Locations |
City of Nuren |
City of Nuren. Central Osaaru
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A massive, sprawling city that was built around the remains of a small mountain island between the three continents of Osaaru. The lower rings of the city are crowded with buildings and narrow streets that widen as the city curves up the mountain's sides. Steps, bridges and walkways are carved directly into the mountain, with wooden and steel bridges over dangerous crumbling edges. The buildings resemble a large diversity of influences from wooden and thatched housing to brick and stone, with the majority being part of the mountain itself, carved out of and into the rock. Some buildings are so small a human could not fit into them, and others tower with doors built for giants.
The city is broken into sections. Along the bay at and near sea level is known as Outer Nuren. Lower Nuren is the most crowded area as far as buildings, and is where most of the Touched and Remnants live. Upper Nuren is more spread out, with vast markets, large open areas, inns and dragon roosts. Near the center of the city, two paths of staircases cut into the rock lead down into the Heart of Nuren. |
Outer Nuren. Eastern Shore of Nuren
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Curving around the base of the mountain city, Outer Nuren's piers, docks, shops and houses spread out into the water atop supports. The buildings are linked by rope and wooden bridges, and the waters are filled with vessels of all sizes from small canoes and row boats to massive sail boats meant for ocean travel and carrying large and heavy loads. Nets hang from ceilings and awnings, the rooves are covered in dragon and bird roosts, and the fishermen, craftsmen and area of the city seem to always have something to keep themselves occupied. Outer Nuren has the highest frequency of armed citizens, as the waters that provide so many resources are also home to many of the more dangerous aquatic creatures.
The city is connected to the cliffs of Eastern Osaaru by a massive stone bridge near sea level, enclosing a small bay lake that only connects to the rest of Dragon Bay when the tides are high. |
Lower Nuren. City of Nuren
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As the pathways of Nuren begin to slope upward around the outside of the mountain, Outer Nuren becomes Lower Nuren. This section makes up the lower and middle half of the city, and is home to most of the city's residents. The buildings here vary to fit people of all sizes, from the barely a quarter meter tall mousefolk-blooded to the towering giant-blooded touched. Most of this area is residential with only small craftsmen shops mixed in. The streets and bridges widen as they climb up the mountain, and the view quickly becomes a breathtaking expanse of water and the shores of the three continents.
Lower Nuren is also home to those citizens who might be looking to offer or acquire services or wares that would be viewed as more illicit or unsavory. |
Upper Nuren. City of Nuren
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The upper part of the mountain is home to the more spread out and open air section of the city. The larger buildings are in this area, as is the vast open-air market. Upper Nuren is home to artificial caves cut into the mountain-top meant to serve as dragon roosts, with comforts for dragons and scions. Few of the city's citizens live in Upper Nuren, but many travel to the upper reaches of the city every day to mingle in the far more open streets, peruse the market, try to get a glimpse of the city's new dragons and visit the Dragon's Roost |
Heart of Nuren. Nuren city center
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A massive cavern at the center of the mountain. The Heart of Nuren opens into a cavern 28 meters tall at the center. The cavern's floor is covered in circles of runes carved into the stone that surround small depressions in varying sizes, from a coffee cup's rim to that of a small circular table. Some of the depressions contain dormant dragon eggs, the runes surrounding them glow faintly with a magical light. Only the Scion who is bonded to the dragon within the egg can pass the runes. The Heart of Nuren is filled with a magic that puts all who enter it more at ease. No magic or damage can be done to this enchanted space so long as it is under the protection of the Great Beasts. The stone floors are warm to the touch, rather than chilled, and provide constant warmth to the eggs resting in the cavern. |
Cliff Market. Upper Nuren
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The vast, open-air market of the City of Nuren. The market is a favored spot of most of the city's citizens and is the best place to seek out magical items, special craftsmen, creators of scrying objects and any citizens looking to hire protectors, escorts, mercenaries, defenders and more for adventures beyond the city. The market is surrounded by an open ring of stone and rests above the Heart of Nuren at the center of the mountain's plateau'd cap |
Seaside Market. Outer Nuren
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The far more crowded and much smaller market is located on the shore of Dragon Bay. Largely a fish and salvage market, this is also the place to find those citizens of Nuren willing to deal in rare goods, illicit services, dangerous plants, poisons and venoms and other purchases that might need to be made with anonymity. The market is located just outside of the Traveler's Innd. |
Traveler's Innd. Outer Nuren
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The largest building in Outer Nuren, the Traveler's Innd is a massive tavern and inn used by citizens of both Lower and Outer Nuren. Storytelling, Bard competitions, Music, Alcohol and Transportation can always be found or negotiated for at the tavern inn. The upper levels are home to a collection of rooms available for a small fee to any who wants to use them, no questions asked.
