Post by Head Moderator on Apr 25, 2015 19:17:45 GMT -5
The Island of Bal'Berith
Currently this island is home to the Cult of Bal'Berith, a group of demon worshipers and necromancers who seek to bring their lord, the demon El-berith, into the world. The island is enshrouded in a mist, and appears to move around and float, as if it is not attached to the seabed. This is in fact true. The island was detached from the seabed by the use of powerful magics employed by the cultists. The island itself is large, almost the size of a small country on its own, and is home to various flora, fauna, and bizarre locations.
Climate
The island’s climate is dependent on where it is floating. Generally, however, the Cultists prefer a temperate climate and keep it within warmer waters. The lizards however sometimes grab control with the help of their powerful shamans, and move it to more tropical waters.
Area Breakdown
The Island is divided into 3 areas. One area called Edur, which is controlled by the Cultists from their Fortress-Temple of Bal'Dar, an area called Slyrr which is controlled by the lizardfolk and ruled from Queztl, and a strip of land between them that is a no mans land.
The Cult controls the northern area of the island, which is covered in dense forest and mountains, while the Lizardfolk control the swamplands and jungles to the south.
Between the swamps and the forest lie lowland plains and rivers which criss-cross over the no mans land.
Locations in Edur
1. The Fortress Temple of Bal'Dar
Bal'Dar is the fortress temple of the Cultists, and their home. Here they practice their dark-bound magic designed to bring their lord and master into the world, as well as issue orders to the various cultist cells around the world. The temple is massive, over 5 stories tall, and is built into the side of a mountain in the center of the island. It is also heavily guarded by constructs, conjured beasts, and the cultists themselves.
Inside the massive fortress there are labs, libraries, and all manner of other things. The Fortress-Temple is led by two people. Helon the High Priest, and Marduk the current Fist of Bal'Berith.
Each level of Bal'Dar has a purpose. The ground floor houses the storerooms, slaves, and holding chambers for the various undead and other bizarre summoned creatures and creations. The second floor houses the barracks, where the more militant members live, as well as the dining areas and kitchens. Third level houses the general priests and cultists living quarters, as well as several shrines to El-berith. The fourth level are the labs and libraries. Bal'Dar is home to a vast collection of knowledge, a great deal of which deals with necromancy and demon summoning.
The top floor houses the High Priest, and the Fist of Bal'Berith, along with the High Altar of El-berith. The top floor is where the portal which will be used to bring El-berith into the world is being constructed.
2. Tomb of the Fallen
This place is on the north side of the island. A small building covered in vines, it leads down into a tomb of a once great paladin, named Darvin. However, this paladin fell from grace, and became a Vindicator in the service of El-berith, the first Fist of Bal'Berith in fact. His tomb was built as a place of honor, as he served for several years as the leader of the armies of the cult.
The tomb is vast, as Darvin was buried with his treasure and belongings. Hidden deep within the vaults, one could find vast treasure, along with undead and conjured creatures and traps, placed there to keep unwanted visitors and tomb robbers at bay.
3. Delamorte
Home to the great Necromancer Markus, this tower stands a days walk from Bal'Dar. Standing tall over the trees of the forest, Delamorte is a somber warning to those on the island. At night, strange lights can be seen from atop the tower, as Markus works his dark magics in worship of El-berith.
Markus also trains the up and coming necromancers and summoners in his tower. Those who wish to be his apprentice must survive the trip up the tower, as the lower floors are full of all manner of bizarre creatures who are let loose to run amok. Markus himself simply teleports when he needs to go somewhere.
4. Forest of Death
Surrounding Bal'Dar is a section of dark forest, aptly called the Forest of Death. This place is enchanted and home to all manner of bizarre creatures that the cultists have conjured or crafted. One must survive the walk through the forest, which can take a few days, in order to reach Bal'Dar.
Inside the forest, light does not penetrate the trees. It is dark, like night, and failed experiments of the cultists, as well as undead unleashed by them wander the forest proper. Anything from a basic zombie, to creatures from other planes can be found somewhere in the forest. The forest is mazelike as well, overgrown and twisted by the proximity to Bal'Dar.
