- Loading...
- No images or files uploaded yet.
|
|
Mount AshesethMount Asheseth
The Lost city is located in a volcanic caldera some 9 miles across which is located on a tiny island (hardly more than 12 miles in diameter) to the north-east of Miraboria, not far from the land which has sometimes been called Iceland. The city at the heart of Mount Asheseth was once an important site in the First Miraborian Empire. A major link to the Cloud-Realm existed here. Unfortunately, the volcano was not entirely extinct. Eventually it became evident that the volcano would erupt, destroying all who lived on the island, whether within the caldera itself, inside the caldera walls, or on the island below. Even the Cloud-Dwellers could have been damaged by the force of the blast, the immediate pollution, and the long-term damage to their relations with the surface dwellers..
The Cloud-Realm was a place of powerful magic. One artifact held by the rulers of the Cloud Realm allowed many cloud-lands to remain intact without the use of other magics. This device, whose exact nature is no longer understood, could “freeze” a magical or natural effect for near-permanent durations. The rulers of the volcano-city stole this artifact from the Cloud-realm, thus instigating a terrible war which eventually helped cause the collapse of the First Miraborian Empire. The artifact was used to prevent the volcanic eruption which had become imminent.
Unfortunately the fall of the 1st Empire caused the economic collapse of the city in any case, and such was the ill-will of the rest of the Empire towards the volcano-dwellers that the only entrance to the city above (a lava tube) was sealed below. Even now, the small clan of humans who guard the entrance do so in the belief that it is their duty to prevent shame and dishonor from entering society by preventing anyone from disturbing the seal on the passage.
The volcano-city of Asheseth was a unique cultural enclave even in the time of the First Miraborian Empire. There were three peoples who dwelt there in harmony. First were the humans who lived in the caldera itself. They were a mixture of specialist mages- who studied air and earth magics in equal parts - and priests of the gods Mikol (of the sun and fire) and Khutaba (of the sky). These aesthetes, scholars and theologians were joined by a small group of merchants, scribes, scholars and common folk who all saw themselves as uniquely suited to serve this elite gathering. The atmosphere in the city of Asheseth-Calborn was scholarly, sophisticated, and arrogant. The people there were convinced of their own brilliance, of their ability to control and dominate anything and everything, including the natural forces of the earth. The population of Calborn numbered about 15,000. The mage Aulindo was a resident here for some time, and studied with both the mages and the dwarves below. He may even have built his first magical toys while he dwelt here.
Below Calborn was the other half of Asheseth - called Asheseth-Montarn - in which dwelled a clan of more than 20,000 of dwarves. These dwarves were some of the most famed artisans and craftsmen of the entire 1st Empire. They worked with Mithril and Diamonds, both mined from the volcano’s heart. They too were a proud and arrogant group, never realizing that their own mining activities could be partly to blame for the mountain’s eventual unrest.
In the Cloud-Lands above the earthbound city of Asheseth was the third band of peoples who made up the entire culture. In the portion of the city called Asheseth-Pallair dwelt Aaracockra and Winged Elves, giant Eagles and even Cloud Giants. The Winged elves were the guardians and caretakers of the artifact known as Cloudheart. This artifact could create cloud-islands and preserve them, preventing their eventual decay and even allowing their dwellers to manipulate those clouds into uniquely useful forms.
When the Cloudheart was stolen by the wizards of Asheseth-Calborn to prevent the volcanic eruption of Mount Asheseth, the alliance of three worlds was broken. Dwarves and humans banded together against elves and aaracockra, to the downfall of all.
Today, all that are left of these three once mighty peoples are a few remnants who have half-forgotten their previous glory, and long since forgotten all but the faintest knowledge of what happened to destroy it.
A few hundred humans dwell in poverty and near-starvation on the edge of the caldera-lake, eking out a living hiding from the winged demons above, and terrified of the stone-killers below.
Almost a thousand dwarves still live below the mountain, tending Cloudheart and the enchantments that bind it to the mountain, preventing eruption. They blame the humans above for their isolation and ruination. According to dimly remembered history, the dwarves believed until too late that Cloudheart was a gift from the sky-dwellers to the dwarves via the humans. When they learned otherwise it had already been bound into its current place and removing it would precipitate the very eruption it was supposed to prevent.
A few hundred sky-dwellers, mostly Aaracockra and a few companions, still dwell in the highest points of Mount Asheseth, seeking revenge for the magic they lost so long ago.
This adventure will consist of three major parts: 1. Discovering where Aulindo studied (brief mention in his ruined book). Finding the island of Asheseth’s location in the library of Mirabor City. Traveling there. Convincing the guardians to permit the party to enter. Reaching the lost city’s outer caverns. This segment will be in the document “Quest for the Lost Magics of Aulindo”. Alternatively, if the PCs are hunting for the fate of the Knights of St. Michael of Marathina, rather than Aulindo, they may see that document.
2. Exploring the caverns. Finding the way to the center of the caldera. Discovering where Aulindo resided (he was here during the discussions about Cloudheart, but left before the theft). Realizing that the root problem caused by the theft from the Cloud Realms still exists.
3. Finding the way in to the heart of the volcano far below. Passing the evil creatures (a lich?, a tribe of servant orcs, some golems and other magical creatures, and perhaps a summoned demon or two, and salamanders) which have taken over the city’s deepest roots. The dwarves reside within an ancient temple to their god (Ontokoth?), with the artifact. The evil creatures live near the volcano’s throat, which is filled with lava held in stasis by the artifact. Finding a way to remove the stolen artifact and return it to its rightful owners, possibly without provoking a horribly destructive eruption in the process, or if not, at least rescuing the people in the most immediate danger from it.