The roof of the inn is covered in enchanted stone, designed to hold the weight and withstand the claws of even Giant dragons, with dragon roosts available for those dragons who can not enter the tavern itself. There is a strict No Magical Fights rule posted at the entrance, though bar brawls and duels will not be stopped unless they begin to endanger the tavern's staff.
The tavern is run by a towering humanoid grizzly bear known as Keep. He's gruff and talks very little. Keep's vast knowledge of Shadow and Spirit magic make irritating the Touched citizen a poor choice that can end in being flung from the tavern into the streets or finding a blood-curdling painful venom at the bottom of a mug of ale. |
Dragon's Roost. Upper Nuren
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Dragon's Roost is the name given to the open roof tavern of Upper Nuren. The tavern lost its roof to a Wyvern Flock that attacked the city a few years past, and never bothered to repair the missing roof. Sturdy stone rafters make up the top of the large building, and are now used as roosts for dragons who want to keep an eye on their scion counterparts.
The weather is kept off the tavern by a set of ward trinkets that provide a large magical canopy above the building. Water, Snow and Fire can not penetrate the sky for eight meters above the rafters, making for an interesting sight on a rainy day. |
Northern Osaaru |
Temple of Renzu. North-Eastern Mountains
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Perhaps the most well cared for and in tact of the temples. The Temple of Renzu is settled above a steep valley deep within the treacherous and rocky cliffs of the North-Eastern Mountains that block the land from the clouds that roll in across the Ashen Sea. A rare red and pink flower known as Griffin's Blush grows only in the chilled heights around this temple. Water flows from a natural mountain spring, creating beautiful water falls all around the cliffs, and filling the air with a dampness that allows the cliff moss to flourish. The temple itself is filled with scrolls, books and libraries, and is home to a flock of grifflings that live in the rafters and blow or brush the dust out of the halls and rooms with their wings and tails. There is usually at least one Guardians of the Mind, Scholar of Renzu or Pupil of Renzu in the temple at any time to care for the grifflings, and they are usually willing to help travelers find whatever knowledge it is that they ventured to seek. |
The Aviary. North-Eastern Mountains
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Winged creatures of all kinds, from grifflings to rocs, wilven to peryton, pixie birds to ahools. At least a pair of all these creatures can be found roosting in the aviary. The massive spiraled tower is filled with alcoves, roofs and rooms for recovering and injured fliers. A sect of Renzu's followers known as the Guardians of the Mind care for the aviary, and help rehabilitate the creatures who end up there and get them back to their own homes. Anyone wishing to learn more about these creatures or help care for them is welcome in the Aviary, and it provides an alternative location for travelers to seek out feathers, blood and other magical items that could normally only be obtained through killing these creatures. The Guardians of the Mind offer their collected resources in exchange for a day of working with the injured and weary residents of the Aviary. |
The Great Plains. South of Renzu's Temple
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Far below the towering North-Eastern Mountains of Eastern Osaaru are the Great Plains. Windswept by the storms that blow up against the mountains, the Great Plains are a double layered land, with long sweeping valleys of tall grass and short brush that meet up against hills carved out with steep sides by rains and winds. The large open lands are home to flocks, packs and herds of giant beasts and other creatures who make the area their home, and are a favored hunting ground for Beast Hunters. |
Thunderclap Mountains. Northern Mountain Range
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Unlike the thin mountain range along the North-Eastern border that leads into them, the Thunderclap Mountains are a wide, dense and treacherous range around the North-Western shore that tower high into the skies, reaching up beyond the highest points in the land with peaks as high as eight to nine thousand meters. The mountain range is covered in a constant layer of snow and ice, and rocky spikes stick out of the mountains in all directions. It has been said that the mountains resemble waves, frozen at their most violent wind-tossed moments. The wind that howls through the mountains creates the illusion of screeching and wailing monsters, and the frequent avalanches and rock falls cause a sound like thunder to echo through their peaks and valleys. The heights of the mountain are too cold for most creatures to fly, and breathing in the thin frozen air and high altitudes becomes exceptionally difficult the higher up into the mountains travelers go. |