Locations in Slyrr
1. Queztl - The Lizardman Capital
Hidden in the center of the swamp stands Queztl, the capital of the Lizardfolk. From here, the lizardmen try to wage war on the Cultists who constantly attempt to enslave them. The lizardfolk distrust outsiders, as they feel anyone who is not a lizard is obviously a member of the Cult. They control the swamplands on the south of the island, and the city is ruled over by a leader who is simply known as Grok.
The city itself is fairly well camouflaged in the swamps. In the center of the city stands the large home of Grok. From the center, the city expands outward a mile in all directions. The lizardfolk try to keep to themselves, however they are finding themselves more and more in danger of being wiped out by the Cultists.
2. Yrsyr - Temple to the Lizard God Simanyu
A few hours walk through the swampland away from Queztl, one would find the Temple to the Lizard God Simanyu. This temple houses the Lizard Shamans, who travel out from the temple regularly to keep tabs on the spiritual nature of the Lizardfolk, as well as counter the dark magics of the Cult.
The High Priestess of Quetzl is known as Essri the Grey One. No one is certain how long Essri has lived, but some say she is as ancient as the oldest tombs in Grysyl. Essri the Grey One is secretive, and only a few non-lizards have seen this ancient. Her power is the only thing that keeps the cultists from storming the lizardfolk entirely, as they are afraid of the power she can wield.
3. Grysyl Graveyard
To the Lizardfolk, this patch of swamp is sacred, and their greatest warriors and leaders, ancient kings and priests are interred within its swampy soil. This area is now kept under guard however, as the Cult has recently caused some issues within the Tomb of Y'sre, the First King of the Lizardfolk. The bodies of their fallen and honored are now rising up, and the Lizardfolk have built a wall around the Graveyard to keep everyone outside, and keep the undead inside.
Reaching the Island
The Island moves around, but not very quickly. The mist keeps it hidden from view, however the mist is not magical and is rather simply a by-product of the effects moving the island. The two groups constantly fight for control. The Cultists control the movement from Bal'Dar, and the Lizardfolk from Yrsyr.
Ship Captains are not pleased at the idea of trying to reach an island shrouded by mists, made dangerous by the rocks that surround it as well as the attacks from the cultists.
The Cultists reach the island by use of special teleportation stones, embedded in rings that the heads of each region wear. The rings allow a one way instant teleport to the third level of Bal'Dar, into a special chamber.
Currently this island is home to the Cult of Bal'Berith, a group of demon worshipers and necromancers who seek to bring their lord, the demon El-berith, into the world. The island is enshrouded in a mist, and appears to move around and float, as if it is not attached to the seabed. This is in fact true. The island was detached from the seabed by the use of powerful magics employed by the cultists. The island itself is large, almost the size of a small country on its own, and is home to various flora, fauna, and bizarre locations.
Climate
The island’s climate is dependent on where it is floating. Generally, however, the Cultists prefer a temperate climate and keep it within warmer waters. The lizards however sometimes grab control with the help of their powerful shamans, and move it to more tropical waters.
Area Breakdown
The Island is divided into 3 areas. One area called Edur, which is controlled by the Cultists from their Fortress-Temple of Bal'Dar, an area called Slyrr which is controlled by the lizardfolk and ruled from Queztl, and a strip of land between them that is a no mans land.
The Cult controls the northern area of the island, which is covered in dense forest and mountains, while the Lizardfolk control the swamplands and jungles to the south.
Between the swamps and the forest lie lowland plains and rivers which criss-cross over the no mans land.
Locations in Edur
1. The Fortress Temple of Bal'Dar
Bal'Dar is the fortress temple of the Cultists, and their home. Here they practice their dark-bound magic designed to bring their lord and master into the world, as well as issue orders to the various cultist cells around the world. The temple is massive, over 5 stories tall, and is built into the side of a mountain in the center of the island. It is also heavily guarded by constructs, conjured beasts, and the cultists themselves.
Inside the massive fortress there are labs, libraries, and all manner of other things. The Fortress-Temple is led by two people. Helon the High Priest, and Marduk the current Fist of Bal'Berith.
Each level of Bal'Dar has a purpose. The ground floor houses the storerooms, slaves, and holding chambers for the various undead and other bizarre summoned creatures and creations. The second floor houses the barracks, where the more militant members live, as well as the dining areas and kitchens. Third level houses the general priests and cultists living quarters, as well as several shrines to El-berith. The fourth level are the labs and libraries. Bal'Dar is home to a vast collection of knowledge, a great deal of which deals with necromancy and demon summoning.
