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Showing posts from November, 2024

D24.334 Waterlight Passage

 A strange, passageway 80x 40ft in size, made of scintillating glowing water. The water ripples when one touches it. With some knowledge in the arcane, it may be possible for one to scoop up the water and possibly use it as an eternal source of magical light.

L24.334 Rainthread

 An intermediate spell that invokes a forceful thread of water known for its great pushing strength. 

D24.333 Bladefang Quarry

A highly disturbing petrified wood quarry 300ft in diameter within which grows obsidian like fangs of varying sizes arranged in strangely regular patterns and intervals. The fangs grow denser and larger the deeper one climbs into the quarry, and are extremely hard and sharp.  Despite their abundance the fangs are extremely difficult to extract, and requires masterwork tools made of legendary materials or of legendary enchantment. Extraction is also extremely dangerous as merely touching the fang may cause great piercing or slashing injury.  As such the fangs are highly sought after by many and are worth a fortune.

L24.333 Lightning Petal

An advanced spell known for its unusual deadliness and characteristic slow movement. Said to have been discovered from an ancient spell scroll of unknown origin. One must condense the Grain of Covetousness and bind it with minor threads of Longing and Thirst into a fingernail-sized film - like shape.  Typically, this petal is then propelled by wind spell through which it is moved to its target much like a petal flying in the wind, after which it devastates most living matter with deadly bolts of lightning.

D24.332 Hall of the Mistfish

A strange hall 70ft x 90ft in size, made of extremely fertile soil, but completely devoid of any flora and fauna.  Upon entry, misty apparitions of schools of fish manifest from the soil and swim about, capable of obscuring vision in a misty vortex. All creatures who watch the fish and are of insufficient resistance to enchantment become strongly enraptured and may stop moving for an extended period of time, during which their body is slowly dissolved by the fertile soil. The soil and fish are highly prized resources and fetch immense value should one be able to capture them.

L24.332 Sparkdust Biome

A unique type of biome known for having large amounts of Sparkdust which is formed from residue of dried up bogs and swamps.  It is home to a strange weather phenomenon capable of creating sparks that may occasionally cause wildfires, and also strange plants with unique foliage that dampen the spread of fires.

D24.331 Cavern of Powdered Power

An otherworldly cave made completely of strange golden colored rock salt 90x50ft in size. Numerous puddles of scalding water dot the cavern, releasing hot vapors alongside numerous jagged cracks that streak from their centers. Numerous thick and formidable bones can also be found littered around the area. Breathing in the vapors or consuming shavings of the cavern walls, floors or ceilings will cause one's strength to be doubled but beyond one's own control, causing simple movements such as merely walking or touching to unleash immense destruction, that strangely does not harm the cavern apart from leaving a few marks. Should one have be of great strength, one's heartbeat may even cause harm to other muscles, and cause previous internal injuries. One one who is capable of suppressing their strength or the hopelessly weak may survive in this cavern. The salt collected from the cavern is a worth a fortune, and is highly desired by even legendary tincturers.

L24.331 Barb scaled sturgeon

A kind of sturgeon found in cold, wet valley areas. Known for its unique scales which protrude slightly like a barb, giving their skin a bumpy, slightly pointy texture.  Elusive, but sought after for their highly savory eggs which they lay in large amounts in their habitats.

D24.330 Gustform Bridge

An otherworldly bridge 40x90ft in size made completely of swirling gusts. Stepping on the bridge propels one in a random direction unless one is resistant to the propulsion of wind or had special footwear. The bridge is occupied by 4d6 invisible storm elementals that will abruptly manifest and try to force passing creatures through the bridge to the bottomless pit below.

L24.330 Ribbon String Great-harp

A special kind of Great-harp known for its remarkably loose and mobile strings that tend to entangle with one another, which can be harnessed to create unique sounds. Yet despite its strange behaviour, the it produces a clear sound unlike any other harp, and is also capable of producing remarkably low notes of powerful resonance. Few are able to play such a harp, and those who do are renowned as accomplished bards. 

