Chapter 7: Nalathesh: Difference between revisions

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==== '''The Radiant Princes''' ====
==== '''The Radiant Princes''' ====
When using a Radiant Prince in a [[combat]] encounter, give them the stats of a '''[[Paladin]]''' or a '''Greater [[Mage]]''' (both in CC chapter 4).
When using a Radiant Prince in a [[combat]] encounter, give them the stats of a '''[[Paladin]]''' or a '''[[Mage (Greater)|Greater Mage]]''' (both in CC chapter 4).
|}
|}
The Radiant Princes are tasked with handling threats to the Godking’s authority and the nation’s security, and prioritize the maintenance of law and [[order]] over all else—including, at times, the well-being of their subjects. This alone has historically led to the Princes being admired and feared in equal measure.
The Radiant Princes are tasked with handling threats to the Godking’s authority and the nation’s security, and prioritize the maintenance of law and [[order]] over all else—including, at times, the well-being of their subjects. This alone has historically led to the Princes being admired and feared in equal measure.
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==== '''Goods for Sale!''' ====
==== '''Goods for Sale!''' ====
The party encounters a large crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. Roll on the table below to determine the nature of the items for sale:
The party encounters a large crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. Roll on the table below to determine the nature of the items for sale:
{| class="wikitable"
!2d4
!Goods
|-
|2
|Survival Equipment
|-
|3
|Scientific Equipment
|-
|4-5
|Raw Materials
|-
|6-7
|Household Equipment
|-
|8
|Clothing
|}
==== '''Suspicious Goods for Sale!''' ====
The party encounters a small crowd gathered around a shop in the market. The shop has offered a steep discount on their wares. The items available at the shop are being sold for 50% of the typical price. However, something does not seem quite right about the situation.
Roll on the table below to determine the nature of the items for sale:
{| class="wikitable"
!2d4
!Goods
!Circumstances
|-
|2
|Instruments
|The individual conducting the sales is a child. This store appears to belong to their parents, though they do not seem to be present. It is unclear whether or not their parents are aware of the discounts they are offering.
|-
|3
|Survival Equipment
|The merchant is loudly sharing stories of his time as a famous adventurer, and claims that all of the items he sells are exactly the sort he always used back then. However, he keeps mispronouncing their names, and frequently gives incorrect answers when asked questions about how the items are used.
|-
|4-5
|Tools and Kits
|The kits are all being kept loose in cheap canvas bags, and while each does contain the requisite components, the components within each kit vary widely in style, size, and quality, as if they’ve been assembled from several different sources.
|-
|6-7
|Security Equipment
|The chains are slightly shorter than usual, as if they’ve been cut, and none of the locks are being sold with keys.
|-
|8
|Clothing
|All of the clothing designs are clearly knock-offs of those made by a more popular tailor.
|}
==== '''Wanted for Questioning''' ====
A member of the Radiant Princes (use Greater Mage stats) approaches the party to ask them if they have noticed any suspicious activity in the local area. Any party member who shares accurate and actionable information regarding organized crime in the area— such as news of Sandsnake activity— will gain +1 Goodwill in the local Aristocratic sphere. However, if they are caught deliberately giving inaccurate information, they will draw the suspicion of the Radiant Princes, and may be placed under surveillance. A party member attempting to lie must make a DC 18 CHA/Deception check. On a failure, the adventurer will lose 2 Goodwill in the local Aristocratic and Militant spheres, and the party will be secretly monitored by the Radiant Princes for the next seven days. They will be placed under arrest if found to be engaging in criminal activity.
== The Desert ==
In central Nalathesh, water is a scarce resource. Settlements are clustered in areas where it is easily accessible, but between them are vast stretches of sand and dry scrubland. Trade caravans travel along major roads with some regularity, and it is not uncommon to see camps set up by fellow travelers along the road. However, not everyone traveling across the desert is friendly—travelers must keep careful watch not only for the snakes and scorpions lurking in the sands, but also for bandits, mercenaries and sabotage from rival merchants.
=== Weather ===
For the majority of the year, the deserts of Nalathesh are host to extremely high temperatures, with very little respite from the blazing sun overhead. It is an arid desert climate with very little surface water, and travelers often take shelter in open-sided tents or covered carts through the hottest hours of the day. Loose robes in cotton or linen are the most popular traveling attire, to protect from the sun and sand.
The rainy season is short, and while the days are milder, the much colder temperatures at night provide a sharp contrast. As the season draws to a close, the temperatures rise once more, and bring with them heavy winds that sweep across the desert sands. Where dry grasses cover the landscape, these winds also raise the risks of rapidly spreading grass fires.
=== Nalatheshi Desert Random Encounters ===
For travelers in the desert, an uneventful day is a good one. With threats that range from [[weather]] to small, venomous insects to thieves and other travelers, it is always best to stay alert. Use the tables below to generate random encounters that the party may face while traveling in the desert.
{| class="wikitable"
!1d6
!Environmental Hazard
|-
|1-3
|Heatwave
|-
|4-5
|Heavy Winds
|-
|6
|Brush Fire
|}
{| class="wikitable"
!2d6
!NPCs and Creatures
|-
|2
|Sandsnake Caravan
|-
|3
|Husk Mages
|-
|4-5
|Fellow Travelers
|-
|6-8
|Bandit Ambush
|-
|9-10
|Desert Thumpers
|-
|11
|[[Desert Warden]]
|-
|12
|[[Dust Devil]]
|}
{| class="wikitable"
!2d6
!Events
|-
|2
|Corpses by the Road
|-
|3-4
|Mirage
|-
|5-9
|Animal Carcass
|-
|10
|Water
|-
|11
|Stolen Rations
|-
|12
|Strange Voices Below
|}
=== Environmental Hazards ===
==== '''Heatwave''' ====
The sun beats heavily down across the desert sands. The temperature rises to just over 120ºF. The party’s travel pace is halved, and END checks gain +2 to the Difficulty.
The high temperatures last for 1d8 hours. Use the Extreme Heat rules to determine the full extent of its effect on the party.
{| class="wikitable"
|-
|
===== '''Extreme Heat''' =====
When you are exposed to extremely hot temperatures for more than 2 hours, you must make an END check. Extremely hot temperatures are in excess of 100ºF, or above 85ºF with more than 75% humidity.
The DC begins at 10, and increases by 2 for every 5ºF above 100º (or above 85º if humidity exceeds 75%).
If you drink at least 0.5 gallons of water in the span of those 2 hours, reduce the DC by 5.
|}
==== '''Heavy Winds''' ====
Heavy winds sweep across the open desert, pelting travelers with sand and small debris. There is little in the way of natural shelter nearby. The party’s travel pace cannot exceed 1 mile every 4 hours. For each hour that the party spends without appropriate shelter, each adventurer makes a LUCK check. Any adventurer that rolls below a 10 suffers 2d4 blunt [[damage]].
