of dust said to contain the life force of their souls. Souldust is said to have many formidable arcane properties, many thaumaturgists attempt to gain them from Souldust from such wastes which are exceedingly dangerous due to coaxstorms capable of whisking away one's soul.

D24.100 Frothulin's Concretion

 A odd cavern 200ft in diameter. A large spherical stone 100ft in diameter levitates 60ft off the ground where a deep puddle of blue liquid rests, beset by numerous smaller spherical stones. Upon observing the smaller stones for at least 3 hours reveals that they are slowly approaching the larger stone. The stone, when broken will release highly potent magical energies which will assimilate within the nearest creature (including sentient objects) Those with insufficient capacity for magic may become overload and suffer a painful, explosive end, whereas those capable of withstanding or storing the power may find that they are able to cast twice as many spells a day.

L24.100 Vine of Silver Processes

 A large stalk that coils across some sprigs. Depending on the nature of the sprig, the Vine of Silver Processes may have slightly different properties and appearances, but in general will always retain silver protrusions - processes - that extend to a height of at least a league. Vines of Silver Processes are often used by travellers upon sprigs to travel much easier to the upper strata of sprigs as they are often home to an abundance of flora and fauna. But at times, the savagery of such creatures may be deemed far too dangerous and passage along the vines may be avoided to some learned travellers of various sprigs.

D24.99 Bridge of the Blind

A 30ft wide natural crossing between two calcite cliffs that blends into the starry geode backdrop afar. The crossing snakes in random directions up to a distance of 300ft. 2d6 large slumbering turtle-monks recluse within their shells on the bridge at various points, impeding rapid passage. They are blessed with perpetual stoneskin, act twice as slowly, and will hit all that disturb them twice as hard. Those with insufficient strength to withstand the hefty blows my be shoved up to 30ft away.

L24.99 Bladerim Leaf

A much sought after hedge that bears thick leaves the rim of which are small but exceedingly sharp blades. Hidden with the leaves is a delectable flesh of great sweetness which leaves a refreshing aftertaste. It is said to be able to slake thirst for a week, making it a prized item for traversing wastelands. However, it only grows in the wild in remote, hard to reach areas, and many who have tried to cultivate it have failed.

D24.98 Hall of Kilns

A 120 x 70ft wide corridor beset every 30ft by large kilns. Skeletons of various origins work tirelessly, firing bright white bricks from troughs of white clay. A draugr supervisor wearing half plate and a set of 10 throwing axes watches over the skeletons giving orders while being protected by a troop of heavily armored skeletons summoned by an enchanted ring. She will order her guards to attack any intruders and protect her workers, but cannot move more than 60ft from her.

L24.98 Art of Moulting

An art of longevity that combines wisdom learned from moulting creatures such as scalebirds and beetles. Numerous sects of asceticism follow some unique doctrine of Moulting of which the goal is to shed one's many layers of impure skin to achieve a more purified state where one may become able to hearken to the Winds of Truth and share the Wisdom of the Unseen - remnants of the Red Tree that existed before the origin of the Spoke, which contains all wisdom in the world. While one's body may become significantly weaker due to moulting, one's spiritual prowess may become so keen as to be able to manifest supernatural powers such as perpetual levitation.

L24.97 Gethrhec, Demigod of Passion

 A colossal beetle demigod worshipped by the Khaimerian Theocracy the home of Harmonic Thaumaturgy. Located on the sweltering Shivering Sprig, the Khaimerian Theocracy is home to swarthy, industrious Harmonic Thaumaturges who command sound through their dances and unique wings that grow along their limbs with which they conjure tonal energies that conjure arcane phenomena upon reaching resonance.  The Khaimerians are united under devout worship of Gethrhec, Demigod of Passion who dwells in the gargantuan Underprism - a pyramid shaped depression carved deep in the underbark of the the sprig. Only the most sacred of Singers - the name of their priestly sages - are allowed entry. Yet few of the Singers dare roam deep, for even the deaf are incapable of withstanding the divine harmony that Gethrhec sings - charged with power so great both body and mind may be shattered if too near to the source of sound. Gethrhec's cacophonic etude emerges from deep beneath, charging the sprig with ton

D24.97 Tongueweed Grotto

 The mouth of the perfectly preserved corpse of a colossal tarrasque 40x30ft in size blended in the face of an underground cliff. Numerous fungi and grasses have grown along the surfaces of this tarrasque's mouth.  Stuck between one of its petrified teeth is a magical Chain of Suspension that is highly durable and is able to withstand immense weight. The grasses that grow along the tongue of the tarrasque have a unique property which makes it turn black when submerged in a poisonous fluid. The entrance to the tarrasque's oesophagus is blocked by nest of 2d6 giant spiders which will fight to prevent intruders from going deeper.

D24.96 Manor Aalvulin

 A restored opulent guest manor constrcuted of marvellously smoothed, sculpted and polished diorite. Entry within is by two finely crafted tall gates of silversteel above which the words "Manor Aalvulin" are shaped in highly decorative dwarven runes.  The manor is run by the well-mannered, lawful human vampire Treadloch who will offer fine lodging and repast for a minimum price of 40gp or 20 vials of fresh blood. Due to the nature of the customers residing in the manor, most of the rooms are furnished with those intended for undead - such as velvet cushioned coffins, and the most food are mostly comprise varieties for undead such as blood, brains and bones. The manor is able to accomodate living creatures as it is situated next to an underground lake from which a spread of finely prepared stygofauna are on the menu, and rooms furnished with furniture meant for its previous guests are available. In the manor's common room, one may find highly experienced and wealthy travel

L24.96 Cult of the Mossquid

 A secretive cult of worshippers of mosshedges. Claiming to be bestowed manteaus of moss with eight tails, they construct strange shelters of stone and live in the harsh mosshedge lands where they lead a life of strict asceticism. There are many tales which speak of the unnatural powers in arts of scentweaving and vapourmancy with which they protect their sacred sites from intrusion. To this day, there are few accounts of Mossquid cultists, save the one where a sect was exterminated by way flame and heretical magicks of resplendence by order of Emperor Thelugan who once subjugated the Sprigs of the Algaeant Branch under the Theluganaean Empire.