Renzu's Gift. Western Thunderclap Mountain
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Nearly hidden in the cliffs and snow of the Thunderclap mountains and perched atop an improbable cliff a dizzying 7,500 meters above sea level is a vast magical library filled with information on the magic, beasts, races and lands of Osaaru. Glowing orbs of various colors representing specific elements sit between well stocked bookshelves, and give off warmth and light to their respective areas. Placing a hand on the orb will allow a knowledge seeker to inquire about the location of books that may have the information they seek. They will be led to those sections by elemental wisps, tiny floating lights that dance and flicker like flames and act as silent guides. The sound of whispers in various languages alive and dead can be just barely heard traveling through the library. These are said to be conversations of the past trapped within the walls to echo quietly on for the rest of time. |
Aarack Aarack. The Still Jungle
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Although it appears abandoned and over grown at first glance, the small city of Aarack Araack is far from empty. The stone buildings, now green with the moss, vines and wild plant life covering them, are as whole and sturdy as they were when first built. The Aarackara who live their are the descendents of a once great race known as the Aarakocra. Although the names seem barely changed, the assertion is an important one to the race that call the Still Jungle their domain. Buildings from this over grown city can be found throughout the entirety of the still forest. Although not immediately a violent race, the Aarackara are distrustful of intruders into their jungle, and the cities and jungle are full of non lethal net and snare traps. Any found wandering the jungle will be cautioned to leave the first few times, with the Aarackara growing increasingly more insistent and unfriendly with each failure to listen. |
Valley of the River Orchid. Foot of Labyrinth Mountain
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The River Orchid is the clearest and freshest river in Osaaru. The waters run from a lake deep within the furthest reaches of the Labyrinth Mountain and are always cold, clear and sweet to the taste. Plant life flourishes along the river, with beautiful and colorful trees, flowers and vines growing along its banks. The river eventually empties out into the Great Salt River, but the valley it begins in is hidden behind the first tall cliffs of Labyrinth Mountain and can only be accessed by climbing the mountain, navigating the caves or flight. A small colony of mixed races, largely former Wastewalkers and Beast Hunters, have made the valley their home. They claim that the waters from the mountain contain an old magic that heals the spirit, and that anyone who comes to stay in the valley will find it hard to ever leave it. |
Labyrinth Caverns. Labyrinth Mountain
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Labyrinth Mountain is a warren like maze of unending caverns, tunnels, pits and underwater rivers and streams that have never successfully been mapped or explored. There are warning signs posted all around the caves that lead into the mountains cautioning travelers to turn back, and once inside the mountain, all sense of time, direction and path are lost. Whether due to the various dangerous beasts and tricksters that live in the mountain, or some old lingering magic, no attempts to mark or leave a trail to follow back out have ever been successful, and those who do find their way out either find themselves back at the cave through which they entered, or at the entrance to the Valley of the River Orchid. Although long forgotten by most, Dwarvish markings can be found on some walls within the labyrinth. |
Jungle of the Golden Lion. Northern Osaaru
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Located near the foot of the mountains along the Northernmost part of Osaaru is a dense jungle spread across tall, rocky cliffs The jungle is split by ravines, through which rivers run from the natural springs within Labyrinth Mountain to the sea. The Jungle is so densely filled with trees and vines that navigating it is impossible in any manner but on foot and equipped with tools to cut through the plant-life. Caution should be taken when navigating the jungle, as too much destruction will anger the guardians within it. |
Lost Shrine of the Golden Lion. Jungle of the Golden Lion