The winds last 2d4 hours. If both dice roll the same result, then at the end of those hours, the winds will stop for 1d4 hours before this event begins once more.
If the party finds or creates a suitable shelter from the wind, they no longer need to make the hourly LUCK check while they are sheltered from the sand and debris. Finding shelter is a DC 30 AWR/Sheltering check. Creating a shelter is a DC 20 AWR/Sheltering check, but requires appropriate materials, such as heavy canvas and something to secure it.
==== '''Brush Fire''' ====
A fire catches amongst the dry brush and grasses, and it races across the landscape. As the fire approaches, the adventurers must roll initiative. The party has three rounds to prepare before the fire arrives.
In order to successfully protect themself from the flames, each adventurer must exceed a total result of 40 on appropriate skill checks over the three rounds. Casting spells can add two times the SPC of the spell to their total.
When the fire arrives, each adventurer who failed to meet the threshold suffers 3d10 fire damage. Adventurers who successfully meet the threshold take half of that damage. If an adventurer found a way to evade the fire entirely, such as by flying or diverting the path of the flames, then they take no damage.
=== NPC and Creature Encounters ===
==== '''Sandsnake Caravan''' ====
The party encounters a caravan of individuals that claim to be merchants traveling to do business in Lesmishan. While this is technically true, what they are not saying is that they are doing so on behalf of the Sandsnakes, and that the goods they are transporting are stolen. They will be suspicious of the party, claiming that another traveler had stolen from their caravan on their last trip, leading them to the decision to avoid other travelers. They will politely part ways with the party, though if the adventurers attempt to prevent them from leaving, the caravan’s guards will threaten the party, and will attack if the party does not back down.
If there is a confrontation, the caravan is guarded by three Rogues and a Mob Boss. The rest of the caravan consists of three Thugs and six Merchants. If all are defeated, the party will find a crate of spices and three crates of copper jewelry. If sold to the right buyer, the goods are worth approximately 200sc. However, the jewelry has been reported as stolen in Aridala, so an attempt to sell the goods in Nalathesh may bring trouble with the law. Additionally, if the goods are sold in an area where the Sandsnakes have a presence, the party will be noticed by the Sandsnakes and lose 4 Goodwill amongst the Underworld sphere— nobody wants to draw the ire of the Sandsnakes by interacting favorably with their enemies.
==== '''Husk Mages''' ====
A group of mages from Husk is traveling to Aridala to consult on research into a few magical items that have been discovered in southern Nalathesh. The group consists of one Greater Mage and her two apprentices, who are [[Trollkin]] Lorists. They are riding camels, and are willing to travel alongside the party if they are headed in the same direction, but they will not slow their pace or accompany the party on any diversions from their route. They are not hostile, but will defend themselves if attacked by the party. If the party is attacked by hostile creatures while traveling with the mages, the mages will assist in combat for one round to give the party an advantage before they retreat— though they have powerful magic, they are researchers, not warriors, and the greater mage is primarily concerned with the well-being of her apprentices.
==== '''Fellow Travelers''' ====
The party meets a group of friendly travelers along the road. Use the tables below to determine their identities, where they are traveling from, and their destination.
{| class="wikitable"
!1d6
!Identities
|-
|1-3
|Merchants
|-
|4-5
|Troupe of Performers
|-
|6
|Adventurers
|}
{| class="wikitable"
!1d6
!Traveling From
|-
|1-3
|Aridala
|-
|4-5
|Lonerock
|-
|6
|Husk
|}
{| class="wikitable"
!1d6
!Traveling To
|-
|1-3
|Bridgemoor
|-
|4-5
|Southern Nalathesh
|-
|6
|The Flesh Pit
|}
The travelers can provide the party with basic information and directions regarding those locations, and may be willing to share recent news from the area they are traveling from.
==== '''Bandit Ambush''' ====
Bandits have set up an ambush for travelers passing through on the road. Four Bandits, two Bandit Marauders, and, if the party is at least level 5, a [[Bandit Captain]] are standing off to the side of the road, repairing a cart with a broken wheel. When the party approaches or passes them, they will attack.
==== '''Desert Thumpers''' ====
A group of donkey-sized rabbits is visible just off the side of the road, grazing on grasses, cactus fruit, and small bushes. They seem somewhat skittish, but not aggressive.
The party has come across 2d8 Thumpers. They will remain unbothered by the party until an adventurer moves within 30 feet of them. When an adventurer moves within 30 feet of the thumpers, that adventurer must make a DC 10 AWR/Animal Handling check. For each additional 5 feet that they move towards the thumpers, they must repeat the check, increasing the DC by 3 each time the check is repeated. On a failure, the thumpers will flee.
==== '''Desert Warden''' ====
The party has drawn the notice of a Desert Warden, and it has begun to follow them to determine their intentions. If it approves of them, it will lead them to the nearest source of fresh water. If it does not, it will attack.
==== '''Dust Devil''' ====
The wind picks up, and sand begins to swirl around the party. However, it quickly becomes clear that this isn’t a sign of a larger shift in the weather— the effect seems to be limited to the immediate vicinity of the group. Adventurers who succeed on a DC 15 INT/Nature check may recall that such things are a sign of a powerful and malevolent [[elemental]] native to desert regions. A Dust Devil has taken notice of the party.
It will attempt to frustrate and confuse the party with small illusions and tricks, and when it gets bored of the party’s responses, will attack, beginning the fight by using its Choking Whirlwind ability on one of the party members.
=== Events ===
==== '''Corpses by the Road''' ====
An abandoned cart rests by the side of the road. Everything of value has clearly been taken. The cart itself is damaged but repairable with a DC 15 INT/Woodcarving check. The sand in the area is disturbed, as if something has been dragged across it.
Investigating the area with a DC 10 AWR/Investigating check or attempting to follow the disturbed sand with a DC 10 AWR/Tracking check will lead the party to a shallow ditch approximately 60 feet away from the cart. Within the ditch are 1d4 corpses, dressed in common traveling clothes. All of their valuables seem to have been taken. If there are multiple corpses. it is difficult to determine whether all of them belong to the travelers— it is possible that at least one could be one of their attackers who was killed in the conflict and stripped of their equipment by their colleagues.
Party members with affiliations with Innkeeper Carijan and the Flesh Pit may wish to attempt to transport the corpses to the Flesh Pit. If they do so, remind them that Carijan has instructed them to take the appropriate precautions to ensure that the Bronzeguard do not discover that any humanoid corpses are being sacrificed to the Flesh Pit.
==== '''Mirage''' ====
Roll a hidden DC 15 AWR/Perceiving check for the party member with the highest AWR/Perceiving. On a success, they are able to successfully identify the mirage. On a failure, use the description from the Water event. However, when the party arrives at the location where they saw the water, they find nothing but sand heated by the sun.
