Wednesday, January 9, 2019

Buldapulax

Buldapulax
In the Dawn War, the treant Buldapulax was an agent of Silvanus's spy network Roots of Núlananya. This agent was captured snooping around Eysveig's army which was preparing to attack Tiwa'erra. This happened on Šadullu in the last great battle of that continent before it was ripped asunder by the Nine Tongued Worm. Luckily for Buldapulax, he was too important to remain in the area of fighting, so a day earlier he was shipped off to a secret location. In Eysveig's Infirmary, a nightmarish place where the friendly and enemy wounded were experimented on, Eysveig's mindbenders and regular torturers tried to pry the secrets of the Roots of Núlananya from Buldapulax's mind. This proved unsuccessful with the primordial's interrogation techniques unable to break the link between Buldapulax and the spy network. As long as this link of nature energy was in place, it would be impossible for the captive to divulge anything about the spy ring. A more dangerous course of action was adopted. Buldapulax was taken into the deeps of Bal-Kriav and bathed in the entropic energies of the Decomposition String. As an agent of the Roots of Núlananya, he already had a bit of warp matter in him, so this bathing in the Decomposition String was like an overdose. Buldapulax was sickened bodily and had his mind corrupted making him even more chaotic and now evil. With his body sickened and constitution reduced, he suffered the effects of warp touch. This turned his body more humanoid-like, yet still having the hallmarks of having once been a treant. He was to learn later that by devouring the essence of feys he could recover his constitution and grow much stronger; without them he would continue to wither and degenerate.

Buldapulax proved to be a powerful minion of the primordials, rising to the rank Primordial Lord after only two centuries. As a Primordial Lord, he was charged with causing havoc in Sphere 411's regions Grashakh and Miradelgûn. This theater of the Dawn War was so large that he had little hope of holding the entire area. He suspected that this was the intent with those even mightier than he, other Primordial Lords jealous of his quick rise to power. One of the most lasting things he did in Miradelgûn was his creation of the Sea Breach.

Buldapulax died in the Dawn War battling Golruwyrm. His was tore apart in melee combat with this dragon yet his psyche remained. He waited patiently for his minions to get to him and dose him with bottled fey essence. This desire went unfilled, because when Golruwyrm perished from overwhelming numbers she breathed her last breath. This breath was a cataclysmic storm of sand that reduced Buldapulax and a multitude of others to near nothingness. These tiny particles, no larger than sand, were then carried on the winds and spread across a landscape that was to become known as the Sands of Hell.

History of the Dawn War is found in the Plaques of Aphalur. They would have you believe that Buldapulax was extinguished, but as Silvanus once said, nature finds a way. It is my theory that the high concentration of mischievous and evil fey on the fringes of the Sands of Hell are fey corrupted long ago from parts of Buldapulax. Today, the winds of the Sands of Hell blow eternal. We must warn the untainted fey of Durgat, Maar Gosvah, and Thithanorn of this potential danger carried on the Winds of Golruwyrm.

- Spring Flower, regional report at a Glade Summit - "Nature Finds A Way"

Tuesday, January 8, 2019

Sea Breach

Dil'lufeykro
The Sea Breach is a sheer cliff at the heart of sector Celedhrel. The fact that there is a cliff is here is not unusual, but 1500' down from the top of these sheer cliffs is rapid flowing sea water. This area is an extra-dimensional body of sea water called the Sea Tunnel. The only way to get down to this fast flowing sea channel is by flying or jumping; the latter an act of foolishness since the height of the fall will kill most creatures. Those at the bottom have an even harder time getting out because the water down there flows at 20 knots making anchoring very difficult and then you need to find a way up. These cliffs are not naturally formed, so they are sheer and smooth affording no footholds. Normally, the only thing coming up and out of the Sea Breach are those on the wing.

The Sea Breach was created in the Dawn War when the primordial lord Buldapulax had ten primordial sand worms slain here. The death of these creatures with their rift guts to Chaos, coupled with bursts of entropic energy resulted in a rift between the Prime and the inter-dimensional location of the Sea Tunnel. Buldapulax's objective was to damn up the Sea Tunnel by filling it with earth and rock, thereby preventing its use by the aquatic armies under Sashelas. Fortunately for Covenant forces, this did not happen with the falling debris forming no more than a few islands of broken rocks and some dangerous reefs. Since that time, these islands have become havens for various flying creatures, seals, and sea lions.

One can see stand on the edge of the Sea Breach for days and see nothing but flowing water and be sometimes harassed by harpies and wyverns, but if you are lucky you may be amazed, and perhaps befuddled, when you see a ship sailing north by west along the Sea Tunnel.