D24.329 Baths of Lesser Shadow

An otherworldly bath 100x50ft in size made completely of ornately sculpted marble depicting various adorable looking squids from which viscous liquid - dark as ink - pours into large pools. The liquid is quite hot and might slightly scald those unattuned to heat, but can cultivate in the bather a slight resistance to heat. Despite the liquid's appearance, it does not stain surfaces with dark shades and it's properties are indistinguishable from water. Yet it leaves behind an undetectable scent of shadow, that can only be sensed by creatures of shadow, who might treat those who bathe in the water with less aggression.

L24.329 Blue Nectarine

A round nectarine that grows in small hedges in the valleys of colder climes. When boiled, they form a light blue residue that is used as a substitute for cane sugar and they bestow a bluish hue to various foods that contain it as an ingredient.

L24.328 Grand Blade of Thammu

The Grand Blade of Thammu is a colossal blade of grass the flies chaotically throughout the Anthre. Known also the Trial of the Nimble - many pugilists and warriors who have walked the path of great dexterity seek passage to the Grand Blade, where they attempt to stay on the Blade as it travels in the ruthless turbulence of the high Anthre. Yet this trial is said to be extremely dangerous - and many have lost their lives in pursuit of glory and transcendence.

D24.328 Unseen Workshop

An otherwordly workshop 80x120ft in size brightly lit by rectilinear chandeliers hung 90ft high. The workshop is bisected on the long side by a minecart track which is built 30ft lower. Numerous workbenches placed neatly across the compound fully stocked with various crafting equipment and supplies. The workshop is occupied by 5d10 ghosts with true invisibility that guard each workshop, and will pursue any creature that approaches them. Only those with truesight may be able to see them - who appear as featureless humanoids.

D24.327 Brass Ballroom

A ballroom 60ft x 80ft in size. The walls are made of masterfully sculpted gabbro plated with brass depicting ornate blind arches. The floor is made of polished hexagonal brass tiles 10ft in diameter some of which are extruded at varios heights. A large chandelier 40ft in diameter hangs from the 80ft high ceiling which dimly glows white light. On the ground there are numerous tables fitted with trays that appear to be for food, and large casks of drink, but have long dissipated into unknown residue - accompanied with masterfully crafted goblets and utensils that may fetch a high price to some collectors.

L24.327 Moss Dwellings

Highly elusive ruins said to have served as temporary domiciles by Crab-riders. Despite their use as a sort of camp, they take up considerable amount of space and are neatly partitioned by strange moss walls of a construction that is still not yet understood. Some artifacts have been recovered containing everyday items such as pots and cooking utensils that have been identified as made by crab-riders due to similar motifs from other excavations giving a glimpse into the early history of civilisation in the Spoke.

D24.326 Corridor of Frozen Pages

A 50ft wide corridor 200ft long and 70ft highmade completely of large pieces of parchment upon which are numerous curvilinear magical symbols.  Occasionally a diagonal line of pages cuts across the corridor at various heights, impeding unobstructed movement movement. The pages cannot be moved other than those with power able to manipulate time, and forcefully crashing into their edges may cause severe slashing injury.

L24.326 Wingshade Castle

A colossal castle city said to have been carved from the thick remains of a single wing of a gargantuan ancient insect whose size nearly met a fifth of a small bark region. It is perpetually shaded from the elements due to its unique shell like back which has no fenestration - and scaling the castle from the back is said to be virtually impossible due to its arced geometry.

D24.325 Ailstrom

A terrible vortex of swirling malaise 40ft in diameter. All creatures unable to fly will be sucked into its terrible core and heavily compressed into pulp. Only those capable of flying and with enough strength may escape its pull, but will fall victim to great illness unless they are of phenomenal constitution.

L24.325 Vinepath

A spiralling pathway made from colossal vines, typically taken as alternative but much longer routes across various strata of the Qeleres.

D24.324 Wand Hill

A smoothly graded mound 900ft diameter that rises to a height of 40ft. Numerous colossal wands of various materials at least 30ft in diameter dot the mound, gradually increasing in density. Due to the arcane power concentrated in the wands' spines, all manner of magical creatures and plants have occupied at least 20ft from the center of each wand and harness their power to defend their territory. At the centre of the mound, there is a deep, narrow depression which requires climbing equipment to descend, that leads to the Wandless Depths.