The top floor houses the High Priest, and the Fist of Bal'Berith, along with the High Altar of El-berith. The top floor is where the portal which will be used to bring El-berith into the world is being constructed.
2. Tomb of the Fallen
This place is on the north side of the island. A small building covered in vines, it leads down into a tomb of a once great paladin, named Darvin. However, this paladin fell from grace, and became a Vindicator in the service of El-berith, the first Fist of Bal'Berith in fact. His tomb was built as a place of honor, as he served for several years as the leader of the armies of the cult.
The tomb is vast, as Darvin was buried with his treasure and belongings. Hidden deep within the vaults, one could find vast treasure, along with undead and conjured creatures and traps, placed there to keep unwanted visitors and tomb robbers at bay.
3. Delamorte
Home to the great Necromancer Markus, this tower stands a days walk from Bal'Dar. Standing tall over the trees of the forest, Delamorte is a somber warning to those on the island. At night, strange lights can be seen from atop the tower, as Markus works his dark magics in worship of El-berith.
Markus also trains the up and coming necromancers and summoners in his tower. Those who wish to be his apprentice must survive the trip up the tower, as the lower floors are full of all manner of bizarre creatures who are let loose to run amok. Markus himself simply teleports when he needs to go somewhere.
4. Forest of Death
Surrounding Bal'Dar is a section of dark forest, aptly called the Forest of Death. This place is enchanted and home to all manner of bizarre creatures that the cultists have conjured or crafted. One must survive the walk through the forest, which can take a few days, in order to reach Bal'Dar.
Inside the forest, light does not penetrate the trees. It is dark, like night, and failed experiments of the cultists, as well as undead unleashed by them wander the forest proper. Anything from a basic zombie, to creatures from other planes can be found somewhere in the forest. The forest is mazelike as well, overgrown and twisted by the proximity to Bal'Dar.
Locations in Slyrr
1. Queztl - The Lizardman Capital
Hidden in the center of the swamp stands Queztl, the capital of the Lizardfolk. From here, the lizardmen try to wage war on the Cultists who constantly attempt to enslave them. The lizardfolk distrust outsiders, as they feel anyone who is not a lizard is obviously a member of the Cult. They control the swamplands on the south of the island, and the city is ruled over by a leader who is simply known as Grok.
The city itself is fairly well camouflaged in the swamps. In the center of the city stands the large home of Grok. From the center, the city expands outward a mile in all directions. The lizardfolk try to keep to themselves, however they are finding themselves more and more in danger of being wiped out by the Cultists.
2. Yrsyr - Temple to the Lizard God Simanyu
A few hours walk through the swampland away from Queztl, one would find the Temple to the Lizard God Simanyu. This temple houses the Lizard Shamans, who travel out from the temple regularly to keep tabs on the spiritual nature of the Lizardfolk, as well as counter the dark magics of the Cult.
The High Priestess of Quetzl is known as Essri the Grey One. No one is certain how long Essri has lived, but some say she is as ancient as the oldest tombs in Grysyl. Essri the Grey One is secretive, and only a few non-lizards have seen this ancient. Her power is the only thing that keeps the cultists from storming the lizardfolk entirely, as they are afraid of the power she can wield.
3. Grysyl Graveyard
To the Lizardfolk, this patch of swamp is sacred, and their greatest warriors and leaders, ancient kings and priests are interred within its swampy soil. This area is now kept under guard however, as the Cult has recently caused some issues within the Tomb of Y'sre, the First King of the Lizardfolk. The bodies of their fallen and honored are now rising up, and the Lizardfolk have built a wall around the Graveyard to keep everyone outside, and keep the undead inside.
Reaching the Island
The Island moves around, but not very quickly. The mist keeps it hidden from view, however the mist is not magical and is rather simply a by-product of the effects moving the island. The two groups constantly fight for control. The Cultists control the movement from Bal'Dar, and the Lizardfolk from Yrsyr.
Ship Captains are not pleased at the idea of trying to reach an island shrouded by mists, made dangerous by the rocks that surround it as well as the attacks from the cultists.
The Cultists reach the island by use of special teleportation stones, embedded in rings that the heads of each region wear. The rings allow a one way instant teleport to the third level of Bal'Dar, into a special chamber.