==== '''Animal Carcass''' ====
Vultures tear at the carcass of an animal, a short distance away from the road. Loud noises will scare them off, and allow the adventurers to investigate. While the meat has been sitting out for too long to be suitable for humanoid consumption, a dracanis or other carnivorous mount may be able to consume it safely.
Party members with affiliations with Innkeeper Carijan and the Flesh Pit may wish to deliver the carcass to the Flesh Pit.
==== '''Water''' ====
In the distance, the party sees a small freshwater spring glittering with reflected light from the sun overhead. There is little greenery surrounding the spring, so it likely spends part of the year dry, but for now, it seems to be full of water. It takes about an hour of travel at a normal pace to reach the spring.
Party members can refill waterskins and drink from the spring.
==== '''Stolen Rations''' ====
While going through their belongings, the party notices that one of their bags of rations seems to be torn open or missing. An animal seems to have gotten into it while they were [[resting]] for the night. The party has lost 1d4 days of food.
==== '''Strange Voices Below''' ====
The voices are not quite audible, but vibrations from the sound echo through the ground and into the bones of those above. Over the course of 1d4 hours, the party occasionally hears distant muttering and roaring from below the sands. It is too distant to make out what is being said, but adventurers may attempt to listen more closely. An adventurer may attempt to listen closely by making a DC 15 AWR check. On a success, the adventurer becomes Shaken until the end of their next turn. While they were unable to determine what was being said, they can recognize that the voices seem to be coming from several voices speaking at precisely the same time, but in dissonant tones.
== The Flesh Pit ==
'''''Read Aloud:''''' ''Deep in the central desert, the Flesh Pit stretches like a gaping wound in the terrain. Vultures circle high overhead, and the air is thick with the scent of raw meat. On the northwestern edge of the pit, a stone watchtower looms above the rest of the landscape, easily the tallest thing in sight. To the east, a small collection of huts and tents are clustered around a large, squat adobe building.''
Theories surrounding the Flesh Pit are the cause of much controversy amongst many of the scholars in the national guild. While the evidence points towards some eldritch presence in the area, nobody can agree on whether the eldritch energy is the cause of the aberrant landscape or whether the unusual terrain lured it to the area. Either way, there is one thing that is clear—in the center of the Nalatheshi desert, there is a pit of living flesh growing within the ground.
Though the Flesh Pit will never be a popular destination for those with more delicate sensibilities, it does carry intrigue for scholars, mages, and those who are drawn to the unusual and the obscure. However, most of all, it has provided a very tempting promise for many within the region—a stable source of food and income. The Flesh Pit is carefully cultivated by the residents of the area, and has become a central pillar of the region’s economy—even if that requires looking the other way for a few of the less pleasant steps of the process.
=== Weather ===
The weather in the region surrounding the Flesh Pit is similar to what is expected throughout the central desert regions of Nalathesh. However, as one approaches the Flesh Pit, the air grows thick and heavy with the scent of raw meat. The hot and dry weather is often the subject of complaints from the laborers harvesting flesh from the pit, but the truly unpleasant weather comes when heavy winds detach strips of flesh from the outskirts of the pit, making for rather gruesome debris throughout the local area during windy seasons. The Flesh Pit is alive enough that the flesh still attached is typically safe from rot, the scattered pieces have no such guarantee— efforts to clean the area after heavy winds are swift, and the vultures and hyenas that scavenge in the region are never more appreciated than in those moments.
Rain is rare in this region of the desert, but when it does come, the caverns of the Flesh Pit close up, leaving the pit resembling a shallow, flesh-lined basin until the rain ends and the gathered water evaporates. Only the most desperate gather water from the basin for personal use, as even when boiled and purified, it never quite loses the metallic, bloody taste. However, a group of alchemists has been researching the possibility of using this water as a substitute for blood in potions that require it— they have achieved little success so far, but they have found some indications that the prospect is, in theory, possible.
=== Scavenger’s Road Random Encounters ===
While travelers and residents of the area are not particularly hostile, the region surrounding the Flesh Pit often draws a number of dangerous beasts looking for an easy meal.
{| class="wikitable"
!1d6
!Combat Encounter
|-
|1-3
|1d6 [[Rot Bees]]
|-
|4-5
|1d4 Dire Vultures
|-
|6
|1d4 Dire Hyenas
|}
{| class="wikitable"
!1d6
!Social Encounter
|-
|1-3
|Bronzeguard Patrol
|-
|4-5
|Laborers at the Pit
|-
|6
|Carijan's Scavengers
|}
=== Social Encounters ===
==== '''Bronzeguard Patrol''' ====
The party encounters a group of the bronzeguard patrolling the road or the borders of the Flesh Pit. The patrol will greet them and provide them with directions to either Vulture Watchtower or the Scavenger’s Rest inn, whichever is more relevant to the party’s stated goal.
==== '''Laborers at the Pit''' ====
The party encounters a group of laborers working to harvest flesh from the outer edges of the pit. The laborers will answer any brief questions the adventurers ask about the goings-on in the area, but will not engage in long discussions, as they need to continue their work. After three questions, adventurers must begin making checks using CHA skills after each question in order to convince the laborers to continue talking. Begin with a DC 10 check, and with each subsequent question, increase the DC by 3.
==== '''Carijan’s Scavengers''' ====
The adventurers encounter two of Carijan’s followers pulling a cart. Within the cart is a pile of animal carcasses that they have collected to use as food for the Flesh Pit. If challenged, they will show the adventurers paperwork signed by Captain Adisa authorizing them to transport and dispose of carrion and other similar refuse within the Flesh Pit.
=== Culture ===
There are not many permanent residents of the small settlements and camps around the Flesh Pit. The population consists primarily of laborers who work to harvest meat from the pit to be dried and preserved as rations or to be used in scholarly experiments. It is a demanding and often unpleasant job, and many of those who take it on do so in order to save up money and ensure they have steady access to food while preparing for another goal. The equipment required to process the flesh for safe consumption is provided by the nearby city-state of Husk, where there are few reliable sources of food. Husk’s involvement goes much further than most people know, as the Licten family - the rulers of Husk - are using the operation in order to extend their influence further into the desert.
The Flesh Pit is viewed by locals with a healthy amount of caution, but not generally with fear. Though people do go missing in the Flesh Pit on occasion, the casualty rate is vastly offset by the drastic reduction in deaths due to malnutrition that has been observed since people began to harvest from the Flesh Pit. The Licten family cares little about the deaths, as long as they do not interfere with the establishment of the Flesh Pit as an important influence in Nalathesh. For those living in the region, the danger is seen as a justified risk, and no worse than working with any other dangerous livestock or agricultural equipment.
Other than the laborers, the camps and settlements surrounding the pit are the temporary homes of many apprentice physicians and scholars, along with the far more established scholars that are occasionally hosted within the Bronzeguard outpost known as Vulture Watchtower.