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There is no written history to tell the tale of whatever civilization once called the shrine a sacred place, or whether the location was more than just a place of worship to a deity that seems to have been forgotten long ago. What is clear from the overgrown ruins, is that a powerful magic was once used there. Guarded by lion gargoyles that are covered in gold and moss, the center of the shrine's treacherous and apparently precariously balanced ruins contain artifacts that glow faintly with a blue light. The light seems almost alive, seeping from the artifacts like a cold mist and casting an eerie glow on the surrounding ruins. Attempts to move or touch the artifacts results in a blast of frigid wind knocking intruders to the other side of the ravine the bridges of the shrine cross. |
Channel of Mouros. Between Northern & Eastern Osaaru
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According to the lore of the City of Nuren, the great river known as the Channel of Mouros was carved from the stone cliffs by the Great Serpent to allow it ease of travel from the temple to the city, and to provide passage for the city's boats out to the Ashen or Wild Seas. The City of Nuren lies directly in the center of the Channel, which continus south past the city to split the harsh desert of the Sand Wastes. While most of the water within the channel is salt or brackish, a current between the Channel and Dragon Bay allow the waters of the Bay to remain fresh and free of the salt of the seas. |
The Great Salt River. Between Northern & Western Osaaru
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The Great Salt river is a vast ocean river that winds from the Wind-Torn ocean in the West to the Channel of Mouros. The swollen lake where they meet separate the three continents of Osaaru at the ruins of Patum, Gnollhara and the City of Nuren. Throughout the Great Salt River are 'islands' that defy the logic of gravity and physics, balancing on rock towers worn thin by thousands of years of tides, waves and floods. Some intrepid explorer connected the islands with rope and wooden bridges that swing loosely between them. The bridges lead from the Temple of Benra to the shores just before the ruins of Patum. |
Gnollhara. South-Eastern Savannah
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The dry savannah known as Gnollhara is a land conquered by and furiously held by the violent Gnoll race that live there. Poaching, trespassing or attempting to cross their lands for any reason is a dangerous hazard. Herds of Giant Beasts, especially those that may have been found on earthen savannahs, roam the dusty grasslands, along with various beasts and creatures that make their homes there. The open, sweeping savannah is an excellent hunting ground for dragons, but explorers should keep close watch for the traps, bolos, spears and arrows of the violent Gnolls and their Giant Hyena companions. |
Lake Anu. North of Gnollhara
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Lake Anu is a fiercely contested water source on the Northern continent of Osaaru. The second largest lake in the lands, Lake Anu is a precious water source for many. Despite its vaste size, the waters are shallow, reaching a depth of only 30 meters at its deepest points. A sharp contrast to the unknown and unmeasured depths of the Lake of Lost Suns |
Western Osaaru |
Frozen Shore. Just East of the Boiling Sea
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The massive glacial tundras at the southernmost edges of Western Osaaru are a mystery to many. They end at the Frozen Shores, where the snow and ice covered lands drop off steeply into the Wild Sea. The mystery lies in their proximity to the Boiling Sea, with the waters around the Frozen Shore remaining a constant near-freezing temperature (-1.5 Celsius). Passing the frozen shores is one of the only ways to reach the highly prized Mirror Bay. |
Mirror Bay. North of the Frozen Shore
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Mirror Bay's shores are covered in glass pebbles rubbed smooth by the waves of the sea. The water is freezing, but the river that empties into the bay leads to the Lake of Lost Suns and the jungle it feeds. This is the only place in Osaaru to find many of the rare flowers, woods, and herbs used in magical crafting. The glass pebbles of Mirror Bay are used in the creation of the scrying objects used to help Osaarians communicate with one another. |
Lake of Lost Suns. Central Western Osaaru
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The largest and deepest lake in Osaaru, the Lake of Lost Suns is surrounded on all size by steep mountain cliffs, dense jungle and towering forest. As the sun sets, the waters appear to 'swallow' the sun, its light and reflection hidden by the shadow of Mt. Nefris (The sun sets in the East and rises in the West in Osaaru) while the rest of the valley the Lake fills remains lit. The lake's depth goes down far further than any land dweller can reach, and it is unknown just how far down the lowest point in the lake may be. There are rumors of massive, frightening creatures that live in the unseen depths of the waters. Due to its depth the lake remains cool, and waterfalls from the Mountain create beautiful cascades. |
Mt. Nefris. Central Western Osaaru
