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Showing posts from May, 2024

D24.151 Pentacrucible of Drumac

A 60x60 ft pentagonal room composed entirely of fired clay. Four parts of the five points of the Pentagon have a concave crucible like surface and converge to a central circle by deep narrow channels. The fifth point has larger concave surface which is connected by a slightly wider channel. Those highly learned in alchemy will be able to discern that the apparatus is highly suited for the albedo process, and the pure elements of the four dishes may combine to create a highly purified element at the fifth point.

L24.151 Venomous Stingerpede

A docile, herbivorous, typically defensive centipede the size of a human arm typically found in cooler barks.  Unlike its counterparts with glossy carapace, and thin limbs, it is known for its caterpillar-like appearance, as it possesses a matte green outer covering and has thick fleshy limbs and body. It is for their excess flesh and slowness that make them prey to many scalebirds, but their venomous, paralyzing stinger and strong jaw feelers capable of holding tightly onto objects, allow them to severely incapacitate potential predators. However, after using their Stingers, most Stingerpede varieties require a few hours to regenerate them.

D24.150 Shieldwing Sculpture - Left Wing

The colossal wing portion of a gargantuan statue of a heavily armored winged dwarf. This left wing of the sculpture's surface is approximately 800ft wide and 500ft deep, though only a 60 x 500ft strip is flat enough to walk on with little skill. The wing is made of countless interconnected teardrop shaped kite shields of various make, and some may even be enchanted with magic.  Crawling about the unwalkable side of the sculpture are invisible giant centipedes that prey on shield stealers. These centipedes originate from a powerfully enchanted shield of adamantine placed at the most concave portion of the wing, and is emblazoned with the emblem of a vortex of 3 white centipedes, procuring this shield and saying the necessary magic word transfers ownership of the shield and bestows the ability to summon 3d6 invisible giant centipedes per battle.

L24.150 Arc of Qistwan

 The Arc of Qistwan is a Vine-arc which connects the Banded Qeleres with the Striped Lesser Qeleres at the Hulant Region. The arc is perfectly semicircular and is made of thick entwined vines that debouch into smaller branches of vines that root themselves on the barks of either Qeleres. The Arc is commonly used as a means a travel between the two Qeleres, though the drop and climb at the start and end of the Arc necessitates the use of mounts such as Moss-goats or Chameleons who are minimally affected by the steep grade.

D24.149 Slabmongers' Crossing

A 500ft long 100ft wide bridge held up by artistic pillars that are constructed of interlacing slabs of andesite. Upon the bridge are numerous brickwork shop houses crammed next to one another besetting a 40ft wide thoroughfare.  Most shop houses do not appear to have doors and may only be accessed by one learned in the ways of stone running.  Each shop are in various states of disrepair, but are not looted and visitors may find a range of construction goods like plaster, paint, nails or hewn and polished stone, alongside caches of old Craagveald currency.  Occasionally the strongboxes of each shoppe may be guarded by 1d6 golems who may attack when they thievery.

L24.149 Textilemancy

Textilemancy is a school of transmutation that involves of manipulating of all manner of woven objects. The domain of typical Textilemancy involves the weaving of physical fibers which necessitates extremely fine and precise control over magic. During combat, It is occasionally employed by as a means of interruption that can temporary obscure vision using pieces of fabric. Besides these mundane applications, there are numerous metaphysical theories that have derived from principles from Textilemancy said to have been alluded to by translated ancient Dhirvian tomes, which claim that all matter is some form of textile which can be manipulated with the right procedure allowing great feats such as teleportation over vast distances, though no evidence of such sorcery has been found.

D24.148 Millipede Throwers' Hideaway

A thoroughly ravaged gymnasium 80x90ft in size. Half of the hideaway appears to be designated to 5 rows 30ft in length at the end of which are various dented targets made of woven copper and straw. Within each row are swarms of sluggish giant millipedes that snake about within like a sea of chitinous worms. There is a smashed up counter where one may search to discover incomplete manuals on the art of picking up a millipede such that it turns into a ball, and describing techniques of throwing them, written and illustrated in an orcish manner.

