The Dragonlance Nexus

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Holy Sites

D&D 3e (3.0/3.5) Rules

by Michael Falconer, Kipper Snifferdoo, Talinthas, Ferratus


Places Sacred to the Gods


The Neverending Road: In the north of the Isle of Sancrist, there is a clear-cut eight-mile road that slices a course through the rugged hills and rises of that mountainous region. Known as the Neverending Road, this path twists into the infinity symbol, which is also the holy symbol of Mishakal. There is one crossroads in the middle as it passes across itself before winding round a number of towering hills only to lead the traveler back to the crossroads again. For some reason, travelers on the road do not sense the road turning. To them, it appears as if they are traveling a straight road that occasionally comes to a crossroads. Gnomish investigation of this phenomenon claims it to be nothing more than an optical illusion.

Disciples of Mishakal claim it is a holy place, a place of enlightenment and meditation. People can take their troubles to the road and walk until they have come to terms with their problems or have received divine inspiration. It's also said that kender are fond of traveling the road, determined to "out-walk it", but none have been known to succeed. No official roads pass in or out of the region, there are only footpaths leading to and from various locations surrounding it. According to dwarves that live in the area, there are also strains of a rare blue crystal in the hills surrounding the Neverending Road that can be very difficult to mine but well worth the trouble.

The Grove of Refuge: Veiled in the midst of the unforgiving Blue Wastes is a miraculous grove that magically appears to those travelers that are most deserving or are most in need of it. The location of the sanctuary changes from one day to the next and has never been successfully mapped. The travelers of the desert that have had the grove visit them claim that during the day it appears as a oasis on the horizon that can be reached within a few hours walking or at night they find it has magically sprung up around them.

From within, the Grove of Refuge appears to be a valley that has been separated from the outside world. Succulent fruit trees, streams of cold spring water, shaded copses of foliage, and soft grasses make the refuge a paradise to those that have been lost in the heat of the brutal desert. A faint music can be heard throughout the dale that is soothing and revitalizing. The music comes from a sirine that was imprisoned by Branchala and forced to serve any travelers that come to the oasis, in punishment for her using the gift of her music to lure ships to their destruction.

Time slows within the grove, and three days pass for every one on Krynn. Thus it gives time for those within to rest, recuperate and hide away from outside threats. When the grove withdraws the guests of the grove find that they are within an hour of their intended destination.

Fountain of Renewal: Encountered in the Great Moors of Nordmaar is a spring of great serenity. The spring was created by Habbakuk as a refuge for the wounded and sick beasts of that place, and its location changes from day to day. The creatures of the Great Moors know of the spring, which has the power to restore and regenerate any living thing that is submerged in their cool crystal waters. A great serpent guards the font, preventing intrusion by non-native animals. The serpent cannot be killed due to the magical properties of the spring. It can be incapacitated, but within a matter of moments the spring will fully heal the serpent and it will be in a terrible mood.

The Road of Time: During the full moon of Solinari at High Sanction, one can detect a shimmering silver path in the depths of the vast plains of the Dominion of Daltigoth. Those with the potential to develop magical ability that step onto this road will be thrust into a sojourn on the river of time. For along this silver path that cuts through the ages, are the towers of the greatest white robed mages to have ever practiced on the world of Krynn. Each young potential wizard from the path that knocks upon their door are granted admittance and training in the arts of wizardry.

When one master has taught all that he can, the novitiate will find that silver path outside his master's door has returned and he can follow it to his next teacher. However there is a price to be paid, for when the novitiate himself becomes a mage of power, his dwelling becomes another stop along the road of time. Anyone trained by the mages on the road of time is under a geas to take as an apprentice all who follow him.

The Celestial Forge: In the center of Blodehelm there exists an ancient tomb hidden beneath a grassy hill that is obscured by a permanent hallucinatory terrain spell. Within are several mummies and unliving constructs that mercilessly attack and kill any intruders. The one whom the tomb was constructed for, a powerful dwarven scion, does not sleep peacefully. Instead, he is a lich who acts as the final guardian for the tomb's greatest treasure.

Hidden beneath the lich's tomb is a fully equipped smithy along with a pool of dragonmetal. The walls are covered with instructions and magical formulae written in a pictographic alphabet. The instructions, if followed, can be used to create dragonmetal automatons who are tireless and invincible soldiers. This may explain why there are stories, increasingly being discounted as myth, of shining silver men fighting in the Chaos War. The old king of Blodehelm still remembers, and hopes to find these silver warriors would help him defeat the dragon overlord Sable.