In recent years, the region has also seen an increase in the number of artists in the region— in particular, aspiring tattoo artists who use flesh from the pit to practice their craft or test new inks.
There is a small religious cult dedicated to the Flesh Pit that meets in the Scavenger’s Rest inn. They are not malicious, and are primarily dedicated to maintaining the Flesh Pit and offering thanks for the sustenance it provides. However, they do keep much of their work secret, as there are aspects that outsiders might find distasteful— such as their practice of collecting corpses of bandits and their victims that have been left along the road in order to feed the remains to the creatures within the pit.
=== People ===
==== '''Innkeeper Carijan''' ====
Carijan is a trollkin man and [[occult]] [[druid]] who runs the Scavenger’s Rest inn. He is polite and quiet but charismatic, and is generally well-respected in the area. He happily offers discounts and assistance to travelers and residents alike, and many feel that they owe him for his generosity. Carijan leads the efforts to prepare and trade the resources from the Flesh Pit as a source of food, though the full extent of his involvement in the process is well-hidden.
In his youth, Carijan studied [[primal]] magic in the city-state of Husk, along the northwest border of Nalathesh. His time there left him with a much more positive view of the desert’s anomalies than is common in Nalathesh, and he views the Flesh Pit more as a deity than as an element of the landscape, similar to Husk’s Lumen Cloud. Carijan is, unbeknownst to his local colleagues, an agent of the Licten family, though he hopes that in time, he will be recognized as the Flesh Pit’s chosen and the guardian of the local region. The Licten family provides Carijan with the necessary magical aid to properly ensure that the meat from the Flesh Pit is safe for consumption, and hopes that encouraging Nalathesh’s reliance on the Flesh Pit will allow them to expand their own influence further into the desert.
Outside of his work for the Licten family, Carijan also leads what is, officially, a small organization that helps to clean and maintain the outskirts of the Flesh Pit and the roads in the surrounding regions of the desert. The Bronzeguard allow him to use deeper areas of the Flesh Pit to dispose of the carcasses of animals found along the road, in an effort to keep larger scavengers away from travelers. In reality, Carijan’s organization is a small cult that worships and feeds the Flesh Pit. The cult collects carrion and the bodies of those killed in conflicts with bandits on the road in order to sacrifice them to the Flesh Pit, as a way to repay it for providing them with sustenance throughout the year.
Carijan is aware that the pit is a M’l’ykkri nest, but he does not advertise that information, and many members of the cult view the creature in more abstract terms. He believes that it— like the Lumen Cloud— will one day ascend to be viewed as a deity, and he hopes to be chosen as its emissary when it does. To his followers, he states that as long as people continue to harvest flesh from the pit, other flesh must be offered as payment, or the creature within will awaken and take what it is owed.
==== '''Captain Adisa''' ====
Captain Adisa of the Bronzeguard is a human woman in her mid-forties. She grew up in the southern regions of Nalathesh, near the floating islands, and has been working with the Bronzeguard for just over two decades. For the past few years, she has been the supervisor of the Vulture Watchtower. Her dracanis, Kala, is well-trained and often guards the outskirts of the outpost while Adisa is stationed in the watchtower.
Adisa is aware of the eldritch creatures lurking within the Flesh Pit, and will warn adventurers who seek to travel within that damaging the ecosystem within the pit too extensively is not worth risking the loss of the Flesh Pit as a source of food for the people of the region. Instead, the Bronzeguard focus on ensuring that nothing dangerous ventures outside of the caverns. It is her belief that, if the creatures within the Flesh Pit truly posed a threat to Nalathesh, the Godking would not have permitted them to make their home within the desert.
Adisa and Carijan are not close friends, but they are on good terms with one another. Adisa is unaware of the religious motivations behind Carijan’s organization, but given that the practice of disposing of carrion within the pit seems to reduce the number of casualties among the laborers, she allows it as long as the disposal area is limited to the deeper reaches of the pit, far from where flesh is harvested for use in rations and experiments. She has not witnessed any indication that Carijan disposes of anything other than animal carcasses within the pit, and both she and Carijan are careful to ensure that she doesn’t, as she likely would have to intervene if she had evidence that he was collecting people’s corpses from along the road as well. She likely would look into it further, but the reduction in disappearances is most prominent just after she receives reports of casualties in conflicts with bandits along the nearby roads, and she is practical enough to be content to leave things as they are unless further issues arise.
As far as the Licten family’s involvement, Adisa is aware that groups in Husk worked with Nalatheshi scholars on early research into the pit, and that they continue to provide support for those endeavors in exchange for heavy discounts on the import of rations from the Flesh Pit.
=== Notable Locations ===
==== '''Vulture Watchtower''' ====
Looming over the northwestern side of the Flesh Pit stands Vulture Watchtower, the local Bronzeguard outpost. Named for the giant birds that roost atop it, the watchtower is used by both the Bronzeguard and the national guild of scholars in order to observe and track the Flesh Pit’s activity. Dawn Roledo (see Appendix A) lives here and oversees a rotating group of researchers.
While travelers unaffiliated with the Bronzeguard or the national guild of scholars cannot make use of the watchtower without official dispensation, they may be able to find assistance there. In particular, the outpost possesses the herbs and medicines required to treat [[Fleshling Fever]], and will do so for any individual who displays symptoms, collecting the M’l’ykkri Flesh Worms that emerge for use in future research.
==== '''Scavenger’s Rest''' ====
The Scavenger’s Rest inn, and the surrounding tents and small buildings, form the foundations of a small settlement on the eastern side of the Flesh Pit. The inn often hosts the few tourists that come to see the Flesh Pit, but is primarily known by those who travel through the desert on a regular basis— it is the cheapest place to buy traveling rations in all of Nalathesh. The basement of the inn hosts gatherings of Carijan’s followers, where he works to gather the support he will one day need, should his plans come to fruition.
The small buildings and tents surrounding the Scavenger’s Rest inn are the homes of laborers who collect flesh from the outskirts of the pit to turn into jerky. While it is not a particularly pleasant job, the prospect of a reliable source of food appeals to many who have struggled to get by in larger cities. The tents also house a number of amateur physicians, mages, and tattoo artists who use materials gathered from the Flesh Pit to hone their crafts.
=== Economy ===
The primary export from the regions surrounding the Flesh Pit is food, specifically jerky and other preserved meat. The primary imports are salt, wood, and medicinal ingredients that are difficult to grow in the local environment.
Those who travel regularly in the region know that the settlement at Scavenger’s Rest is the best place to buy cheap traveling rations, especially when purchasing in bulk. Five days of rations can be purchased in Scavenger’s Rest for 1 sc.
There is typically at least one reasonably skilled [[physician]] in the area, often accompanied by a group of apprentices who are using materials from the Flesh Pit for their lessons.
While tourism is not the primary source of income, it is not uncommon for people to visit to marvel at the uncanny pit of flesh emerging from the desert. More commonly, however, visitors merely stop to resupply and perhaps to rest for the night before continuing along the road.
