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THE FABLED SUN INN

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Details: The Fabled Sun is a small, very well-kept stone Erämi-run establishment frequented by local hunters and visitors looking for a good time. The place was designed after the traditional Erämi home, with a large oven located in the common room. All cooking is done in the presence of the patrons, and served hot. It's simple and hearty and flavoured with herbs and seasonings native to Eräland. A wooden, simple statue of Erä in the style of the Erämi people stands guard outside the main entry. The Erämi are said to hail from 'The Land Where The Sun Sets', or 'The Autumn Lands'... which is the origin of the inn's name. Though there are inn rooms, the dormitory and its bunks are common lodgings for those staying here. They are cheap and comfortable. A storage room to the right of the entry is used as a locked storage chamber for those looking to protect any personal effects. Good hunting dogs, Erämi wolfhounds, are trained by the innkeepers Aamu and Eerikki. The...

THE BLACK RAM & THE LOST SCROLL TAVERNS

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  The Black Ram Tavern: In slightly better condition and a bit rougher than The Sleeping Dragon, The Black Ram is well-known as a venue for mercenaries and soldiers-for-hire. Like The Sleeping Dragon, it's not in the town, and individuals may keep their weapons handy. It is only one floor butted up against the town wall. Locals also use the tavern as a watering hole when they're done in the fields before heading back into town. Its clientele is salt-of the earth and sturdy, like the stone building itself. Often disdained by the elites as a rough-and-tumble hangout for surly, trouble-seeking types, it is avoided by the merchants and upper class, unless they wish to develop a bad reputation as a pugilist and dice thrower. Gambling and entertainment are common, but, only until curfew, twilight, when the town shuts down and the gates are closed. Anyone caught outside past curfew must either pay for an inn room at The Sleeping Dragon, visit The Troll Way, Tŵr Drâg, and The Wand'...

THE SLEEPING DRAGON INN

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Hook: You have been listening to the wild Keltic lays of local performers for the better part of an hour. The rush-strewn floor is long soiled and stale with old beer. Scraps don't last long with the old Erämi wolf hound and large blind forest cat about. You've settled into one of the booths for a relaxing refreshment after spending nights in the wilderness chasing bandits seen in the area after they raided a few local merchants. They fled into The Wilderness and holed up in some abandoned caves. You found them, killed most of them, the rest fled, and you managed to bring back most of what they took using the horse and cart they stole. It was raining and foggy, the whole time, and in the late autumn weather of Keltika, that means cold. The familiar atmosphere of the inn was a welcome sight. And convenient, because staying in town meant paying the Bridge Town tax for any goods and belongings, and leaving your weapons at the gatehouse with the guard. The sagging, moss-covered roo...

CULT TEMPLE OF BLACK WAVES

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   Hook: Krell, Lord of Black Waves, bane of Lumenoria and the lands to the south, still has agents and cult temples in the world. His Masterminds, jellyfish-like, floating monsters that control smaller versions of themselves that control the minds of those they bond with, still maintain a brittle hold on old cult temples. This is one. You know as much about Krell from your dealings with the servants of Apskylla, the fish men of the Misty Bay. It was that information that led you here, to this black, cyclopean edifice of basalt and limestone. You've witnessed some activity inside, but, nothing you would consider an invasion or deep threat. Mostly, a few cultists and slaves bonded to lesser masters. Which means, however, despite the fact there isn't much activity, there must be a Mastermind within. The smaller creatures cannot exist without their master's mind to link them to one another. Cut off, they languish and die... Details: Indeed, the Mastermind is alive and well, ...

TŴR DRÁG & AQUEDUCTS

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Hook: The ceramic-lined aqueduct tunnels under Bridge Town are large enough for a few of you to walk abreast. This is not a sewer like you saw in Dôrgon. These tunnels are clean, and only for the filtration and watering of the town's water for people, animals, and crops. Some skulkers managed to get in through the grating in the elder's undercroft. He didn't know they were there, at first. The tribe of curs killed his servants and escaped with food and equipment into the tunnels. They've holed up somewhere inside and the guardsmen haven't been successful in rooting them out. They're small and fast and escape before the guards can trap them. The skulkers have a sharp sense of smell and heightened hearing sense. They needed someone to go in and chase them out or exterminate them, before they pollute the water in the aqueduct. Until that happens, the water for the town has had to come from the river and the well. This convenience removed, dealings with the townsfo...

LAIR OF APHI ŠET

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  Hook:  Aphi Šet, a demon snake of Thûls A... Her cult was active long ago, during the First Age of Heroes. You have heard rumours that snake priests have been seen in the land of Shen-Ra... The vulture men of their eponymous goddess have tasked you with seeking out the old lair of Aphi Šet, to rescue the son of their leader from the snake demon said to dwell there... The vulture men of Shen-Ra point out the way, but, even that is not a certain path, and the realm of the snake men is fraught with dangers from an older, more dangerous era... The priests have tasked  Details: It is true that priests of Thûls A, caretakers of Aphi Šet, one of the demon snakes of Thûls A, have continued to be active. They dutifully feed the serpent, even though their god has left Aelŵydir, and them, to fend for themselves. They have remained in constant opposition to the white vulture men of Shen-Ra, the healer. The high priest asks only for the rescue of his son, but, if they can manage to ...

TOWER OF THE RUNE LORD 2: THE RUNE TOWER

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  Hook: Many tales and rumours are told of the Rune Lord, Idrŵs, a tall, giant gnome-like being who lives in a large fortified tower in The Wilderness. He is a force of good and renowned for his craftsmanship, especially cutting gems and jewels, which he loves more than anything. The wizard has tasked you with finding Idrŵs. He needs a precisely cut and rune-carved gem for a wand he is preparing for his own use... Unable to go himself, he gave you the gem and sent you into The Wilderness to find the Rune Lord. However, before reaching his tower, you were accosted and overwhelmed by trölls in the middle of the night, taken captive, and marched blindfolded to a cell in a fortification you could not identity... Now, blindfolds removed, the scent of metal and the acrid stench of chemicals filling your nostrils, you find yourselves in a quiet, cold chamber, cut stones under your feet, a large, heavy wooden door slammed and locked, trapping you in darkness. Despite the heavy smell of mi...