D24.95 Ribboncroft

A humid cave charged with arcane energies 60x50ft in size. The floor and walls are made of interlacing ribbon-like quartz. Dark breathing Eels hide in the interlace and emerge in swarms of 6d6 to attack any intruders. Hidden in the nest of a random swarm is the Jurulin's Ring, which affords access into his hidden workshop built into one of the structures of the Acqueduct of Neutrality. There is a corner in the cave wreathed in magical darkness. Therein under an interlace lies a Shadowfog Dagger, which perpetually casts a 10ft radius field of magical darkness. When held equipped it saps reduces the maximum health of its wielder by 1d6 to sustain its magical prowess.

L24.95 Wreathebloom Brigands

A band of extremely dangerous bandits that often lurk the the many moldwoods of the Kantern Sprig.  Moldwood is highly luminous, which highly impedes the vision of those not of Resplendence. Decades of residence in the moldwood have bestowed the brigands brightsight, who used it to ambush travellers who move along roads in the moldwood. They are known for their characteristic headgear which is a circlet of leaves with various colorful flowers the number of which dictate their rank, and their odd patchwork attire made from cloths stolen from travellers. In retaliation, nearby settlements frequently commission adventurers to rid of the brigands who are dispersed in small groups throughout the moldwood.

D24.94 Adzelorn's Den

A 300x200ft large den of the mprisoned cobalt dragon Adzelorn. A greataxe is studded in it's neck. Unlike most dragon dens, it has been thoroughly looted.  When a sentient creature enters, the cobalt dragon speaks very politely and will try to gain their sympathy, asking them to help find a way to remove the greataxe which is cursed by holy magic to be bound painfully to his spine. If the creature has low intelligence he will coax them approach him, and will eat them if given the chance. Otherwise, he will regale a tragic story about how he was terrorized and forced to suffer by corrupt, arrogant Dwarven paladins, and begs of them to find a way to undo the binding of the greataxe and free him. When the greataxe is removed, Adzelorn will thank his saviours, promising to return the favour at a later date.

L24.94 Sageburl

A large burl on the Scented Sprig, covered in dense growths of towering sage. While the Scented Sprig is known primarily for it's springs of fragrance, it is said the Sageburl bears the much bounty. Yet such plentifulness is accompanied by grave dangers as the Sageburl harbors intoxicating palls of aroma that delude the senses and conjure powerful illusions capable of scalding even the soul.

D24.93 Magma Loom

An infernal workshop of Blue Fire Giants 600x 300ft in size. The floor and walls are of rough hewn basanite. There are 2d6 fire giants working at large looms of blazewood - a magical wood that is perpetually on fire. From rock pipes nearby, they weave blue magma into a strange glowing yarn that bestows immunity to fire when woven into clothing. Should a creature attempt to steal from the giants, they will attack. Otherwise, they ignore most creatures and pay little heed to them.

L24.93 Reedmaned Stoat

A formidable but small creature that resides in reedswaths commonly found on many sprigs. Though small in size, it is capable of stiffening it's reedlike mane, which is capable of tearing the flesh of numerous creatures and leaving deep marks in stone.  It is highly dextrous and fast and can tear apart the flesh of many larger creatures rapidly.  It is usually not aggressive, but may attack if approached too rapidly. Despite its abilities it is herbivorous and has a diet of nuts and berries.  For it's humble diet and terrifying prowess, it is often used as a symbol of humble heroics.

D24.92 Cell of the Emaciated Dwarf

A strange circular room 70ft in diameter, built from hewn basalt, but swaddled in odd petrified flesh. Inside a cage studded with extremely sharp adamantine spikes and hanging from a ceiling sits an emaciated dwarf in a ragged loincloth with frostbitten skin who sits with folded legs atop a bed of spikes, in silent meditation. The room and cage are trapped with numerous layers of treacherous hexes and curses which impede entry towards the cave.  The dwarf responds to no stimuli and will not move even when attacked, and only those with a particular purpose may seek him.

L24.92 Wefstern Dam

A powderlake dam commissioned by Duke Celbhis of the Saalkom Duchy located upon the Frught Sprig. A masterwork of engineering, it regulates the powderlakes floods that once terrorized the lower floodbarks, it is said to incorporate the art of Mycelemancy as upon it grows four tall sharp protrusions of white - the Meelsmilke Fungus which is said to have peculiar hydromantic properties.

D24.91 Stormhail Circuit

An elliptical looping circuit 400ft long  with a cross section of a a semicircle 60ft wide. Around the circuit flies a rain of fulminated crystal shards containing potent lightning energies which create tiny explosions when it comes on contact with matter. A teleportation circle affords entry into this circuit from outside but not out.  At the northern point of the loop half the perimeter from the teleportation circle is the ethereal Prism of Harvest, a powerful sentient artefact capable of absorbing and storing the energies of explosions and lightning, to be used later.  The Prism of Harvest will try to escape if a creature tries to get close to it, and will attack with powerful geysers of lightning and liquid flame if one tries to harm it.

L24.91 Brasstem Cowries

A species of man-sized powdersnails that reside deep in powderlakes known for their characteristic shells that appear to have been weaved from brassy leaf stems. Typically docile in nature they move very slowly at the bottom of powderlakes. Their shells are capable of deflecting bright, as such they are hunted to create defenses against the resplendent, often as protective charms and as plated armor.