L24.148 Cinderlands

One of the rare biomes that can be found on both the Qeleres and floating Barks, Cinderlands are typically formed by torrential lightning or fire bringing flora which have the potential to set a region of wood ablaze until the ground is covered in ash. The ash covered land is extremely fertile to all varieties of plants and is said to have been the birthplace of the earliest civilisations across the Spoke. Now, many simple tribes live in the Cinderlands, following the ancient practices that have persisted to this day.

D24.147 Drurion's Chandelier

A large chandelier suspended from the highly reinforced cave ceiling. Giant bars of steel weave across a 300ft diameter span, holding up tall 30ft candles lit with a warm, orange flame every 30ft. Numerous giant centipedes roam the underside of the chandelier and lay in wait for unsuspecting victims to ambush.  The remains of a vicious duel can be found near the eastern end of the chandelier, with the petrified remains of both combatants: dwarves clad in heavy plate armor of masterwork design. Their weapons are clasped in their grip in a normal state, emanating an arcane aura. Touching the weapons will result in a similar petrifying effect on the creature touching it.

L24.147 Joss Reeds

Also known as the Calmreed, Joss Reeds are gray stalks of smoky fern with a distinctive fiery aroma that soothes the senses. It was once said to cause forest fires, though by itself it merely is able to sustain embers at the tips of its stalks when struck by lightning. It is used by many cults as a means of beginning rites, and telling the time, as it disperses it's seeds as the ember travels across it's entire length.

D24.146 Terrarium of Roots

A terrarium 200ft in diameter. Unlike most terrariums, this terrarium comprises only of subterranean entiies -  revealing the roots of numerous fauna. It is because of this, the terrarium is filled with a strong medicinal and earthy scent, and allows the easy identification and harvesting of rare medicinal roots. There are 1d6 rare roots that may be found, which are guarded by 1d6 golems each, who will attack anyone who approaches the roots unless an Electrum Emblem of the Royal Herbalist is clearly displayed.

L24.146 Shellhided Mollusc

A large mollusc known for its distinctive hide of muted multi-colored hues. The taste of its flesh is highly astringent, and thus it is avoided by all manner of predators. It is herded by Mollusc Shepherds who build floating yurts around large rocks where large numbers of molluscs usually reside, staying at one rock for a few years before leaving to be carried away by the powderseas. As their hide grows in excess, forming strange folds, shepherds cut off the excess hide to be dried and sold to the many clothiers and armorsmiths across the Spoke.

D24.145 Farthlin's Interstair

A trapped flight of steep 60ft wide gabbro stairs seemingly infinite length. Every 30ft, there is a opening in the middle of the stairs which leads to another filght of stairs going downwards. These downward stairs also have upward stairs every 30ft. A correct combination of scaling upwards and downwards must be made in order to leave, which may be learned from some other part of the dungeon. Falling down the stairs is extremely dangerous as there will be no end to the stairs even when going back whence one came.

L24.145 Milkbeetle

An aquatic beetle that feeds on the flora that grow on powderlakes. Known for producing a fatty milk in large amounts and for its very docile nature. Milkbeetles are herded by Canoers who live upon floating villages in vast powderlakes across expanses of bark, and similar occupations are present in many civilisations across the Spoke who use the Milkbeetle as a symbol of bounty and abundance.

D24.144 Tin Bubble

A large bubble 60ft in diameter made of a thin membrane of tin. Access into the bubble is impossible physically, and only access by spiritual entities is possible. Within the bubble are runic inscriptions which describe the creation of such a bubble which may be discerned by those of arcane proficiency in a day of study.

L24.144 Fullfern

Also known as the Ascetic Fern, the Fullfern an ornamental fern that difficult to grow, typically found in yellow, brown and cream colored varieties. Despite abundance in water where it usually grows, it only takes in a limited amount of water making it also able to grow in dryer regions of various Qeleres. The mark of an accomplished botanist is thus seen as one able to tend a Fullfern for 2 Celestial Cycles.

D24.143 Graulin's Seam

A colossal valley made from two gargantuan malachite bricks 120ft tall. The valley stretches 300ft in length and the sides besetting the passage a perfectly vertical, and those proficient in obscure rituals of geomancy may find that the effect of such rituals unbelievably enhanced. 