- Phoslomor, excerpt from the book "Phoslomor's Survey of Midrêth, Ch. 3-2"

Warm humid air travels along the Sea Tunnel from its main entry point, a thousand miles away, at the whirlpool Typhoon Nexus. The climate of this place of sector Enkii Jusk is reflected on the surface around the Sea Breach. This is in the form of a verdant jungle for many miles in all directions outward from the cliffs. In the Lith-Crillion Era, researchers out of the Sands Pyramid of Power transplanted jungle creatures to this area. After the Lith-Crillion were long gone from Bal-Kriav, and into the Horgon Era, the jungle became home to the green dragon Dil'lufeykro. This very old wyrm sought to turn the entire area into a jungle maze with the maze's core serving as her lair. Traces of this jungle maze are still visible today if one flies high over the area.

Khilgand

Bones of Khilgand
Castle Khilgand is north of the Branchard hills. It is the abode of the red dragon dracolich Nveryioth. This beast has been around since the Horgon Era, and even though it is a dracolich, she spends a considerable amount of time sleeping. This is not an unguarded sleep, because she is served by the cultists of Sos Vrii, a regional cell of the Cult of Dragon.

Khilgand was built in the Horgon Era by those that worshiped Nveryioth as a god, along with thousands of slaves. She had the mortar of the place mixed with the powdered remains of a primordial sand worm named Khilgand. The petrified remains of this worm, one slain when Golruwyrm perished in the Dawn War, were plundered from the Sands of Hell and then carted and carried nearly 400 miles to the construction site.

Late in the Horgon Era, the forces of Khilgand threatened as far north as Belêth-Kazîr where they were checked by the eldritch giants and their army of mages, golems, and magical creatures. By the beginning of the Second Epoch, Khilgand laid claim to territory as far west as Sareon and always were in some sort of conflict with the minions of Rilthang. Later on in the Second Epoch, Nveryioth was no longer the aggressor with the Orchish Empire proving too big to tackle. The High Command forged a treaty with Nveryioth that alloted her gold for maintaining Khilgand and other expenses. In return, she would aid the Orchish Empire in any conflicts in sector Thingrorn. As time went on, Khilgand became a place to support the Cult of Dragon rather than a marshaling area for conquest.

Khilgand's garrison is comprised of several hobgoblin tribes which given protection to the place and in return have a dragon at their back, or at least the threat of one. Khilgand's defenses also include a skeletal legion which is mainly used to occupy the vastness of the place and deter any who seek to plunder its rumored riches. These rumors are often spread by Nveryioth with the intent of luring adventurers into her lair.

Tuesday, January 1, 2019

Nelaryotar

Reborn Rock Golem
Nelaryotar is a magical forest of northern Miradelgûn. It came about in the Lith-Crillion Era from rogue experiments performed at Belêth-Kazîr. In this crystalline tower, an insane Lith-Crillion used a forbidden magic called temporal shunting to phaze a part of the Feywild into the Prime. The forest that was here was shifted to the Feywild, and the one on the Feywild world Kriav was moved here. This was supposed to only work temporarily, but for unknown reasons (perhaps a breakdown in the arcane energies of the Web) it was a permanent temporal shunt.

Nelaryotar is an exotic otherworldly forest made even more maddening in what can be found here. Arcanists who have studied the area say that disruptive arcane energies abound here. In some form or another all of the energy types can be found here. Nelaryotar is home to both normal and magical creatures. Here you can encounter nearly any magical creature ever conceived, disenchanters, digesters, lamia, dragonne, displacer beasts, living spells, arcane oozes, and constructs to name just a few. This latter group can range from as small as the homunculus to huge constructs like iron and blutium golems. These constructs were former guardians or servants of Gimir-Zarun. They were made thousands of years ago, have been destroyed an untold number of times, yet are always reborn as a amalgamation of their surroundings. A stone golem broken and destroyed by time or foes might look like a rock golem with living plants growing out of it and leaving a trail of water behind it from an attached watermote.

Some of Nelaryotar's vegetation have been seen spontaneously catching on fire, only too regrow in their entirety from their ashes. Even rarer, are those comprised of living metal that usually only be found on the plane Mechanus. Sprouts and saplings of this stuff are much sought after for sale to those who can afford their exorbitant price. The anomalies of this forest go far beyond just these with many having not yet been recorded. This is because exploration of the area is extremely dangerous with all the area's magical dangers.

The arcane energy coursing through this forest makes it a Focus for the Arcane. The means that any arcane spell cast here has a +4 DC and is treated as if it was empowered (as the feat Empower Spell). Casters also recover spells with only half the normal period of rest.