MAPGUIDE
Map of Urulan
A) Mansion of Nalinos Grahms
A couple of hundred years old elven built mansion, it used to belong to a old relative to Nalinos, it's two stories high and a quite large basement. Outside there is a large courtyard with several small houses and a dog pen. South of the mansion begins the forest and beyond that sharp coastal cliffs. Hidden there is the last of Nalinos ships, it's a small ship that he hid there after he lost his fleet.
B) Castle of Jerek
The White Swan. An old castle that has survived an entire era, Jerel found and restored it to be livable again, he has a garrison of 30-40 men there.
C) Ruins of Tal-Dolrem
A former bursting port city, now only inhabited by demons from the wars, outside the ruins are a small settlement of Gark's who was shipwrecked two years ago, a total of 18 adults, they are aware of their situation and tries very hard to prevent them from being discovered.
D) Ruins of Derima
Now inhabited by Narleen (se above). An old coastal city, now mostly retaken by the jungle. Narleen, mistress of the town has during the later years ordering her demons to plunder neighboring ruins so she can rebuild the city, the first thing restored was the temple in the center of the city, where she now resides. She has over a hundred demons under her, mostly pale one and two, the major exception is Hār-thecc a pale five demon, he is not under her control but cooperates with her as long as he finds it useful.
E) Ruins of Khastachec
A former Dyar city of great magnificence and mystery. It was a place
for great sorcerers and magicians before the cataclysm and the wars. In
the final stages before the destruction the Dyari opened several great
portals to let the forces of Unlife enter the Isle, hordes of mighty
demons swarmed out of these gates to aid in the destruction, slaying the
citizens first and then roaming the rest of the country.
After the initial destruction something went wrong, the gates didn't close
as the mages had planned, they tried closing them by force but got slewn
by their own demons before they finished closing the gates.
Century after century has passed since, Khastachec still being a place of
terror, the foolish enough to enter the city has failed to return but over
time all the minor gates has closed up by themselves and the number of
demons decreased in numbers. Now only two major gates remain, the great
one in the temple, summoned forth by the evil clerics and one deep beneath
in the darkest of the catacombs, the great one reaches even beyond the
Pales and demons of terrible power can pass through it. It is guarded by Nīl,
a demon of almost unspeakable powers, who's only known motivation is to
slay magicians, Nīl was bound to this place to insure that none tries to
close the portal, Nīl will slay magicians without a warning, but will not
do anything to the others, not even realizing there a life form worth of
noticing, but will attack if threatened, like a man killing mice if they
should dare biting him. Nīl is bound to the temple and cannot leave.
F) Citadel of the wind
Home of the magician Sin-Tāladin, [Lvl 25
Magician], an Linaeri elf that has lived there for several hundred
years. He is a master of the elements and has named the citadel himself .
He uses his citadel as a haven and from there he conducts his studies and
observes what is going on around him, he knows what is happening in Derima
but he thinks it's a good idea to control the demons so they don't ravage
the countryside, he's gotten used to just study and observe and will not
easily take any sort of action, preferring to se if the problem solves by
itself.
The citadel is a high white marble building with towers stretching almost
20 floors. The only visible entrance is a pair of ten feet high bronze
doors at the center of the building, on each side of the door stands a 8
foot bronze statue resembling a man with a bull head (a Minotaur). If
approached the statues will come to life and ask the errand the pc's might
have, everything they hear will Sin-Tāladin hear and he decides if he
wants to be disturbed, if anyone tries to attack or force a entry the
golem's will attack and strike to kill
G) Lighthouse
Inhabited by a Pale four demon, he haven't seen many guests in the past years so he is quite anxious to keep them alive as long as possible. He likes to play with his victims. The lighthouse itself is filled with the remains of his earlier guests.
Floor plans Lighthouse
(1) Ground floor, a large room, almost 20 feet across.
The front door is unlocked and slides open easily. Inside there is litter
from shipwrecks, a galleon figure of a mermaid is leaned against the far
wall. A stair is ascending towards the second floor.
(2) Second floor, a large room with various metal objects
stacked in neat heaps, it is not to hard to figure out that most of it
comes from ships and sailors. In a small chest various coins are
collected, (1200cp, 200sp and 40 gp), in a larger chest some bladed
weapons are collected, among them a jeweled curved dagger with a steel
blade (worth 40 gp) and a enchanted longsword [+20,
bladeturn II twice per week]. A stair is ascending towards the
third floor.
(3) Third floor, a half singular room, empty but for a
locked door and a stair ascending to the fourth floor. Behind the locked
door is stacks of sculls from humans and elves that the demon has slain,
there are the remains of 46 body's in there.
(4) Fourth floor, this room is decorated as the inside of a
large ship, a large bed takes up most of the far wall, against the stairs
large barrels with wine and other stuff. A small table is next to the bed
with a candle a logbook, with childish lettering in Melurian of what
happened here the last ten years (He has written it himself, learning from
other logbooks), and pen and ink. Besides a window are a bookcase filled
with logbooks and a few other, among the a spell book, very ancient,
written by a Loari magician. The stair leads to the top floor, the light
room.
(5) Top floor, A room with windows all around and a bronze
bowl for making fires. The demon sometimes light fires to confuse ships to
crashing towards the reefs, and then taking care of the survivors.
H) The ruins of Ar-Talisen
Tumbled remains of beautiful Elven villas and palaces. Many structures include glimmering Orhan Marble. The might serve as sanctuary against some evils, but with walls tumbled, archways broken and columns fallen, there is little structure to hold back an attack. This is also the base for the mining activity's of the steel rain and their biomechanoids.
For more details se the Grand Campaign by T.K. Amthor.
This page is a part of

by Jonas 'Drac' Cedher.









