Difference between revisions of "Sunken Ruins"
(→Features) |
|||
| Line 23: | Line 23: | ||
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water! | Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water! | ||
| + | |||
| + | [[File:BR.PNG]] | ||
| Line 28: | Line 30: | ||
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life. | The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life. | ||
| + | |||
| + | [[File:Fw.PNG]] | ||
| Line 33: | Line 37: | ||
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely. | Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely. | ||
| + | |||
| + | [[File:Rc.PNG]] | ||
| Line 38: | Line 44: | ||
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths. | No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths. | ||
| + | |||
| + | [[File:Et.PNG]] | ||
| Line 43: | Line 51: | ||
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them. | Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them. | ||
| + | |||
| + | [[File:Yh.PNG]] | ||
Latest revision as of 19:35, 18 June 2026
Contents
The Sunken Ruins
No one knows when the ruins were born. Not even the elves remember. At their heart lie ancient stones, older than kingdoms, laid by hands erased from history. Whatever purpose they once served has long since faded. Some believe they housed arcane rites—perhaps forbidden ones. After all, what is hidden from the light belongs, eventually, to darkness.
Then came the dwarves. From nearby Karagard they carved a great temple in the shape of a hammer, raising it from polished marble in honor of Saerin, Master of the Soul Forge. It became the resting place of a forgotten hero. However, while tunneling toward Karagard, they pierced a subterranean river. The waters swallowed the old ruins, and the temple was lost.
When the dwarves abandoned the depths, the collapsed tunnel opened the way to a terathan nest. The ant-like arachnids spread unchecked, claiming the caverns for their queen. Only the drowned temple remained untouched, its ancient wards defying both time and the swarm.
Centuries later, a druid found an entrance from the surface by chance—or by fate. Remembered only as the Green Warden, he sought a hidden sanctuary for three enchanted seeds, each capable of bringing life to even the deadest soil. With primal magic and the strength of great beasts, he drove the terathans back into their nest. In the rich earth of their tunnels, he planted the seeds. There now grows an impossible pale forest, within which lies a sacred grove few have found and many have died seeking.
During the Shadowclan Wars, a tribe of ratmen sought refuge in the ruins. They first settled atop the drowned temple, where an ancient evil from the Outer Planes still lingered, waiting in silence. Some escaped its influence and fled deeper into the caverns, where they built a hidden village on stilts above a sea of filth.
Today, the Adventurers faction of the Triune Wayhouse continue to chart the endless labyrinth. Should you lose your way, seek the yellow handmarks they leave behind. They point toward hidden paths, forgotten secrets... and, if fortune favors you, the way home.
Features
A patchwork of caves, tunnels, platforms, underground lakes and forgotten ruins interconnect 6 different biomes sprawling the southeastern underground portion of Regisfall. Each area holds its own inhabitants, dangers and discoveries; each area revealing a chapter of the Ruins' long history. The Gray Lake, the Fetid Nest, the Shattered Peaks, the Pale Forest, the Stilt Village and the Lost Temple of Saerin - collectively known as...
The Sunken Ruins.
Barges
Certain portions of the Ruins are flooded. Use the barge system to cross safely. Mind your footing and be careful not to fall in the foul water!
Drowning
The waters of the Gray Lake are deadly. Stay submerged for too long, and they will slowly claim your life.
Rusty Coins
Gold holds no value in the Ruins. Instead, trade is conducted with ancient rusty coins, believed to date back to the dwarven occupation. Spend them wisely.
Encrusted Trader
No one knows who the Encrusted Trader truly is. Their origins remain a mystery, though a faint Ka'mellan accent hints at a distant homeland. Scavenger, artificer, and a collector of all things, they deal in peculiar gadgets made for those bold enough to brave the depths.
Yellow Handmarks
Yellow handprints left by the Adventurers faction of the Triune Wayhouse. They mark hidden passages, forgotten secrets, or a safe spot for a short rest. Keep an eye out for them.