L24.324 Poufs of the Lost Epic

A round pouf said to be encased in the fabric depicting the only survivng complete record of the Lost Epic of the Carb Riders. There are said to be 48 of these poufs in the Spoke, of which only 5 of them are known to be in possession of various wealthy and powerful individuals. The poufs were said to be commissioned by the Queen of Poems Iludu Maenaea - who directed the greatest craftsmen to preserve the content of the decaying Crab Rider scrolls into these poufs.

D24.323 Pastel Teahouse

A soothingly coloured teahouse tended to by friendly wooden automatons. The teahouse is very clean and filled with the warm aroma of various teas that soothes the mind and body. It is also tastefully furnished with petrified wood chairs and tables draped with hemp fabrics dyed in pastel hues. The automatons do not speak but their laconic thoughts may be read by those with psychic prowess. Outside the teahouse are a number of long benches draped with the same fabrics. One may find all manner of good aligned creatures and adventurers here who frequent the place to make similarly aligned acquaintances. Should one attempt to cause trouble here, a teleportation trap inscribed under the area allows them to be whisked away.

L24.323 Bandit Queen of Four Dusts

An extremely ruthless nortorious Bandit Queen who mercilessly attacks all manner of travellers who pass through the Dunes of Four Dusts found in the Firm Qeleres. Said to own extremely stealthy legions of sand-clothed barbarians, they often blend into the dunes and wait for the opportune moment catch travellers unaware and are said to do all manner of unspeakable, cruel acts to their prisoners before eventually executing them according to the testimony one who had managed to escape their bonds. The Bandit Queen has only been seen a number of times, during large scale clashes between larger forces, and her abilities in manipulating the dust of the region has resulted in her continued rule of the region of the last five decades.

D24.322 Corridor of Flying Rain

An otherworldly corridor composed of bluish mud bricks.  Tiny droplets of cold water fly from the seams of the brick floor into a knee deep pool strangely stuck to the ceiling. Creatures more than 5ft in height may inevitably find their heads in the pool unless they are crouched.  The corridor is patrolled by 3d6 fish-men fighters and magic users holding steel sabers and wands shaped shells who are able to breathe in the pool and will attack all intruders.

D24.322 Sigil of the Six Clawed Crab

An extremely ancient sigil found emblazoned on a round shield in the scant ruins of an ancient Crab Rider fort named Hezen found upon the Algeon Sprig of the Obscured Qeleres. The sigil depicts a Crab with six claws with two of them bearing an ornate scepter.  While details of the meaning of the sigil is unknown, many archaeologists suspect it is the symbol of a union between two greater tribes and 4 lesser tribes - which used to commune within the fort where it was found.

D24.321 Pond of Genies

An extremely strange pond that appears to emanate strange white fog and foam. To those sensitive to spiritual powers, they can sense some strange aura of rebirth. Should a disembodied spirit or soul bathe in the pond, they may gain partial material presence as a genie if their spiritual constitution is sufficient, lest they become part of the pond.

L24.321 Candleheart Tuna

A kind of colossal sandfish tuna found in regions with glass dunes - tall, translucent dunes that are nearly transparent.  Known for its remarkable flame that burns darkly with its belly, its flesh is considered exquisite and it's heart may be employed in numerous revitalizing tinctures. However, despite its value, few dare to attempt to hunt the creature due to is great size and ferocity against predators.

D24.320 Desecrated Bridge of Kaleiarn

A large bridge shaped like a slight arc 40ft wide, 60ft in length. The bridge is made of specially clay bricks fired by holy fire, and emanate small amounts of sacred energy, which wards all entities of evil and chaos. Upon the bridge are numerous makeshift obstacles, bones and damaged weapons indicating a vicious battle that had once occured. On the other side of the bridge appears to be corrupting bramble, slowing encroaching towards the center of the bridge. Within the bramble are 4d6 half goat druids who are deep in incantation and ritual, slowly pushing back the sacred aura of the bridge.

L24.320 Divining Slips

Slips of bamboo etched with various marks used by folk diviners. Depending on the region, the shape of these diving slips differ, from narrow sticks to palm sized cards. Despite not being based in any sense of the actual art of divination, it is seen as a form of charity and good karma for one occasionally to employ the service of such folk diviners, should it be within one's means. 