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Mt. Nefris is actually a range of Mountains, but their near identical shapes and almost perfect line slowly rising to the highest tip of the last mountain lead many to view them as a single Mountain. There are tales that the Mountain range is part of the jaw of a beast of unimaginable size, but the mountains are nothing more than rock and caverns covered in snow and trees. The range splits its way through the middle of Western Osaaru. |
The Ruins of Patum. North Eastern Forest of Western Osaaru
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Patum was once the proud city of one of the lost races the Remnants are said to have descended from. There are broken magical devices throughout the decimated ruins that look as if they might have once had powerful and remarkable purposes well beyond the abilities of the Remnants of their race. Statues of tall humanoid figures are strewn about on the walls and in the empty spaces around the ruins, with ears just slightly pointed at the tips. An ancient and forgotten language can be found written on pieces of walls and devices scattered throughout the massive city ruin, now taken over by a towering forest that has nearly grown through all of the city's remains. |
Sand Wastes. South of the City of Nuren
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The Sand Wastes are a massive desert, split by the Channel of Mouros. There was once a great civilization built by the Lamia within the desert, but violent storms from the Wild Seas and sweeping sandstorms have buried and destroyed the once beautiful civilization, leaving a scattered, wild people and countless buried monuments and buildings in their wake. |
Eastern Osaaru |
Cradle of the Sphinx. Western Shore
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Within the Sand Wastes is a strange path carved between two towering cliffs of sand. The long path is covered in a suffocating heat and crosses scalding stones. Although the path can always be found in the Sand Wastes, its location is constantly changing. It is said a Sphinx waits at the end of the path, and if her riddles are answered, she will grant the answer to a question about the location of the hidden troves of the Lamia |
Mirage Market. Migrating market, Sand Wastes
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The Mirage Market is a traveling Market that is run by a group of Lamia and their Beast Hunter trade partners |
Ruins of the City of Pisces. South of Dragon Bay
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The crumbling ruins are all that remain of two very closely neighboring cities carved around and into two large hills. Because of the way that they were carved into the stone, the buildings of the Western city are largely still standing. The Eastern city seems to have suffered far more heavily, with a large section of the top of the city missing entirely. |
Dragon Bay. Outer Nuren's Bay
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A vast fresh water bay, separated from the Channel of Mouros by nothing more than a strange current that keeps the salt of the Channel's water from entering the bay. No one knows for sure what causes the current, but Dragon Bay is a vast, partially land-locked body of calm waters used by the people of Nuren for fishing and fresh water. The Bay is one of the few areas outside the city that the citizens of Nuren seem to feel safe venturing out into, though the number who do are still much smaller than the full population. |
Ashen Forest. South of the Frozen Lava Glacier
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The Ashen Forest is a dead section of land south of the Frozen Glacier of Eastern Osaaru. The forest and its surrounding areas are coated in ash, the trees are petrified, and the waters poisoned. Little life is present in the Ashen Forest and the silence that hangs over it is enough to drive some people mad. |
Driconack. The Eastern Jungle
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The ancient city of the Dricon, located in the Eastern Jungle. Thought to be abandoned, reaching Driconack is a dangerous trek through a violent jungle with no apparent reward. Strangely, the area around Driconack is devoid of living creatures, and white, cleaned bones can be found near the outskirts of the city. Most of the city lays beneath the ground. |
Serpent's Fang. Eastern Shore
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The rocky inlet between the Ashen and Wild Seas is known as Serpent's Fang. Named for the rocky outcroppings similar to teeth that outline the bay, and its proximity to the Temple of Mouros. The bay itself hooks into the continent and is home to an old dock that was used by ships carrying passengers to the tangled forest so they could reach the Academy of Scholars. |
The Academy of Scholars (Ruins). The Tangled Forest of Eastern Osaaru