=== Within the Flesh Pit ===
{| class="wikitable"
|-
|'''Warning:''' The encounters in the Flesh Pit are dangerous, and may be extremely deadly to smaller parties or lower-level adventurers. There are few rewards to descending into this dungeon, and many risks. It is not worth it.
|}
While the outskirts of the Flesh Pit are relatively safe, the caves and caverns that lead deeper within are notorious for the number of adventurers that have gone missing within them. The common precautions taken by the residents dictate that anyone venturing past where they can see the sky must wear a sturdy climbing harness tethered to at least two people outside of the cave. The reason for this is simple: the flesh within the caverns is known to move.
In the caverns of the Flesh Pit, M’l’ykkri Fleshlings roam and swarm, collecting brave travelers and beasts to drag into the depths, where their progenitor rests.
The M’l’ykkri buried deep within the innermost depths of the pit is well-defended by the M’l’ykkri Fleshlings and M’l’ykkri Mimics that roam the caverns— which is for the best, as the death of the M’l’ykkri within the pit would severely disrupt the region’s ecosystem and would likely wreak havoc on the local economy.
==== '''Layout''' ====
While the layout of the caverns varies, there are a few types of rooms the adventurers might find. While the layouts in the map each display an example of a given type of room, if the adventurers embark on a more detailed [[exploration]] of the Flesh Pit, the layouts should be varied to increase the sense of disorientation and establish the environment as alien and incomprehensible— either make minor changes when copying the maps onto a larger grid, or vary which maps are used for each room type.
==== '''Surface Caverns:''' ====
'''Shallow Cavern:''' A crevice in the Flesh Pit that may contain more valuable organs and materials. These caverns do not connect to the interior of the Flesh Pit, and can be safely explored.
'''Trapdoor Cavern:''' From the exterior, it resembles a safe, shallow cavern. However, as the adventurers venture further inside, the entrance of the cavern closes, leaving them with two options— attempt to cut their way out, or travel deeper. If the party reaches a trapdoor cavern from the interior, the outer entrance will remain open— the contraction begins when creatures cross the outer threshold. When the outer entrance closes, the party will be attacked by twelve M’l’ykkri Flesh Worms.
'''Rot Bee Nest:''' The M’l’ykkri are not the only ones who make their homes in the Flesh Pit. It also provides an ideal home for Rot Bees to make their nests. Eight Rot Bees are present within the nest and will attack the adventurers on sight. 1d4 additional Rot Bees will arrive on each turn until twelve Rot Bees have been killed.
==== '''Interior Caverns:''' ====
'''Interior [[Passage]]:''' These passages run from room to room within the interior caverns. They may also connect to Trapdoor Caverns leading to the outside. When adventurers enter an interior passage, roll on the Random Encounters table.
'''M’l’ykkri [[Mimic]] Nest:''' These chambers provide homes for strange, shapeshifting creatures that [[conceal]] themselves within the walls. Three M’l’ykkri Mimics reside within the walls, one of which is stationed within the central pillar of the room if using the provided map.
'''M’l’ykkri Fleshling Burrow:''' These chambers provide homes for the M’l’ykkri Fleshlings. If the adventurers are searching for a missing person in the interior chambers of the Flesh Pit, they will likely be found here. Two M’l’ykkri Flesh Swarms are present within the chamber, and will attack if adventurers make any hostile actions or attempt to leave.
'''M’l’ykkri Maw:''' This chamber contains the maw of the M’l’ykkri within the pit. This M’l’ykkri is older and larger than most, and the maw should be treated as an environmental hazard unless the adventurers attempt to attack. If the adventurers attempt to attack, they will enrage not only the M’l’ykkri itself, but all of the smaller M’l’ykkri creatures in the Flesh Pit. At the end of each round of combat, add 12 ML of the M’lykkri’s servants into the encounter as they arrive. Example groups might consist of one M’l’ykkri Flesh Swarm, twelve M’l’ykkri Flesh Worms, or one M’l’ykkri Mimic, one M’l’ykkri Fleshling, and one M’l’ykkri Flesh Worm. The M’l’ykkri creatures will prioritize driving the adventurers out of the pit over killing them; if the adventurers flee after attacking the M’l’ykkri’s maw, the chambers will arrange themselves to allow the adventurers a swift and easy exit, and all entrances leading further into the pit will close as the adventurers cross through them.
==== '''Flesh Pit Depths Random Encounters''' ====
Use this random encounter table when the party enters a cavern that would not otherwise contain an encounter. While the majority of the encounters here involve combat, a few may instead be neutral or even beneficial.
{| class="wikitable"
|+
!1d8
!Encounter
|-
|1
|No Encounter
|-
|2
|Lost Researcher
|-
|3
|Dead Man’s Belongings
|-
|4
|M’l’ykkri Fleshlings
|-
|5
|M’l’ykkri Flesh Worms
|-
|6
|M’l’ykkri Ambush!
|-
|7
|M’l’ykkri Mimic
|-
|8
|M’l’ykkri Flesh Swarm
|}
==== '''Lost Researcher''' ====
A missing Physician that has gotten lost within the Flesh Pit requests the party’s aid in escaping. They will aid any injured members of the party, but are unarmed and will hide during combat.
==== '''Dead Man’s Belongings''' ====
The party discovers the belongings of somebody who has been devoured by the Flesh Pit. Many of the items are damaged, but they may recover one item kit, likely a Climber Kit.
==== '''M’l’ykkri Fleshlings''' ====
The party is attacked by 2d4 M’l’ykkri Fleshlings.
==== '''M’l’ykkri Flesh Worms''' ====
The party is attacked by 2d12 M’l’ykkri Flesh Worms.
==== '''M’l’ykkri Ambush!''' ====
The party is attacked by a group of three M’l’ykkri Fleshlings and 1d8 M’l’ykkri Flesh Worms.
==== '''M’l’ykkri Mimic''' ====
A M’l’ykkri Mimic emerges from the wall and attacks the party member with the lowest AWR.
==== '''M’l’ykkri Flesh Swarm''' ====
A M’l’ykkri Flesh Swarm attacks the party.
==== '''Lair Challenges:''' ====
The primary challenge within the Flesh Pit is to get back out before being devoured or converted into one of the M’l’ykkri. As a rule of thumb when describing the environment and arranging the caverns, adventurers should be safer and closer to the exit as they move upwards, whereas moving downwards increases the danger and brings them further from the exits.
While most passages appear to have one entrance and one exit, passages shift within the Flesh Pit. Once adventurers complete the challenge in an interior chamber, the previous room will have been replaced with another. Give the players clues to this fact early on in their exploration, in order to ensure that they reserve resources for the journey back out.