D24.319 Balewind Gorge

A gorge 80x200ft in size that spans a height of 600ft. Violent dark winds whip across the interior of the gorge, tearing apart all things and magic in their wake. The deeper one goes into the gorge, the denser the winds. Should one possess a bottle carved from Sacred Amber, one may be able to store some Balewind, which may be released at a later time to harness the wind's might, or possibly imbued by certain magical smiths of enchanters.

L24.319 Tidal Dunes

 One of the natural wonders of the Obscured Qeleres found in the Dusthide Bark. Due to the harmonic, lateral tremors of the Dusthide Bark regions, the large expanse of sand and dust that cakes the top of the bark shifts strongly much likes tides upon a sea, moving large volumes of multicolored dust across the region. It is for this reason one may never find the same settlements in the same location, as they are all designed to shift along with the dunes of sand and dust.

D24.318 Virulent Tunnel

An andesite tunnel thickly covered in strange white mud not easily identifiable. 70ft in diameter, travelling 200ft in distance. One requires immense skill in tincturing and medicine to learn that it is a humor of disease that will cause numerous random diseases to manifest at least 5 days after being exposed to it via invisible vapors or ingestion. The tunnel shakes and vibrates violently at random intervals which may cause one to lose balance and fall - indicating that some very dangerous phenomena are occurring nearby.

L24.318 Greenling

A kind of friendly smallfolk that populate moss filled microbiomes, often seen as an omen of good luck. They look indistinguishable from the larger folk except for their diminutive size and their pale green complexion. They are the only ones able to craft bush-like garments made of tightly interlocking branches and fabric made from moss that allows them to blend seamlessly in various environments - making them very elusive.

D24.317 Primordial Joinery

A masterfully carved assembly of obsidian megaliths 600x800ft in size in total. Each megalith interlock with one another tightly and intricately, demonstrating phenomenal craftsmanship. Hordes of undead Dwarven craftsmen have set up camps around and upon the assembly, and have covered most of the area with miniatures of each part of the assembly, clearly trying to gain insights from the process. Should one attempt to speak with them, they will ignore, and may lash out angrily if they are interrupted. Each of these miniatures are worth a lot to specific collectors, but the craftsmen may join forces to attack those who attempt to steal from them.

L24.317 Candlewater Festival

 A festival that is common near the base of the Supple Qeleres. The festival involves crafting bug-shaped candles from wax and allowing it to flow along rivers at night alongside at least 2-3 days of feasting. The festival is in commemoration of the legendary strategist Mimlar of legend, who managed to deceive an army of demons to return to the infernal regions by rallying the common folk to carve such candles - which creates an unusual sight that is considered a bad omen by man demonic beings.

D24.316 Nathrin's Cart-Crossing

A large intersection of minecart tracks 120ft in diameter. A unseen mechanism controls the flow of minecart traffic at the intersection rapidly, allowing each cart to move about extremely quickly with only short moments of slowing. The carts are all filled with various types of ore and jewels of different grades, with carts carrying more precious ores being locked in steel cages. Occasionally one may also find an empty cart which can carry up to 5 creatures. Due to the velocity and weight of the carts, being struck by one will severely injure and fracture many bones.

L24.316 Shadepollen

A much sought after type of lavender colored pollen which when applied on the body obscures one's likeness. Often carried in ornately patterned satchels due to its association with the much worshipped Saint Gilwe who cultivated much Shadepollen flowers that are found in various clusters throughout the Spoke.

D24.315 Thahalin's Throneroom

The Throneroom of the Arcane King Thahalin. 120x80ft in size, the room is made of masterfully shaped bismuth bronze plates shaped as hexagonal tiles. A crimson carpet leads up to the wondrous multicolored throne where the skeleton of the dwarf that was once the Arcane King lies. The skeleton is adorned with numerous magical jewelry and an opulent robe made from threads of adamantine. Planted on three points of in a 40ft diameter arc from the skeleton are three magical sword planted on the ground that forms a triangular barrier, barring access to the throne. Only one who is perfectly lawful, chaotic and neutral may be able to pull out each of the swords respectively. The swords are enchanted with the powers of alignment, and are able to create slash projections that destroy creatures or barriers of other alignments. Upon withdrawing the swords, Thahalin will begin to awaken and slowly start to stealthily regenerate his body. Contrary to expectations the jewelry he wears is bound to his ...