L24.143 Nightpea

One of the sacred foods of the sprigswaths near sources of Resplendence. Typically abundant in areas far from Resplendence, much trade is done in frontiers using bags of Nightpeas. Consuming a soup of Nightpeas satiates and warms the body, allowing one to endure the coldness of Bright, and many holy rituals in the frontier involve the partaking of Nightpeas.

D24.142 Favulin's Wall

 A plain brick wall of clay 30ft in length, 1ft thick, and 60ft in height stands at the center of a cavern 200ft in diameter. When a creature stands before the wall, an immense vortex begins pulling creatures to the wall, threatening a painful collision. A creature sufficiently strong or attuned to magics may find a way to resist the vortex, which relents after 1 minute, after which it will not activate again after an hour. Contrary to what one would expect, the wall is actually a sophisticated portal which allows a creature to travel to any part in the dungeon that he has visited before and is able to imagine it before collision with the wall. However, due to the age of the portal, roll 1d6. On a 1, it brings creatures to a random location with some similar properties to the location visualised. Furthermore, the portal will be unable to transport creatures to areas in the dungeon that are heavily protected with anti-spatial magics.

L24.142 Shaderealm

 Excerpt from Curiosities of the Spoke 21st Edition - Index S, by Loremaiden Ylushed of Cirvahn "Shaderealm - an extremely rare phenomenon where concentrated darkness allows the creation of realms beyond the Spoke. It is currently not known how Shaderealms are created, and only those the size of small pouches have been found through the use of Dhirvian slip-realms - the size of a small slip of bark - which are only able to store small objects such as talins of ancient Dhirvian currency, or tiny keys.  "According to restored Dhirvian texts, sacred temples would store their relics in such Shaderealms, but the means of accessing them are unknown to this day. Many  Shadowmancers of this day have tried to replicate the creation of Shaderealms by studying Dhirvian slip-realms, but only theoretical musings have surfaced so far."

D24.141 Culvert of Asphyxia

A very narrow corridor 20ft in width that goes on for 100ft. The walls and floor are made of slippery polished brass hexagonal tiles. White foam leaks out from the edges of some hexagons slowly filling the corridor with foam that begins at a knee deep height.  The foam is a harmful substance that greatly impairs breath. Breathing its vapors alone causes lethargy, and reduction in strength and constitution. Should the foam be breathed or consumed, roll 1d6. On a 5 or 6, one is unable to take any action, otherwise one's action is only half as effective.

L24.141 Awlian Altas

Assassin of Khalgar, Fourth Grandservant of the Ryescythe Clique. Said to be distantly related to the Noblemen of yore, Awlian discovered the Altasian Family Tomb while working in the mines. Thence, he began plotting the upheaval of the Serfdom, gathering an army of mercenaries using the treasures found in the tomb. The result was a war which led to Khalgar's death in battle. However, Awlian's campaign was dashed by the strategic superiority of the Battleservants, who routed his forces out of the Serfdom.

D24.140 Walrus Spring

A strange hot spring 80ft in diameter. The spring, contrary to its appearance reaches 600ft deep starting from the inner 40ft circle. 2d6 strangely thin walruses laze inside the spring, and will ignore creatures entering unless attacked to which they will attempt to escape into the deep end of the spring. The spring has an effect which reduces the muscle mass of creatures who bathe in it, reducing constitution and strength by 1 but greatly increasing dexterity by 4. This effect wears off after a week. One can discern the nature of the spring and the reagents required by diving down 300ft, where there limestone walls are inscribed with runes describing it's creation, allowing one to replicate the bath elsewhere.

L24.140 Silverlace

Terrible threads of resplendence formed by curses of Resplendence using the life force of abducted Spiderkin as sacrifice. As thread is made against the Spiderkin's will, the process is slow and gruelling, and only small amounts of thread are made a time, which are used to string the deadly bows of the Lieutenants of Light. The only recorded instance of Silverlace woven into fabric was the Blindfold of Saintess Eadbewen, the Fifth Lightbearer who wrought great destruction with the power it afforded her, which nearly led to the destruction of Ghumezei, the United Frontiers on the Banded Qeleres.