Adventurers may make use of skills to determine which direction to move in. Relevant skills include Biology and Medicine, in order to identify relevant features of the Flesh Pit, Intuiting and Investigating, in order to locate clues about the environment, and Dungeoneering and Navigating, in order to use more traditional navigation methods to progress through the terrain. When the party first decides to attempt an escape, roll 2d4. The result is the shortest number of chambers between the party and the exit. Each time the party chooses a new room to progress to, an adventurer with one of the relevant skills should make a DC 15 check with that skill. On a success, the next room is closer to the exit, and the number of chambers remaining between the party and the exit decreases by one. On a failure, the next room is further from the exit, and the number of chambers remaining increases by one. If the adventurer making the check succeeds with a roll of 25 or higher, they find a shortcut, and the number of chambers remaining between the party and the exit decreases by two instead of one.
== The Floating Islands ==
=== Southern Nalathesh ===
There are three reasons that people tend to travel to the south of Nalathesh. The most common is simply to see, or to study, the islands floating overhead. Many have tried and failed to reach them, but the height of the islands and the weather [[conditions]] surrounding them make the prospect far too difficult for anything but a powerful magical creature— especially since whatever force keeps the islands airborne also seems to repel those who attempt to approach them. The second reason is to visit the Spring Meadow Pack’s annual festival, which marks the longest days of the year. Even if it were just the Pack, the gathering would draw a crowd, but the festival also welcomes other residents of the region as well as travelers and tourists. The final reason, a much more recent discovery, is the search for treasure. Scholars have observed instances of Avadri technology and valuable materials being discovered in the region below the Floating Islands, and many have come in the hopes of making monumental discoveries - or, in some cases, simply making a profit.
=== Weather ===
The weather in southern Nalathesh is far more pleasant than the arid desert in the northern and central regions of the country. Between the base of the nearby mountain range and the edge of the chasm, many freshwater springs are scattered across the landscape, and the lush land surrounding them creates a sharp contrast with the desert to the north. The floating islands above provide shade, and the area is spared from major storms by the presence of the islands in the sky.
Those attempting to reach the islands must contend with cold winds and fog, the altitude more than enough to counter the warm and mild weather of the local climate.
{| class="wikitable"
|+
!1d6
!Surface Encounter
|-
|1
|Strange Creature
|-
|2-3
|Treasure Hunters
|-
|4-5
|Pack Camp
|-
|6
|Falling Debris
|}
{| class="wikitable"
!1d6
!Sky Encounter
|-
|1-3
|Extreme Winds
|-
|4-5
|Galepiercers
|-
|6
|[[Air Elemental]]
|}
{| class="wikitable"
!1d6
!Island Encounter
|-
|1
|Abomination
|-
|2-3
|Gryphons
|-
|4-5
|Defenders of the Island
|-
|6
|Ancient Technology
|}
=== Surface Encounters ===
==== '''Treasure Hunters''' ====
The party encounters a group of treasure hunters searching for Avadri technology. The group consists of two Tomb Raiders and a Mage.
They are not immediately aggressive, but will not hesitate to attack the party if they believe it will give them an advantage.
Many of the treasure hunters sell what they find to Sandsnake operatives, who smuggle it to Lesmishan. Adventurers investigating the Sandsnakes might gain valuable information by interrogating or infiltrating these groups of treasure hunters.
==== '''Pack Camp''' ====
The party encounters a camp belonging to members of the Spring Meadow Pack. The Pack members are friendly, and the party can trade with them for basic traveling supplies. Additionally, they may be able to provide the party with information on the local region.
==== '''Strange Creature''' ====
The party is attacked by a [[Trench Wyrdling]]. If they ask any residents of the local area, they may discover that these creatures have been known to make their homes within debris piles from the islands above.
==== '''Falling Debris''' ====
The sound of a loud rumble overhead catches everyone’s attention. Two of the floating islands are scraping against one another, leaving debris falling down toward the heroes. For the next minute, each adventurer must make a DC 10 LUCK or DEX check at the start of each of their turns. On a failure, that adventurer suffers 2d4 bludgeoning damage. An adventurer that manages to find shelter from the debris automatically succeeds on the check.
=== Sky Encounters ===
==== '''Extreme Winds''' ====
The adventurers are buffeted by harsh gusts of wind. Creatures attempting to fly in this area must first make a DC 18 STR check. When making this check, a creature rolls 2d20 and uses whichever is lower. If they fail, they are pushed 60 feet down and away from the islands.
Each turn, creatures riding or being carried by a flying creature must make a DC 15 DEX/Balancing check or be knocked away from their mount.
==== '''Galepiercers''' ====
The adventurers are attacked by 1d4 Galepiercers.
==== '''Air Elemental''' ====
The adventurers are attacked by an Air Elemental that is defending the islands.
=== Island Encounters ===
==== '''Abomination''' ====
The adventurers are attacked by a [[Trench Abomination]].
==== '''Gryphons''' ====
The adventurers encounter 1d4 Gryphons. The gryphons are territorial and somewhat aggressive, but may be calmed by a DC 20 AWR/Animal Handling check. If the party has dealt any damage to the gryphons, the DC increases to 30.
==== '''Defenders of the Island''' ====
The adventurers encounter a [[Remnant]] Expunger. It will not initially attack, but instead will inform the party that they are not authorized to explore this area, and that if they do not leave, it is permitted to use force to remove them.
If the party does not comply, the expunger will engage them in combat. However, if they choose to retreat, it will not chase them once they leave the region it is guarding.
If they approach again, it will begin the conversation the same way, seeming not to recognize them.
==== '''Ancient Technology''' ====
The adventurers find a boulder-sized, broken component of some sort of ancient technological construction. It appears to be made with both avadrium and primor, and based on the size of the runes and lines inscribed in it, whatever this component was once part of must have been at least the size of a multi-story building.
If Sage Najassyra is present, or if the adventurers tell her of what they discovered, she will express an interest in collecting it to study, and offer to reward the party with either money or information.
=== The Shadow of the Islands ===
'''''Read Aloud:''''' ''A chill hangs in the air as a [[shadow]] stretches across the meadow. High above, one of the towering limestone islands in the clouds has drifted overhead, blocking the sunlight. There is little reaction from the local wildlife; as unusual as the experience may be for newcomers, here, this is a regular occurrence.''
==== '''Culture''' ====
There are few long-term settlements in southern Nalathesh. While the lush landscape and abundant springs would make such an area an ideal place to settle in under typical circumstances, the shadows of the islands make things a bit more complicated. The largest and slowest to move of the islands follow unpredictable paths and can leave areas cast in shadow for days, disrupting many attempts at agriculture. Instead, many of the residents of the region live in nomadic groups, traveling throughout the region as the islands drift overhead. The largest of these groups is the Spring Meadow Pack, and, unlike the other groups in the area, many members of the Pack travel outside of the region as well, and are occasionally seen throughout northern Nalathesh, especially in the colder seasons.