Part 1 will require designing: A. A trip to Mirabor to search for information about Aulindo - the PCs know he came to Mirabor from somewhere else to give his gift to the emperor, and then was given land in the Karuun Mountains, where he settled and subsequently died.
B. In Mirabor a protective order of Knights of St. ? Still exist, guarding the city from careless intruders. They will hear the PCs out, and guide them to the still-intact Imperial Library, where histories will detail Aulindo’s arrival from Asheseth, and his gift to the emperor. Research about the nature of Asheseth will reveal its island location.
C. Travel to Isle of Ashes. Designing the guardians of the lost city’s entrance. Encounters on the island. The entrance to the tunnels is underwater! Deciding why they might let the party pass, and what they know about the city.
Part 2 will require designing: A. Entry caverns. Upper levels of the city in the walls of the caldera.
B.The peoples who live in the caldera, with their interrelationships. The way the PC’s find out about the ancient feud between the dwellers below, above and between.
Part 3 will require designing: A. The deep layers of the city, with both the evil inhabitants who now dwell there, and the dwarves who still live at the heart of the city.
B. The artifact, what it is, what it does, how it may be freed, what will then prevent the eruption from occurring, or how to rescue those who would be destroyed by it.
The Isle of Ashes:
This large (22 mile diameter) island is volcanic in origin, and thus has only a thin layer of soil, but it is very rich in organic matter. The island has a warmer climate than its position would normally warrant. Vegetation consists of mosses and lichens, ferns and saprophytes. Some trees (mostly palms and sub-tropical evergreens) cling to deeper pockets of soil in sheltered spots.
The surface of the island is protected by an anti-magic zone which prevents all spells and magic items (except priest spells) from functioning within 30’ of the shore, or 150’ up into the air above land.
There is one small population center of about 300 on the island. It is a fishing village populated by a human/sea-elf crossbreed people. Almost everyone is 1/2 elven, capable of breathing underwater to some degree or other. Those who cannot breathe for long are fully conversant with the effects of a magical seaweed which acts as a potion of water-breathing that grows in the shallow lagoon and is the major fishing-spot of the village-folk.
The village is a matriarchal society, dominated by the elderly Mother Luciadra. This lady is clever, stubborn, suspicious but not rude. The PC’s will be greeted cautiously, and not invited within the walled village, but instead will be shown a pleasant hollow to camp in near the black-sand beach, given a feast, and made otherwise welcome. Other villagers include:
Narobit: a fisherman/fighter of L9 - he is famed for his ability to slay sharks in single combat, and is the island’s strongest defender. He wears little armor, and has no magic. He is very deferential to Mother Luciandra, and is married to her daughter, Tehana. They have seven children between the ages of 11 and 4.
Secilia: priestess of Zathunar, the goddess of the sea. L5, she is young for a high priestess, but the elder priestess who was her predecessor died three years ago, leaving the people of the island rather poorly off. Secilia is a bit hasty in her judgements, and may be offended by too-quick offers by the party to help villagers. Note that priest spells are NOT affected by the village’s anti-magic zone!
Not far from the village in the underwater realm lies the sea-elven community. It has a population of over 1,000. And again within 15 miles are merman and other underwater communities. This area is a densely populated and fairly wealthy undersea realm. Thus the people of the Isle of Ashes are not truly an isolated community at all.
Unfortunately, not far from the island, indeed under the island to some degree, lairs a foul creature known as the Maze-Master. This creature rules his small stretch of the sea with an iron fist, killing any who intrude upon it. He has three or four henchmen/slaves who assist him in this task, and also frequently lure unsuspecting victims near enough to the dangerous zone that they are caught in the foul magics of the beast.
In the day or so before the PCs arrive on the island, a terrible tragedy has occurred among the sea-elves. The youthful daughter of the sea-elven baron has vanished. She was last seen by her companions swimming not far from the lair of the Maze-Master. It is well-known that she was a bold and reckless girl of about 29 (human equivalent of 16-17). She has always been fascinated by the tales of this creature, and the treasures that supposedly are kept by it. Perhaps she went too close and was drawn in?
In any case, the party will be seeking to ascend the mountain to the caldera, but the villagers are very reluctant to give them any aid. They do know (but will not say) that the passage entrance to Mount Asheseth lies underwater not far from the Maze-Master’s lair. They do not know it has become a part of that lair.
Soon after the party arrives, messengers from the sea-elves will arrive, begging the islanders to join in the attempt to assault the Maze-Master and rescue or revenge the missing girl. If the PC’s suggest that they can help, they will be accepted gladly. In fact, the islanders and sea-folk will let them go alone, with only a guide (Narobit). Mother Luciadra will tell them that if it is still necessary, she will then tell them how to find the entrance to the “ place of fate”.
The Morkoth lair entrances are concealed in several places on the sea-bottom. The one best known to the sea-elves, and the one from the vicinity of which the girl vanished, lies in the ruins of an ancient sunken human city. Elven lore tells that this city, about a mile from the island of Asheseth, sunk at about the same time the Island of Ashes was cursed by the sky-folk. The city was name Dir Emlis, tho the elves barely remember this. The ruined city is actually quite intact, but near one edge a deep cleft has opened in the sea-floor, and it is within this cleft that the Morkoth’s tunnel opens.
Other tunnel mouths lie in other diverse spots around the sea-floor, all either concealed within coral reefs or near a smoking volcanic vent or other dangerous feature. This is the easiest to enter. See Dungeon Magazine for conclusion to this adventure!
|
Comments (0)
You don't have permission to comment on this page.