D24.139 Quickwater Passage

An odd 200ft long passage with a trapezoidal cross section 40ft wide above and 30ft wide below. Water flows down onto the passage along the sloped travertine brick walls. The water has an odd property where if any dashing is made will slow down the creature to half it's walking pace due to the sudden solidifying of the water around moving creatures' limbs.

L24.139 Saltcleaner Gecko

A docile breed of Gecko that is able to purify salt tainted by Resplendence. The Gecko consumes large amount of salt in it's diet, but does not assimilate it within it's bones as do many creatures but as temporary gelatinous layers of protection. During it's digestion process for salt, impurities in salt are digested while salt is deposited into a special organ connected to it's skin which forms thin layers of pure salt which are periodically harvested by Gecko herders throughout the Spoke.

D24.138 Stonespinner Contraption

An octagonal room 70x70ft in dimension. A Thread spinner made of diamond stands at the centre of the room lit by white glows of the crystal walls. This thread spinner is capable of spinning all manner of material, even liquid - into the form of thread which may be used in the crafting of various otherworldly fabrics that may be required in the crafting of strange equipment known to only a few. Using the spinner requires a sacrifice of 1d6 max health by shedding blood on the spinner. The lost health will recover after 2d6 months.

L24.138 Caskfruit

A huge fruit grown throughout arid sprigs in various Qeleres. Brown of color, spherical of shape, it has a basket-like texture giving the appearance of weaved fibers. Caskfruit are typically used to make containers of liquid and powder, with larger casks being of greater value. Still, there are some varieties that offer greater durability or flexibility which may be prized by travellers.

D24.137 Den of Steel Clogged Giants

A freezing cave 400x300ft in size made completely of ice. There are numerous rough hewn stools and tables of ice alongside a frigid gourd tree bearing large juicy gourds of blue. Seated on the stools are 2d6 giants wearing large clogs of steel, sampling cut up gourd that emanate delicious aromas. The flesh of the gourds when eaten bestows great resistance to frost, but should creatures attempt to steal from the giants they will attack with their palms in fury.

L24.137 Birdbeaked Toad

A tiny toad the size of a palm, common throughout various Qeleres, known for their hard beaks similar to those of scalebirds. They come numerous breeds and are known for their docile nature and this are often kept as pets of people from all walks of life.

D24.136 Grave of Tablets

A misty cavern with a strong scent of salt 70x80ft in size. The ground is of rock salt and is covered by numerous shattered clay tablets written in an ancient runic script. Should the shattered fragments be assembled, they contain 2 powerful druidic spells - One bestows the ability to manifest tree roots spanning a wall of 60ft only visible through truesight that ward physical and magical damage, that lasts as long as the caster concentrates and is seated in a specific medidative posture. The other bestows the ability to break formidable magical and physical barriers by planting a seed only visible through truesight that requires the temporary expense of 1 max hit die that will only be recovered a month later.

L24.136 Shadefern

An odd plant that only grows on the Blue Sprig upon the Banded Qeleres. While it's thin leaves leave numerous gaps between on another, it is capable of warding or capture all manner of liquid and powder falling upon it. It is for this reason Shadefern is used in the making of magical umbrellas of that possess warding powers.

D24.135 Brook of Vanadium

A scintillating subterranean brook 50ft wide and 120ft long. Occasionally diminutive troglodytes wander into this brook to collect fragments of ferrovanadium found on the bed of the brook which they reforge into ingots to create their crude spears. Around a 2 days of foraging is required to create an ingot of vanadium which may be forged with other metals to improve it's damage and durability.

L24.135 Mark of Kalactine

A mark formed by the print of the strange Kalactine stone rarely formed on the 20th stratum underbark within most Qeleres. Kalactine is known for leaving the same mark when used as a stamp regardless of which side the round stone is used to make the print. As such, the mark is deemed by many underbark civilisations as divine and many communities are formed around its worship.