The Lost Mountain: There is a legend among the dwarves of the Thorbardin concerning the Lost Mountain. Once, the mountain was home to the god Reorx. It contained within it the greatest architectural wonders of the world. Castles of delicate spires that would make an elf weep, vast unyielding columns that put the dwarves to shame and clockwork marvels that would drive any gnomish engineer insanely jealous, decorated every corner of the god's earthy home. But unfortunately Reorx was known to have a bit of weakness when it came to gambling.

One night at a celebration in his very home he was challenged by an insolent kender that had somehow slipped in through the magical defenses of the mountain. This uninvited guest claimed that he could beat the god in a drinking contest, declaring that he could drink three tankards of dwarven spirits faster than his honorable host. Always ready for a good wager, Reorx asked about the terms. The kender stated that if he lost he would give him his pouches. Laughing confidently Reorx boasted he would bet his whole mountain if the kender could out-drink him. The kender then stated that the only stipulation was that one contestant could not touch or move the cup of another. When Reorx agreed to these rules the other guests gathered around to watch the competition. As they both downed the first cup, the kender swiftly turned his cup upside down on top of Reorx's next cup of ale, then sat back and sipped his remaining cups. Furious and unable to finish his drink, Reorx stormed out.

He agreed to the terms of his wager and left the mountain to the kender. Then he made sure that no one would be able to find it. It has only been since the Age of Mortals that there have been rumors of the appearance of a great mountain that appears in between Sanction and Neraka that can never seemed to be reached no matter how far one travels.

The Column of Change: The city of Starport in the Solamnic province of Southlund possesses a column looted from an ancient and forgotten enemy that still stands proudly in the town square. A holy relic of Zivilyn, any man who stands before it finds twelve different images magically emboss themselves of the column, with each image representing a different possible future. Though many flock to this column for auguries, it is less useful than one might think. It gives no advice on how to avoid the calamities or receive the possibilities of good fortune. Indeed, it has been known to happen that men spend decades trying to achieve or avoid the images on the pillar, only to be struck with a fate that the column did not reveal.

The World Tree: The centaurs and the humans of Duntillok share a reverence for a tremendous vallenwood tree that springs miraculously from the desert's arid soil. The tree is so massive that if a hundred grown men linked arms around the trunk of the tree, they could barely surround it. Called the Grandfather Tree by some and the World Tree by others, nobody denies that this is a god-touched spot. Indeed some even say that the tree is the god Zivilyn himself, which would explain why those who sleep under the tree receive prophetic dreams. The plainsfolk allow no fire to be made anywhere near the tree, believing the fire will disturb the god-spirit within it.

Illiak, the Alchemist's Stone: In the depths of Mount Nevermind there exists a chapel devoted to Sirrion, whom the gnomes revere as the patron of alchemists and the father of the steam engine. Within that chapel there exists an extremely holy relic, holding the remains of Illiak the alchemist. One day, when working on an alchemical experiment to remove floor wax, the mixture happened to explode and created a byproduct that encased him in a translucent red crystalline substance. Thus, it is known as the "alchemist's stone".

Since the body has been preserved exactly as it has been since the day of the accident, onlookers have wondered whether or not Illiak is still alive. They have also wondered if he is alive is he aware and simply unable to move, or in a state of suspended animation. Since the gnomes were unable to find his original formula they promptly referred the matter to the philosopher's guild, who have argued about the issue in committee for the past four hundred years.

The Enlightened Veil: Legend has it that this plateau, located in the Burning Lands to the west of the Bay of Balifor, was the location where Sirrion created his consort, Shinare. It is said that no other site on Ansalon radiates as much divine power as this location, given its importance to two major deities. During the daytime, this plateau is barren, cracked clay. However, as soon as the first rays of Lunitari grace the sand, liquid veils of light rise from the cracks in the earth and reach for the stars, reaching peak intensity during High Sanction. During these times, it is highly auspicious to conduct trades and deals on the plateau, and also considered great times to research new spells, brew potions, or, in the case of tinkers, invent. The area is only accessible via a spiraling road that slowly inches its way up the side of the plateau, as all the surrounding area is flat desert.

Atop the plateau are two small and ancient buildings. One is a temple of reddish-grey marble dedicated to Shinare. Those who leave monetary offerings at this shrine are granted luck in their dealings for the next week, are made aware of the best bargains available, and are immune to being cheated. Across from it stands a small domed temple of Sirrion. Within the shrine burns an eternal flame that produces a fine ash. This ash provides a +10 circumstance bonus to all Alchemy, Craft, and Perform checks, and if used as a material focus in potions, grants either an extended duration of 2 rounds, or a +2 bonus to relevant dice rolls. Due to the contentious nature of the deities in question, people who pray at both shrines are bound to find their luck deserts them, and their creativity is blocked.