==== '''People''' ====
'''The Spring Meadow Pack.''' The Spring Meadow Pack is a nomadic group of [[hondu]] that reside primarily in the region below the Floating Islands. While many of them travel individually or in smaller groups, the majority of them attend an annual gathering with the rest of the pack to celebrate the longest day of the year, and the weeks before and after.
'''The Sage’s Nest.''' The Sage’s Nest is a collection of caves and tunnels in the southern region of Nalathesh. Many of the entrances are within or near the edge of the Great Chasm. The Sage’s Nest is named for the powerful Sage Wyrm that is rumored to live within it.
'''Sage Najassyra.''' Sage Najassyra is a Sage Wyrm that has been living beneath the islands for centuries. While she has often flown to the islands to spend time there, the limestone in the islands has metal deposits that interfere with her magical research, so she mostly remains in her nest and the surrounding caverns in the ground below.
If the party wishes to travel to the islands, Najassyra is likely to be their best method of transportation— though many people have tried and failed to convince her to bring them there in the past. She will test those who seek her aid in reaching the islands above.
If the party asks Najassyra to bring them to the islands, she will politely refuse, but state that if they have come seeking knowledge, she would be happy to share some of her own, about the islands or about any other subject that she has studied. She will offer the party the opportunity to ask her three questions, which she will answer to the best of her ability, provided that doing so will not break a promise or put innocents at risk.
Najassyra is not impressed by displays of large amounts of power, but she does appreciate the clever and the curious. She is a scholar at heart, and is happy to teach what she knows to those with a true passion for learning. If she is impressed by the questions that the party asks, she will tell them that she has reconsidered, and that she may be willing to take them to the islands, if they tell her what they are seeking there and allow her to supervise their visit— which should not be too much of a hardship, since they will need her to bring them back down to the surface once they are done.
Najassyra will be impressed by questions that display a true curiosity and passion for learning, and that are not directly related to personal gain. She will be particularly impressed by questions that would be difficult to gain answers to without the assistance of a being as old and learned as she is.
Najassyra does not pay much heed to humanoid politics, but if the adventurers ask about the Godking, she remembers a time in Nalathesh before the ruler wore a golden mask, where the rulership was simply passed down along a family line. The ruler began to wear the mask after a large battle in Aridala that marked the end of a long series of conflicts in Nalathesh. She also remembers that the islands have been floating for much longer than the Godking has ruled Nalathesh, and that their position in the air is not due to his influence.
==== '''Islands in the Sky''' ====
Once, the islands contained a [[gateway]] that could be used to travel between the planes. Now, the gateway has long-since been destroyed, and even the knowledge of its existence has been lost to history. However, the materials it was built from are still valuable, and so is the information that can be learned from studying even a single piece of the ancient structure. Unfortunately, scattered pieces are all that remain.
Though the gate has been destroyed, the islands themselves contain large concentrations of the magical metal known as primor. Its effects on the gravity in the area allow the islands to stay afloat, and make it quite difficult for anything to approach the islands from below. A powerful force repels flying creatures that attempt to approach the islands. Each turn, any creature flying below one of the islands is pushed 180 feet downwards. This effect fades as creatures approach the surface below— a creature within 180 feet of the ground is unaffected by the force.
A flock of wild gryphons lives atop the islands, and will watch the party’s activities there curiously. The other residents of the islands are constructs that once guarded the gate, and strange creatures that seem to have some sort of connection to the ancient technology scattered across the islands.
The best way for the party to reach the islands is by convincing Sage Najassyra to escort them. She is intelligent enough to navigate the extreme winds and strange gravity below the islands, and flies fast enough to counteract the downward force if necessary. However, the adventurers may have other ideas for how to make their way up. It should be difficult, but not impossible— if their plan is logical, and there is a good explanation for why it has not been used to reach the islands in the past, then as long as they are able to navigate the obstacles, they should be able to reach the islands.
== Lonerock ==
=== The Chasm’s Edge ===
The town of Lonerock is built on a rocky outcrop overlooking the Great Chasm. Under the guidance of Cyrus Drake, the small town has recently been making a name for itself as an important source of a variety of metals for the rest of Nalathesh. The mines opened by Cyrus extend down along the walls of the Great Chasm, and they have been extremely profitable in the few years since they were opened.
Lonerock has been under a good deal of scrutiny due to Cyrus’s criticism of the Godking and the Radiant Princes. In part, this is due to religious conflict— Cyrus is a devoted follower of the Celestial Council. However, much of his criticism surrounds his experiences living on the streets in Aridala as a child. He feels that the Godking has been neglecting his duty to his people— which is made all the worse if Godking Neferu truly possesses the divine power he claims to. After all, if the Godking can truly keep the Floating Islands airborne from halfway across the country, why are there children starving in the streets just outside of his palace?
=== Weather ===
The weather in Lonerock is often unpredictable, as the weather patterns of the Nalatheshi desert meet the weather patterns of the Great Chasm. Too much rain can be a cause for concern for the locals, as it raises the risks of landslides while traveling along the Chasm’s edge.
Overnight and in the early hours of the morning, fog shrouds the floor of the Chasm, creating a beautiful but eerie emptiness in the darkest hours of the night. There are rumors that those with a gift for divination can see visions of the future and the past by gazing down into the fog.
=== Lonerock Random Encounters ===
While Lonerock is not particularly eventful, compared to some of the more unusual regions in Nalathesh, there is occasionally trouble within the mines. Dangerous creatures live underground, and the miners occasionally disturb their nests. Even without the local wildlife causing problems, mining is a dangerous occupation, and there are occasionally accidents within the mines that require swift intervention.
The tables below provide examples of events that might occur while the party is in Lonerock.
{| class="wikitable"
!1d6
!Combat Encounter
|-
|1-3
|Defense Class
|-
|4-5
|Column Crawlers
|-
|6
|Mining Accident
|}
{| class="wikitable"
!1d6
!Social Encounter
|-
|1-3
|Returning Miners
|-
|4-5
|Hondu Nomads
|-
|6
|Flash Sale
|}
=== Combat ===
==== '''Defense Class''' ====
A group of local teenagers are being taught a self-defense class in the center of town. Their instructor asks if the adventurers might be willing to assist, so that the students can gain practice fighting a group, in case they ever encounter bandits along the roads. The fight must be conducted unarmed, and without the use of spells— the instructor does not have safe practice weapons on hand yet, and is concerned about the students getting injured if they fight with magic or with real weapons. There are twelve students. Use [[Clergy]] stats for the students.
Because this is a lesson, not a real fight, nobody is actually trying to injure their fellow combatants. Damage dealt and taken in this encounter is purely hypothetical, and is called out by the instructor. While participants must act as if the fight was real, none of the effects persist once the encounter ends.
==== '''Column Crawlers''' ====
A nest of subterranean creatures has been disturbed in one of the mines, and they have fled to the surface. 1d4 Column Crawlers are running through town, causing havoc and scaring the residents.