D24.134 Swamp of Constricting Agar

A strip of odd swampland in a 200ft long cavern 50ft wide. Movement across the swamp is halved unless the creature is slime-like. The swamp comprises translucent mangroves growing on a translucent swamp of congealed agar. Clearly visible within the agar are the corpses of numerous creatures and treasures. Attempting to dive to retrieve the treasures will result in a realization that the agar seems to constrict the deeper one dives, increasingly hurting creatures with low strength every 20ft dived. 

L24.134 Palace of Xrina

One of the built wonders or the Banded Qeleres. The palace is constructed from crystals of silver weaved with stone fluid through the power of Transmuter Dhrin and his disciples. Built in honor of the heroes of the Yhealmec culture, it serves as the holy seat of authority and the centre of pilgrimage for those of the Yhealmec culture.

D24.133 Hall of the Tetravase

 An odd contraption 60ft in height and 50x50ft size constructed in a 200x200ft room. The floor is of Olivine brickwork and partially flooded with water 5 inches in depth. The contraption comprises 4 tall brass vases ornamentally carved with curved flourishes depicting waves. Climbing to a vase reveals that the interior is far deeper than it appears. A rune of water is carved 300ft deep, which when undone with arcane knowledge causes the vase to begin filling with more water until it overflows. Should the undoing fail, 2d6 water elementals manifest around the rune to protect it. All water that overflows from the vases will naturally flow out from the Hall into other parts of the dungeon connected to it.

L24.133 Grain of Sanctimony

One of the immaterial Five Grains present in the animate and inanimate across the Spoke.  Represented as a blue diamond, Sanctimony manifests the essences of growth, weight and density, and is a key component of many solids like bark and stone.  The cultivation of the Sanctimonious Grain bestows hardness, and durability and is the gateway to the many schools of Reinforcement magics across the Spoke.

D24.132 Podium of Sathelin

Surrounded by waterfalls, a wide podium 80x120ft in size made of rough hewn marble. An altar depicting a levitating, emaciated dwarf in long flowing robes floats at the northern end, with a nondescript round chunk of granite appearing to be an offering. Those with advanced proficiency with bladed weapons will sense a chilling, odd sharpness of the granite chunk.  Upon touching the rock, one will be tested for their proficiency with the blade and enter a trance, and will begin seeing illusions of various floating weapons attacking them. The illusions are extremely realistic and may harm, but will not kill.  Upon passing this illusory test, one will gain a daily power to use any non weapon object as though it were weapon of their choice, including parts of their body.

L24.132 Marrow of the Grand Mantises

Marrow from the ancient Grand Mantises that once covered the face of numerous Qeleres. The fossils of Grand Mantises lie deep in the underbark, occasionally revered by some cultures of Spiderkin as ancient deities. These fossils are also highly prized by practitioners of the blade as it is said gazing upon the marrow open the Grand Mantises - once transcendental masters of the blade - would reveal to them the secrets of their art.

D24.131 Terrarium of the Banditree

A 300ft in diamter scintillating terrarium of flora plated with gold. All leaves, trees, shrubs possess shiny leaves of gold. Hidden among the trees are 1d6 sentient trees named Banditrees who seek to steal items made of gold from unsuspecting explorers of the terrarium. If threatened, the Banditrees will violently rotate in an attempt to push creatures away. Those who collide with a spinning trunk may be propelled up to 60 ft away depending on their strength.

L24.131 Dustsail

A tall sail of a triangular shape made of the leather of Weep-caps - toweing mushrooms known for their drooping, flabby cap that covers their entirety of their stems. A native invention of the Dustsurfers known for their aerodynamic lithe bodies that allow them to easily swim through powder and dust, they use Dustsails attached to surfing boards to traverse large expanses across the Dusty Sprig on the Supple Qeleres.

D24.130 Mercurweasel Culvert

A narrow culvert 20ft in diameter, 120ft in length, dense in noxious vapours of chlorine and mercury. Tiny weasels made of mercury scurry all sides of the culvert. When colliding with a creature they dissipate on a noxious mist, densifying the poisonous air. 

L24.130 Scopesphere

An expensive craft of crystal that when polished with sufficient powder and doused in a bath of blue acid is capable of projecting distant sights with greater clarity. Usually scopespheres are owned by wealth travellers of the the Anthre to survey distant objects that may affect their course of travel.