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Although overgrown and largely abandoned, the library of the Academy of Scholars is still in very good shape. Once used frequently by the citizens of the City of Nuren, it has fallen into forgotten memory over time. Unlike the temple and libraries of Renzu, the Academy of Scholars was built by the ancestors of the Remnants and is filled with text, scrolls and books written in lost or forgotten languages. |
Oceans & Islands |
The Wind-Torn Ocean. location
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The waters of the Wind-Torn Ocean are violently tossed by storms and fierce winds. Navigating the waters by ship is nearly impossible and those who try must face off against dark, cloudy skies, torrential rains, lightning and massive sea swells. |
Temple of Benra. The Broken Isle
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Located sunken inside the crater of an island split in two long ago is the Temple of Benra. The oldest temple in Osaaru, the land and sands have built up around the walls of where a building once stood. Water flows through the cracks and ceiling, traveling across the temple floor as a stream and eventually emptying back out into the ocean on the other side of the island. The building resembles an old palace on the inside, and the arched ceiling now grows wild with Fire's Breath, a rare flower that only grows within the temple and is the key ingredient to many life-saving elixirs. |
The Boiling Isle. Off the Western Coast, the Boiling Sea
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Located in the Boiling Sea, and directly across from a small but active sea volcano is the Boiling Isle. An island formed atop the cooled lava of a major eruption in the past, the boiling isle is surprisingly lush in life. The water around the island is uncomfortably hot and steam rises from the surface of the rolling ocean. Home to Lysheu's temple, many dangerous but rare beasts and the treacherous fire swamp, few venture as far as the Boiling Isle without purpose. |
Temple of Lysheu. Fire Swamps of the Boiling Isle
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Lysheu's temple is, ironically, the quietest and calmest location on the Boiling Isle. Settled in the center of the Fire Swamp, the stone temple is the newest of the temples of the Great Beasts. In spite of its age, or lack thereof, the temple is in massive disrepair. On closer inspection, it becomes clear that it was destroyed intentionally, not by age. Here, travelers may have an unfortunate encounter with the Chimeras and Minotaurs tasked with keeping intruders out. If their intentions are worthy, Lysheu may emerge from the steam mist that covers the Isle. |
Fire Swamp. The Boiling Isle off the Western Coast
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A rather unfriendly and harrowing swamp if there ever was one. Aside from the creatures of the Boiling Isle that already help to make it a dangerous location, the fire swamp is home to three primary dangers.The first are the flame bursts, fire geysers that shoot out of the ground. the only warning to alert to the imminent eruption is the popping sound that precedes them. The second danger has been titled the lightning sand. Unlike quicksand, which slowly drag victims down and are rarely deadly, the lightning sand is a very deadly pit of drier and 'quicker' quicksand that sucks down anything with the misfortune of stepping on it with lightning speed. The final danger of the Fire Swmp are known as R.O.U.S.s, or Rodents of Unusual size. But we're fairly certain those don't really exist. |
The Wild Sea.
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South-Eastern Sea
The wild seas teem with life both dangerous and harmless. Despite their name, they are no more dangerous than the rest of Osaaru's waters. Sea serpents are one of the biggest threats in this part of the ocean. The Wild Seas are the seas most frequently used by the citizens of Osaaru for voyage by ship. |
Temple of Chelba.
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Chelba's Fist (Island)
The Temple of Chelba is located on the frozen island known as Chelba's fist. The temple itself is well preserved though partially buried in snow. Inside there are pits every couple of meters meant for lighting to provide light and warmth within the freezing temple. The two main buildings lead back to a large rectangular room, bare other than the flickering torches along the walls, burning with cold blue flames that never extinguish. The open room is meant to be a place for quiet reflection, and there are mats on the floor for visitors to sit or lay on while in the temple. The back wall appears to be missing, and the building stands tall, with plenty of room for scions and their dragons to enter. Although the wall is missing, hostile creatures and the cold winds and snow can not cross the threshold. Any attempts at violence within the temple will result in the offender's sudden teleportation to the snow banks at the island's shoreline. |
The Ashen Sea.
