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Adventures of Archelon, Aquatic, Alpine, Desert, Frigid, Grassland,…
Adventures of Archelon
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Arterra
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Plots
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Aquatic
Water Rune
Hook: The Sunken Maw—a permanent, massive whirlpool in the center of the ocean that doesn't swallow ships, but acts as a gateway to an underwater trench where an ancient sea-castle sits in a pocket of air.
Under Water Sea Castle
Quest
Conflict: A rogue Marid (Water Genie) is using the rune to rapidly raise the sea levels of Arterra, threatening to drown coastal starting towns. Players have to secure aquatic mounts or magic to survive the deep-sea hexes.
World Building
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Alpine
Air Rune
Hook: The Whispering Crags—peaks so high the air is thin, where wind patterns violently shift to mimic spoken languages and ancient songs.
Conflict: A massive Cult of the Howling Hatred has built a fortress on the highest peak, using the Air Rune to generate continent-wide super-storms. GMs can run hexes where players face extreme wind hazards, flying hazards, and must navigate vertical cliffs to infiltrate the sky-citadel.
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Lore
The Pantheon and Elementals wanted to develop their own world independent of any other material plane to hide magical secrets. 12 runes are split between the 4 natural elements and the 8 schools of magic.
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