D24.129 Crossing of Sapping Spikes

A 120ft long, 5ft narrow bridge that crosses a ravine that drops into corrupting sludge which curses all creatures and objects that come into contact with it. The bridge appears to be studded with menacing metal spikes threatening to harm those who cross it, but one trained in arcane or illusory arts will be able to tell they are but phantasms.  However, there is another arcane trap under the bridge which reveals its ability to sap the magical power of objects and creatures by a charge every 6 seconds. 

L24.129 Verdant Acidspring

One of the natural wonders of the Banded Qeleres, found on the Rimeweld Sprig. All flora in this densely vegetated area assume shades in hues of cerulean, attributed to the rare network of acid springs that interlace in a curvilinear web. The spring is home to sacred plasterwooled iguanas who are worshipped as sacred animals by local sects.

D24.128 Shoecursed Passage

A 300ft long passage of smooth, polished limestone with a 40x50ft cross section. The floor is slightly flooded with an inch of colourless, poison which cannot pass through thick footwear. All creatures who step on any limestone stone surface and are wearing footwear will face an excruciating phantasmic pain, halving their effective intelligence, strength and dexterity.

L24.128 Errantite

A mystical ore that levitates across the Spoke, granting various creatures it strange powers of freedom such as flight and the ability to escape from various forms of restrictions. It is prospected and mined by an unusual class of miners who are able to sense it, and venture the Spoke to extract the ore's essence which they assimilate within themselves, gaining part of its power.

L24.127 Blazeworm

A parasitic worm which emanates a blinding light. One of the sacred creatures of the Resplendents in the Banded Qeleres whose champions become hosts to the Blazeworm in exchange for immense arcane power. The longer the worm is hosted, the more powerful and longer it becomes, causing bright curvilinear marks to form across it's users' skin. 

D24.127 Weldstump Aviary

A terrible circular cage 300ft in diameter, emanating a baleful aura. Levitating at the centre of the cage is two conjoined tree stumps - named the Weldstump, with menacing curling roots flaring in arcane forms at its top and bottom.  Amorphous, phantasmic ravens flock and roost about its roots, impervious to physical harm and will seek to peck incessantly at any creature they see. Staying at the aviary for too long will cause a buildup of curses which may curse non magical items worn or carried by any creature. Venturing to where the Weldstump lies will cause even magical items to become cursed after at least 2 hours spent next to it.

D24.126 Visulin's Lunarium

A domed room 400ft in diameter. A faintly glowing lunar globe 120ft in diameter made of enchanted moonstone levitates at the center of the room, rotating sluggishly. The lunar globe emanates power akin to lunar light and magical effects may take place to relevant creatures of magic items as though they were in moonlight. Numerous brass measuring instruments, scrolls and books are fitted along curved tables surrounding the globe offset by 50ft. The books and scrolls contain treatises on harnessing lunar power and studying them may reveal 1 lunar powered spell per day spent. Hidden in a book with its pages carved out to form a hollow space is a dusty medallion enchanted with a hex of invisibility.

L24.126 Ouldean Lamp

A special lamp crafted by the Ouldeans of the Obscured Qeleres. Manifests fleeting arcane mayflys that lead towards the Dark Extent. Unlike many other Qeleres, the Obscured Qeleres is dotted with numerous sprigs that intertwine in a web of darkness, serving as the mightiest bulwark against the Resplendent. However the result is that the bark teems with all manner of savage life and indirection, which necessitates such lamps to orientate oneself with.

D24.125 Mycelian Passage

 A round tunnel 60ft in diameter 120ft in length, made of various arcane fungal material. Breathing in this passage is extremely dangerous as one not attuned to fungal diseases may find themselves wracked with fungal infections without proper breathing protection. 

L24.125 Glasseyed

 A race of chitinuous peoples from the Banded Qeleres. Depending on the region of origin, the colour of their chitin varies alongside their affinity with various Grains. They are known particularly for their great jumping strength and extremely sharp eyesight with is bestowed to them by their large, glass-like eyes that glow faintly and are capable of seeing objects in great detail leagues away. It is due to their great mobility and vision that they are often known to be exemplary sharpshooters and astronomers, who are greatly sought after across the Spoke.