Between the temples lies a huge plaza tiled with carved sandstone, and bound by thin obelisks in a circular pattern. The obelisks are inscribed with ancient Khurman prayers and chants, written in a script predating the tongue of Istar. Throughout the plaza, irregular cracks and fissures wind their way around. It is forbidden to repair these cracks, as the Veil erupts from them. The center of the plaza has a small basin that is always full of clean water, said to come up from an underground wellspring.

The Pillar of Flame: The town of Lantern in the Plains of Dust is the holiest city of the followers of Sirrion. For there exists the greatest mark of their god's favor, a smokeless blazing column of fire that was only snuffed out once, during the Cataclysm when mankind lost favor with the gods. When the gods returned with the War of the Lance, a priest of Sirrion reconsecrated the site and the pillar of flame roared back to life. The flame continued to burn throughout the Fifth Age, leading the Sirrion faithful to believe that their god had not truly left them. When the deceptions of Takhisis were revealed in the War of Souls, they were proven right.

The temple is an open structure with no walls, just a few pillars and a stone roof. It is this structure that gives the town its name, for the pillar of flame within the temple makes the building look like a giant lantern. The flame has magical properties which allow for weapons thrust within the flame on Summer Solstice to become +1 flaming enchanted weapons. Usually this is done to consecrate the weapons of their highest prelates, though adventurers have been accorded the favour in the past in exchange for a favour done for Sirrion's clergy.

Killigal's Vale: On the Island of Crystine, on the western side of the mountains exists a forest with a most unpleasant inhabitant. An ancient creature, cursed by Chislev for crimes against nature, stalks the shadows of this forest. It was his curse to keep the forest free and preserved from the encroachments of the races that would dominate the natural realm. Everyone on the eastern side of the mountains knew not to cross the mountain passes into that creature's domain, for they would be devoured.

When their elven brethren invaded the Kagonesti forests of Southern Ergoth, displacing (and sometimes enslaving them) they longed for a place to find a new life. Their lives became even more troubled in the days of the dragon overlord Frost, whose chill glaciers in the neighboring realm chilled their own region and led to famine. Taking to the sea, they found an untouched forest filled with plentiful game on the island of Crystine. Thinking they had found paradise, they began to settle. However, soon the accursed one made his presence known, and a deadly game of cat and mouse ensued. Calling this creature named Killigal (goblin-beast) they maintained fortified encampments and sent out hunting parties of warriors to hunt him. The beast is clever though, biding his time and picking off the elves one by one for his meals.

The Insect Kingdom: In a dark hidden vale in the bygone forest of the Elian Wilds is a place of unsurpassed beauty. It is an ancient forest that has stood for eons. The islanders of the Wilds claim it is a sacred place, and a place to be feared. To the people of the Elian Wilds is it known as the Insect Kingdom or the Amber Jungle. Immense prehistoric trees soar skyward and dense, thick foliage makes traveling hazardous. As well, the region constantly teams with the buzzing, chirping and clicking of hundreds of thousands of insects that seem to have run unchecked for millennia. Insects of all types and sizes prey upon each other and those unlucky enough to cross into their realm. It is home to a mysterious tribe of humanoids that claim to be servants of Shinare. In all dealings with the outside world they remain hidden with thick robes and speaking in thickly accented whispers, but legends says they are more insect than man, having six arms, bug eyes, and green thick skin.

At the heart of the forest is a collection of treasures untold. The possessions of nearly every person to visit the Insect Kingdom lay near the heart of the forest, where trees run thick with vast amounts of amber. Virtually every surface is covered in the hardened resin. And it glows with a soft red-yellow light. Insects, magical and mundane treasures, and even the skeletons of greedy pirates are preserved among the hardened resin. The servants of Shinare have traded the amber for generations to those willing to brave the lethal waters surrounding the island, taking the payment for the amber and piling it in the center of their realm as tribute to their goddess.

The Hidden Path: Lunitari believes that the best way to reveal the potential of magic is by eclectic study of magic practiced in the present, rather than a classical education from the masters of the past. As such, during her High Sanction one can enter a cave in the Kharolis Mountains and exit the other side in a random destination, within walking distance of the one to apprentice him. The other side of the cave not only can include every mountain cavern possible, but could also include such locations as the tomb in Port Balifor or the sewers of Palanthas. All that is required is that the destination be a dark hole. If the mage feels that he has learned all he can from the local wizards, he enters back into that hole and will leave at the mouth of the mountain cave in the Kharolis Mountains once again.

Finding the cave in which one can enter the path is possible through the possession of a plain sphere of red marble. If held by a mage of the red robes, it creates in the mage a yearning to travel in the direction in which he might find the cave. For as long as he possesses this sphere of marble he can travel back and forth on the hidden path.