L24.315 Jade Nectar

A highly prized but also elusive type of nectar that is said to be produced by the flower of glass cabbages - which are nearly indistinguishable from their regular counterparts. Jade Nectar recorded to be extremely revitalizing, restoring wakefulness, and clearing most sinuses of the body that may be blocked due to various ailments - yet despite these properties, it is only mildly sweet in  taste and bears no other stimulating properties that other counterparts with such properties have.

D24.314 Felwe's Colossal Tome

A colossal book that soars 300ft in height and spans 600 x 900ft in size. The cavern that houses this book is gargantuan and soars 900ft high and is 1200ft in diameter. The book is flipped to the 400th page, and the other side of the book has 632 pages. Each page is made of vellum and is inscribed with crimson red ink depicting extremely esoteric runes that emanate immense magical power.  Hunched before the book is the skeleton of Felwe the Giant Scribe - who has long passed and is home to swarms of arcane giant maggots who are able to cast extremely high level spells. Eating their flesh will grant one permanent increase of intelligence up to a certain limit. The pages are also home to various errant magi who have set up numerous tents forts across the book - vying with each other for magical knowledge.

L24.314 Sect of Nine Bats

An esoteric sect of monks who worship the elusive nine bats that are said to stalk to underbark with the dark shadows. They are dedicated to the art of stealth, striving to emulate the eight bats which correspond to seven forms of stealth - of sound, sight, scent, heat, breath, touch, movement, and intent. The monks go on various pilgrimages and self imposed trials to train these seven forms, in hopes of entering the mythical Halls of Greater Darkness, where eternal warmth can be found. 

D24.313 Ziggurat of Golden Mud

A masterfully built ziggurat made of glistening golden mud 80ft x 200ft in size, that soars 100ft in height. Despite its appearance, the mud is extremely slippery and one with insufficient dexterity or footwear may slip and fall, smearing them with the mud. At the top of the ziggurat the Altar of Lesser Lightning, 20x40ft in size, which conducts towards creatures smeared with the mud, extracting their constitution. To those not covered in the mud, the lightning may shock them - simply dealing damage. The altar strikes 2d6 creatures in a 40ft radius. Should enough constitution be extracted, the ziggurat begins to quake, awakening an ancient creature deeper within the dungeon. The Altar may be taken by one skilled in esoteric engineering which can only be safely stored in a demiplane or spatial pocket. 

L24.313 Windform Vase

A training spell harnessed by advanced transmuters. The spell allows the user to manifest a nearly invisible vase from air which is able to carry liquids. While not frequently used in practical applications, those who are able to do so are said to have achieved great understanding of the physics of spellforming.

D24.312 Infernal Rotunda

An infernal structure 90ft in diameter, soaring 200ft on height, completely composed of quivering flames.  Only those who are able to walk on flames may be able to tread upon it, while others will fall down to a bottomless pit below the levitating rotunda. The rotunda possesses a flight of stairs 30ft in width that spirals to the top. As one travels higher, the temperature grows higher, and fire elemental creatures begin to manifest to attack those not made of fire. At the top lies an elliptical egg made invisible flames that appears as heavily warped space. One who studies the egg for at least 3 hours may glean the secrets linking fire and spatial magics. One may also cast an offering into the egg, after which one may be bestowed a divine blessing that lasts until death.

L24.312 Lesser Bubble

 An beginner spell often used to cushion falls from tall heights by manifesting nearby vapour or liquids in firm, elastic head-sized bubbles, that are able to gently redistribute force. While simple in nature, there one's mastery in spellshaping can be discerned by the durability of the formed bubble - and it is thus also used by many academies as a spell to discern one's skill in the area.

D24.311 Zombie Shrimper's Shack

A ramschackle shack 30x50ft in size made of various pieces of debris of wood, metal and stone. There are various shrimping implements hung around walls and cast about the shack. The shack is located beside a 100ft wide underground river where the zombie halfling Darmoe either cooks shrimps or catches shrimp from the river using various fishing tools. Darmoe is willing to trade masterfully cooked shrimps for any sort of bait, spices, alcohol, smokable plants or smoking tools such as pipes. Darmoe cannot speak but his thoughts may be read by one with sufficient psychic prowess.