D24.124 Antilev Dome

Part of a dome made of magically charged lodestone 50x60ft in size. All creatures in the dome become forcefully suspended off the ground, and are unable to control their movement. However, if they cast any levitation or flying spell, they will instantly fall to the ground. Part of this property may be mined from what is left of the dome and an object reproducing its effects may be craftable with the correct knowledge.

L24.124 Duel on the Ernic Pavilion

 A legendary duel between two lancemasters, Umhar Jilurn and Yarthan Amulec on the Ernic Pavilion, an architectonic natural formation of bark in the eastern side of the Tyemar Grandlake along the Valthec Insterstice on the Firm Qeleres. The duel was witness by the retainers of Dame Qugalthar and some commoners from neighboring villages who snuck ashore despite the closure of the island by Dame Qugalthar.  Umhar was seen by many as a ruthless, barbaric Unthunulian whose lust for carnage had wrought the deaths of many accomplished lancers, while Yarthan was the dashing, refined Ardanaean whose lance rescued many. Their duel ended in 3 bloody exchanges, which resulted in the deaths of both has they landed fatal blows on one another. A monument to their duel depicting their physique in their final exchange stands on the island to this day, displaying the two lance forms that are appreciated by many a lancer who make their pilgrimage to the pavilion.

D24.123 Fiddlemane Contraption

An auditorium 70x100ft in size housing a fearsome brass device that stands 60ft tall. The device is shaped like the countenance of a roaring tiger, with numerous miniature violins attached about it's neck to form a mane.  It can only be activated by powering the circuit hidden under the floor tiles with 5 crystals charged with arcane energy And pulling it's left lower incisor. When activated, it produces a terrible cacophony that severely damages all creatures around it. The fiddles with enough skill at trapping may be removed, which slightly enhances sound damage when worn.

L24.123 Zelgaean Jawtrap

A terrible trap invented by the High Tribes of Zelgaea, who reside on the Grainy Sprig on the Supple Qeleres. The trap is made from the skull a Dustcarfer Lizards that possess rare steelflesh at portions around its jaw which never rots and allows the highly industrious tribespeople to leverage it in a powerful closing mechanism which viciously clamps down on creatures above where it is usually buried.

D24.122 Frostmaize Patch

A frigid vegetable patch in a cavern 60x70ft wide. Pearl white maize grows from the reddish frozen soil glistening in the light of the surrounding veins of bluish luminous copper sulfate crystals that scar the cavern. Upon touching the maize, the sheer heat makes its kernel implode bits of airy foam. The speed at which it shoots outward may harm creatures.

L24.122 Bramblefur Caribou

A reticent, formidable creature that roam fogwoods - expanses of murky trees composed of fog and water. Other than the trees which are made of dense air and water vapour compressed to an extent they cannot be passed through, various solid flora grow in their underbrush which is made the Caribous' repast . Their spiky Bramblefur is prized by many hunters due to the sheer difficulty of hunting a Caribou, and is known for its great durability and defensive properties.

D24.121 Airwoven Arena

A foggy arena 300 feet in diameter made of a magical fabric of air. Numerous air elemental spectate the arena where elementals of various form fight one another. The Arena master will offer a to pay fighters 5 ether crystals fragments per bout in the arena. Combatants will incrementally increase in strength per bout, but without increase in reward. The last round will involve fighting the current champion of the Arena, Nirul - Water Elemental Archmage - who is of the highest level of combat prowess. Defeating the current champion will reward the fighter with the Girdle of Air - an invisible girdle that allows flying at will, and bestows 1 bonus AC.

L24.121 Sorvecian Fluxions

The formulation of gradiential change made by the mathematician Sorvec Endul a capillary engineer who sought to determine a formulation to design a high pressure system of irrigation in the the city of Dhuul part of the Riniir Empire. This discovery led to a flourishing of engineering breakthroughs on the Qetmull Sprig on the Firm Qeleres which sprang Dhuul into the position of Summer Capital of the Riniirian throne.