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location
Choked with clouds of ash, visibility on the ashen sea is low, and sailing the seas can prove dangerous, with rocky shorelines difficult to make out in the thick ash clouds, and breathing made difficult without proper facial covering. |
Sands of Time Islands.
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The Ashen Sea
The Sands of Time islands were once a part of the Sand Wastes. It's unclear how the islands were moved so far from where they began, but the ruins strewn about the desert islands are unmistakably identical to those in the Sand Wastes, and the creatures found on the islands are identical to those found in the Sand Wastes. A strange illusion of the hazy skies around the islands makes it appear as if it is always just before sunset. It is difficult to keep track of time on the islands. They are occasionally referred to as Mouros' Hourglass. |
Temple of Mouros.
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Isle of Time Lost
On the lush Isle of Time Lost, the Temple of Mouros is hidden, built down into the island itself as a series of expertly carved and painstakingly detailed caverns. The walkways between each room contain various challenges meant to be overcome as the path spirals downward into the depth of the island. At its center is a large cavern with an underground lake where Mouros is said to slumber. An observant traveler may notice that the entrance to the cavern is carved into the shape of a giant serpent's mouth and that the carved pathways spiraling downward are meant to mimic the coils of a snake. Resting at the bottom of the clear lake within the final cavern appears to be the impossibly large statue of a slumbering serpent, coiled multiple times into a figure 8. The lake is so clear that at first glance it appears shallow, but attempts to reach the bottom reveal that the underground lake sinks far, far down, revealing the size of the statue to be much larger than first believed. The lake and the cavern are lit by a luminous glow that travels down the walls of the underground lake in the form of ancient markings in a lost language. |
Dragonfall Mountain |
Dragonfall Mountain.
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Between the Ashen Sea and the Wild Sea
Once, long ago in Osaaru's past, the skies of the world were filled with dragons. Before the arrival of the scions, all that was left as a reminder of this ancient, forgotten past are the skeletons found scattered and broken across Dragonfall Mountain. The forgotten bones of thousands of dragons lie buried in the swamps, vines, waters and rocks of the island. One prominently large skeleton, around the size of a scion's Giant sized dragon lies in the crater of the former volcano. A single dragon's egg glows red in its rib cage, immovable. Like lava to the touch, the egg pulses with a slow heart beat, the glow fading and blooming in and out. Staring at the egg for a period of time will slowly fill observer's with a sense of calm, and they will begin to hear whispers in the wind, though no meaning can ever be found. Magic drains in close proximity to the egg, and once out of sight, the memory of it fades from the mind. |
Bahemait's Remorse.
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Dragonfall Mountain
Few have dared to venturd to Dragonfall Mountain, but all who have remember the feeling that sank deep into their bones upon seeing the looming, vine shrouded skeleton of the Great Dragon lunging outward from the side of the volcano as if mid attempt to escape. Some were filled with dread, some sorrow and anguish, others anger. Whatever emotion the massive skeleton of the fallen Great Beast instilled, the image of it remained in the nightmares and dreams of those who saw it for weeks after, the eyes seeming to glow within the memories of those who viewed the empty skeleton. Most later argue that the massive, vine covered structure is nothing more than the over grown ruin of an ancient shrine, but those who felt the true weight of standing in its shadow believe otherwise. |
The Temple of Bahemait
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Dragonfall Mountain
Beneath the heavy shadow of the vine covered dragon skeleton, the long forgotten Temple of Bahemait rests. It is a quiet and somber building built into the side of the volcano. The floors and walls are covered in a layer of black ash. Urns and capsules filled with ash line the walls, and the paintings in gold and red hide beneath the heavy coatings of ash on the walls, glinting in places where the stains have been rubbed away. The images and drawings that cover the walls show birds and dragons intertwined in flight, forming symbols of equal halves. Old broken shells of eggs are scattered amongst the urns, all empty and open, the shells dull grey as if any color had seeped out of them over the years. The Temple's treasures and artifacts, if any existed, have long since been pilfered away. Nothing of value remains. |