==== '''Mining Accident''' ====
There has been an accident in one of the mines, causing a passage in the mine to collapse. The adventurers are asked to help clear the rubble and evacuate the injured miners. Six miners are trapped by the rubble.
The party can make STR checks, or utilize appropriate equipment to help clear the rubble. Each adventurer can make a check. They gain Successes based on the table below. For each Success, one of the miners is spared from permanent injury, and the party gains +1 Goodwill in Lonerock.
{| class="wikitable"
!Skill Roll
!Successes
|-
|Less than 5
| -1
|-
|5-12
|0
|-
|13-18
| +1
|-
|19-23
| +2
|-
|24 or more
| +3
|}
=== Social Encounters ===
==== '''Returning Miners''' ====
The adventurers encounter a group of miners returning from the Chasm. They are arguing over whether to return to one of the mine shafts the following day. From what the adventurers overhear, the mine shaft seems likely to be profitable, but it connects with a natural cave, and there are signs that something might be living within it.
The adventurers are free to ignore the miners, or to attempt to offer advice. The adventurers may make a CHA check with a DC of 15 to attempt to convince the miners of one side or another. A successful check to convince them to return to the mine shaft gives the party +1 Goodwill in the local Mercantile sphere, whereas an successful check to convince them to report their suspicions gives the party +1 Goodwill in the local Militant and Aristocratic sphere. This should be tracked separately from other areas of Nalathesh, as it refers to Cyrus Drake and his allies, rather than the Godking or the Radiant Princes.
==== '''Hondu Nomads''' ====
A group of hondu nomads from the Spring Meadow Pack have come to Lonerock to trade. They are selling a variety of plant-based medicines, which can be difficult to harvest in the desert regions of Nalathesh, as well as smoked fish, which is a rare treat in regions with few large bodies of water.
Adventurers with medical experience can take this opportunity to obtain the herbs required to treat a variety of different diseases.
==== '''Flash Sale''' ====
A merchant who recently arrived in Lonerock has a shipment of bladed weapons that he wants to sell before he is caught with them. The merchant’s stock consists of large blades with a standard cost of 75 sc or less, and he will sell them to the party for 50% of their standard cost. If any party member attempts to purchase at least four of the same weapon, they will risk being suspected of an intention to trade those weapons if caught with them.
=== Culture ===
In recent years, many new residents have moved to Lonerock. This is, in part, due to the town’s recent economic success. However, it is also due to the fact that, compared to other mines along the Chasm’s edge, the mines in Lonerock tend to be much safer and more pleasant to work in. Cyrus Drake puts in an impressive amount of effort into ensuring that those living within Lonerock are safe and content, and that the town as a whole continues to thrive. He’s established strong social support systems to ensure that residents who are struggling receive the assistance they need. He remembers his struggles as a child, and wants to ensure that, now that he is in a position of power, nobody under his protection ever suffers the same way he did.
=== Economy ===
For a town of its size, Lonerock’s involvement in trade is rather impressive. Merchants in Lonerock trade with the nomadic groups of southern Nalathesh, as well as with the larger, more established marketplaces in Bridgemoor and Aridala. Lonerock produces its own goods to trade as well, especially in recent years. The mines that Cyrus Drake has opened have become very profitable, and Lonerock’s economy is thriving. While it will never have the wide selection of goods for trade that one might find in the marketplace of a city like Aridala, it is a good place to purchase materials and equipment that is both high-quality and practical. To progress his goals of protecting and improving the town of Lonerock, Cyrus subsidizes the sale of artisan tools and armor— these goods can be purchased at a 10% discount in Lonerock. However, given his controversial opinions on Nalathesh and its Godking, he knows better than to allow his town to be seen as too militaristic. The sale of weapons is heavily regulated, and merchants that maintain shops in town are not permitted to keep a stock of any bladed weapons larger than a hunting knife. That is not to say that those weapons are unavailable, merely that they have to be ordered, sold illegally, or made to order— which tends to raise the price. All bladed weapons that do not have the Concealed property are 30% more expensive in Lonerock than they are elsewhere.
=== The Mines ===
The mines of Lonerock are not entirely safe, but they are far less hazardous than those in Lesmishan, to the north. Cyrus Drake ensures that the equipment provided to the miners is good quality, that there are extensive safety procedures in place, and that the miners are paid well and not overworked. Thanks to the town’s recent success, Cyrus has been considering reaching out to Husk to purchase magically enhanced mining equipment and safety [[gear]]. Initial inquiries have been made, though he awaits a response from the researchers regarding what enchantments would be feasible.
=== Religion ===
Cyrus Drake makes no pretense of worshiping the Godking, and Lonerock as a whole follows his lead. While there are no official temples to the Celestial Council in Lonerock, due to Nalatheshi laws that mandate all temples be dedicated to the Godking, there is an ornamental garden containing a shrine and several statues of the celestial deities, and of Judesaril in particular.
He does not prevent the residents of the city from worshiping the Godking, and there is a temple to the Godking in Lonerock, complete with a trained priest. While Cyrus may not have chosen to establish one himself, it became a necessity once the town got involved in more complex trade— many of the permits and taxes that result from such things are required to be processed through a temple, and the nearest outside of Lonerock is multiple days away. Lonerock’s temple to the Godking [[bears]] little embellishment, and is styled far more like a courthouse than a religious structure.
=== The Statue Garden ===
'''''Read Aloud:''''' ''Tucked away from the rest of Lonerock, the garden is peaceful and quiet. Small statues of the deities of the Celestial Council are placed throughout the garden paths, and in the center of it all, a small shrine dedicated to Judesaril holds a small offering bowl and a tray to burn incense. The statues and the shrine are simple but elegant, and have clearly been chosen and maintained with care.''
In lieu of a temple to the Celestial Council, Cyrus Drake has created this ornamental garden to provide himself a peaceful place to pray and to honor the Celestial council. The garden contains several carved stone statues of the Celestial Council, though Judesaril appears in the carvings more often than any of the others. A simple shrine rests in the center of the garden, where Cyrus often sits in meditation and prayer in the early hours of the morning.


Info
=== Crime ===
Lonerock has a small enough population that crime is unusual, especially given the extensive social support systems established by Cyrus Drake. He does his best to ensure that nobody under his rule will have to struggle in the same way that he did as a child in Aridala. However, there are a surprising number of former criminals finding honest work in Lonerock. Cyrus still has a few connections within the underworld of Nalethesh from his time on the streets. While he does not condone criminal activity, he recognizes that sometimes, people may struggle to find other options. He does his best to provide those options, and if an old contact reaches out to him saying that someone wants an opportunity to get out and make an honest living, he is happy to assist them in taking that step. He has little tolerance for violent crime, though, after the death of his parents when he was young. While he will happily help find a space for former thieves, smugglers, and pickpockets, he has no mercy for those who have killed innocents for personal gain.
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