L24.311 Andhic Sandcove

A historically important sandcove situated on the Algadeen Barkregion of the Banded Qeleres. The Algadeen barkregion is home to the largest sandseas in the Spoke, and many large scale battles were conducted upon sandships - one of the most important battles, the Battle of Four Twigs occured in the Andhic Sandcove where the admiral Jwec repelled the combined fleet 400 ships of four polities with a mere fleet of four sandships by harnessing profound understanding of the sand currents and wind of the local sandsea.

D24.310 Runic Ruin

An extremely dilapidated ruin of what is surmised to have been part of one of the wings of the Temple of Runic Enlightement. The Ruin spans 400ft in diameter with numerous clusters of megaliths densely inscribed with runic formations of all sort. The ruin is home to numerous high intelligence creatures that have occupied parts of the ruin where they have learned to harness the nearby runes to varying degrees. Should one be able to find an unoccupied cluster one may study the runes which require at least 1 hour for one with arcane knowledge to gain basic understanding and at least 4 months to gain complete understanding.

L24.310 Wound of Immolation

Located on the Vinthe Barkregion of the Supple Qeleres, the Wound of Immolation is a long fault that cleaves the western border its western border with a wall of fire. Many asetic pilgrims visit the wound to temper their bodies, by bathing in the flames, which is said to reinforce their resonance with the Qeleres.

D24.309 Pool of Feathers

A strange pool 100ft in diameter in a diorite cave 200ft in diameter that appears to be filled with numerous glistening white feathers. The pool around the temperature of a hot spring and goes 50ft deep, gaining in temperature the deeper one goes. Bathing in the pool bestows a creature magical reduction in apparent weight, which may provide advantage in escaping the detection of some pressure or weight sensitive mechanisms. Should one drink from the pool, they will begin levitating slowly up to 5 ft above the ground. The effects of the pool's water only last up to 12 hours when taken out of the pool.

L24.309 Perfumed Shrine of Xhons

The master shrine of the faith of Xhons, located on Barkpeak Calthon in the Wegent Barkregion of the Folded Qeleres. It is know for its remarkable aroma which spans over a thousand leagues, capable of putting its adherents in a trance-like state that grows in intensity the closer they approach the shrine in the pilgrimage. Pilgrims in the faith of Xhons seek to carry out duties for the Perfumed Shrine in hopes of eventually gaining permission to bathe in the holy perfumed baths, which is said to grant them a blessing from one of the seven deities of the faith which are personifications of various highly rare, aromatic substances found in th Spoke.

D24.308 Vinepot Cellar

A cellar 30ft by 60ft in size. A five tiered 10ft wide rack is placed along the east wall made of flagstone. Occupying the rack are numerous pots made of dried up vines tied in extremely tight bundles, and sealed at the top by a flat piece of stone. The pots contain extremely fine aged wine with wondrous fragrance capable of attracting many nectar eating insects, even those that are extremely elusive. The wine is also pleasantly sweet and brings a light warmth to one's throat and belly, granting resistance to cold for up to 6 hours. The cellar is guarded by a deadly shadow which will attempt to assassinate those who attempt to take the pots or inspect their contents.

L24.308 Oblique Tower of Ghenne

One of the ancient wonders of the Spoke built by the ancient Ghenne Empire which once dominated much of central bark-regions of the Supple Qeleres. The Oblique Tower is a complex construction that allows easy traversal to the underbark diagonally, with numerous domicilies, shops and services situated in caravanserai like stalls along every length of the tower. The end of the tower leads to the ancient Dhirvian Ruin Chelduma which is said to have once been a large academy city of the Dhirvians, which the Ghenneans considered as a Holy Site, which all rulers and some high ranking nobles were tutored in esoteric Dhirvian lore and wisdom. According to deciphered ancient records, the Ghenne Empire were able to harness much of the remains of ancient Dhirvian artifacts to gain technological advantages over their opponents, successfully discerning the function and employing them in battle, research and agriculture.