The Quicksilver Sea: Rounding the bend of the Southern Dairly Plains are some of the most treacherous waters known to the sailors of Krynn. Boilers Bay, Thunderhead and Restless Waters were named for the vicious waters and storms that frequent the region. However, the tale that unnerves the travelers of that region has nothing to do with the violence of the waters, but the unexpected calm.

For generations a legend has been told of ships that have tried to navigate the restless waters only to be lost in an impenetrable mist. Once the mist clears, they find themselves on a silver sea where no waves dare to disturb the calm. From ship to horizon there is nothing but endless still waters and no wind to sail by. Some sailors claim that the animals fished out of the silver waters are diseased and deformed. Decaying gulls and great leprous squid have been rumored to prey upon the stranded sea goers. Drinking from the waters only ensures disease and damnation. They claim the waters are cursed by Morgion, and any sailor that has ever found a way out of the Quicksilver Sea soon dies of some horrible malady.

Font of Wisdom: This mystical spring apparently wanders the lands of Krynn, as it has been reported anywhere from the mountains of northern Ergoth to a small cavern south of Tarsis. A fountain crafted of silver and gold, studded with precious gems, it continually pours forth sparkling clear water. A plaque on the front of the fountain, readable by anyone who enters, promises "wisdom of the world and knowledge of the realms beyond" to all who drink of the fountain. A drink of the fountain will indeed fulfill the first half of the promise--the drinker becomes cunning and sly, achieving great insight into the workings of the mortal mind (the recipient gains a +5 insight bonus to Bluff, Diplomacy, Gather Information, and Sense Motive checks).

However, this wisdom comes from a terrible source--a fiendish servant of Hiddukel is bound to the fountain, enchanting its waters so as to expand its influence and open the way for other minions of the Gatekeeper of the Abyss to enter Ansalon. Once a week after drinking of the Font's waters, a character must make a Will save (DC 15). Failure allows the fiend to plant a suggestion in the drinker's mind, typically compelling the drinker to find a way to summon a fiend into Krynn. Those who are learned in magic will often use a summoning spell to do so, while victims who lack arcane talents are encouraged to seek out sealed portals and unbar them, or support other diabolists and cults of Hiddukel. A break enchantment, limited wish, wish, or miracle can break the Font's influence over a victim, but doing so removes the insight bonuses as well.

Ironvale: In the Kaolyn mountain range east of Southlund sprawls an underground complex of mines that is a favorite of the worshipers of Hiddukel. The ore excavated from the mines of the Ironvale are reputed to be of the easiest to remove. Not only that, it is of the finest quality and grade, according to the humans that mine it. Dwarves will not enter the mines, however, claiming that it is a cursed place. For while it is true that high quality ore can be extracted from the mines and that ore produces some of the finest weapons known on the face of Krynn, the end product of the ore is tainted.

Heavy metal locks, iron chests, all manner of weapons and anything else created from the ore is magnificent, until sold. The products of the Ironvale are favored by deceitful merchants, who look to make a quick profit for little work and leave the consumer asking for more. The owners of such objects find after a time that unfortunate events will cause and item to break. A bad swing with a sword fractures it against a stone wall, a kender knocks a iron chest into deep water, or an unexpected encounter with a rust monster disintegrates the owner's latest purchase. Items from the Ironvale seem to be fated to be broken, lost or destroyed, which leaves the owner no choice but to return to purchase a replacement. Let the buyer beware.

The Forgetting: There is a dark copse of pines that has been reported to appear in various locations around Krynn. Although the gloomy pines may look foreboding, their pleasant scent lures travelers to seek the peacefulness of the place. Once inside, the visitors discover a clarity of thought that they have never experienced before. They find they are able to remember the most minute detail of anything they have ever experienced or read. This clarity of thought comes with a price however. Some of the recollections are false memories. Crafted and implanted through the magic of Nuitari, they are used to steer the individual into doing the dark gods bidding. Once the travelers leave the grove they must make a Will save (DC 15). Failure indicates that the victim has forgotten everything from the last 10 years of their life. Those that succeed retain their memories although they will fade again in time and they also retain the false memories implanted by Nuitari as if they actually occurred.

The Sands of Time: A lure of the dark magic of Nuitari is the possibility of achieving power to destroy and rule. For some, however, the thirst for power is so great that they cannot wait for the years of study required to be an archmage of the black robes. While most must wait, enduring decades of servitude to harsh masters, Nuitari has been known to make a pact for a few. In the deserts of the Tamun Basuk there exists a grotto whose floor is covered in fine black sand. If a mage of black robes kneels in the sand and invokes the black moon, the sands will whip up in a whirlwind, obscuring him from sight. When the sand falls back to earth the mage is revealed as a man now in his elder years, possessing the knowledge and wisdom he would have gained after a lifetime of study. The mage has gained power, but at the bitter price of his lost youth.

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