D24.307 Sand Carpet

A large cavern spanning 300ft x 600ft. Across the gound spans an arced carpet of sand around 5ft thick, below which is an extremely deep pit leading to magma. There are no creatures in this cavern. Upon the sand carpet is drawn numerous strange linear symbols, but it appears incomplete. One extremely learned in the arcane arts may be able to glean the enchantment insights in these symbols after around 2 hours, which reveals the nature of the carpet being that of levitation. One may complete the enchantment should one know the principles behind it, after which it allows one to create up to 2 flying carpets out of sand, which may manifest and dissipate at will, and also change it size up to 300 x 600ft. While it cannot be destroyed, holes may open in the carpet when struck with enough force, but they are closed after 12 seconds.

L24.307 Rice Eggs

 A type of packed food that fits nicely in one's palm. Usually wrapped in large leaves, rice eggs are compressed rice shaped in the form of eggs. They are occasionally stuffed with meat or pickles and serve as quick food intended to be eaten while on the move. As such it is typically used as rations by many armies and travelling groups.

D24.306 Hall of Invisible Walls

An extremely empty looking hallway 70ft by 130ft in size. The walls and floor are made of finely crafted hexagonal stone tiles. Travel through the hallway quickly is difficult as the space inside is partitioned into a winding maze by invisible walls which can be seen by invisible-sight potions or spells. The invisible walls are densely engraved with runes, which draw power from lightning crystals hidden on the underside of some floor or wall tiles.  These crystals emit a very fail crackling sound, which can only be perceived by those with extremely sensitive hearing or sound detection spells. Should a crystal be found and removed, 30ft diameter of nearby walls lose their invisibility permanently. Should one be creative enough, they may be able to remove one of the tiles of the invisible walls which may be taken to a dwarven runesmith to craft a buckler or tower shield of invisibility which can be activated by charging it with lightning crystals.

L24.306 Saproot

 An uncommon type of root capable of rapidly absorbing water from the ground, causing it to rapidly swell to large sizes. It is commonly seen as an omen of drought, as Saproot is capable of drawing water from large swaths of land causing rapid dehydration of other nearby plants.

D24.305 Shrine of Brass Frogs

A 60ft in diameter large shrine made of triangular brass plates. A 10ft wide red carpet bisects the shrine leading to a central 30ft diameter red carpet upon which are 5 red seating cushions. Surrounding the round red carpet are numerous fist sized sculptures of frogs wrought from polished brass laid in a neat manner. Should one accidentally kick over or attempt to take one of the frogs, it will croak in a high pitched voice, causing the 700 other frogs placed in the shrine to croak loudly as well. The sound resonates with flesh, causing creatures with insufficient constitution or resistance to becoming internally bruised and potentially explode from within. Should one be seated on one of the cushions, one will find the effects of the frogs significantly reduced. Spending around an hour meditating to the chorus of frogs will improve one's constitution and bestow resistance to sound for up to 3 years, which increases, the longer one spends meditating. Should one meditate in silence ...

L24.305 Warmwing

 A rare visual phenomenon in areas exposed by rays of dark that bestow beloved warmth in otherwise frigid areas. The warmwing displays an appearance of a series of adjacent flatly colored butterfly wings usually dark violet or black in color, that emanates great warmth and enough heat to ward from the cold. They are frequently described in many tales as a minor intervention or miracle which save the protagonists of numerous old stories and fables.

D24.304 Mirrordust Corridor

A strange, otherworldly corridor seemingly made of plates of mirror finish metal. However as one walks deeper the corridor begins flaking into fine chrome like filigrees that irritate breath and sight, reflecting any source of like into bright specks of dust. The blinding effects last for at least a minute.

L24.304 Terrarium of Curries

A remarkable terrarium found deep under Hindaar Lost, a Dhirvian Ruin discovered by the adventurer Yhenmuld the Drunk. The terrarium is home to numerous thriving kinds of curry plants and emanates an extremely appetizing scent. Entry into the ruins however is barred by the forces of Frontier City Aagalnd due to worry that numerous chefs would pillage the terrarium, and as such only select and thoroughly vetted botanists and alchemists are allowed entry in recent times.