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2 K HLA ’A KEAR A T A G LANCE Ruler: Arkar Bakshi Population: 53 (46 humans, 2 dwarves, 3 half-elves, 2 halflings) Alignments: LG, N, LN Languages: Common, Dwarven, Elven Resources & Industry: Arcane knowledge, healing, specialized combat techniques Marketplace: spellcasting 7th-level cleric, mage Potions (wizard): fear (400 gp), mirror image (300 gp) Potions (cleric): remove curse (450 gp), sanctuary (50 gp) Generations ago, a clan of tiger-headed rakshasas inhabited the ancient stupa of Khla’Akear. The malevolent spirits terrorized the surrounding lands for their own perverse pleasures. Finally, an order of clerics, fighting monks and wizards called the Yellow Dawn defeated the rakshasas. Fearing the spirits’ eventual reincarnation, the order imprisoned the rakshasas’ souls with a powerful ritual inside the stupa’s hollow golden dome. The Yellow Dawn has since overseen Khla’Akear and the rakshasas’ imprisonment. They quickly learned to siphon off the rakshasas’ power and enhance magic related to enchantments and illusions. In addition, the rakshasas could be used to break powerful curses with the right rituals. The order also built a small compound next to the stupa for training and defence. There the monks continued to perfect their unique fighting techniques, both of body and mind, created to fight evil spirits. Today, Khla’Akear attracts various sorts of visitors. Some seek to study the stupa’s extensive research on enchantment and illusion magic. Others train with the monks to learn new and advanced fighting techniques. Many also come to Khla’Akear seeking powerful healing magic, exorcisms or the dispelling of a curse. Despite the order’s great achievements, the perversion of altering the cycle of reincarnation, even of evil spirits, causes the malevolence of the entrapped rakshasas to occasionally bleed through into the stupa. L ORE A PC may know something about Khla’Akear, its history and surrounds. A PC making a DC 10 Intelligence check knows one or more pieces of information from the list below. A successful check gains all the information revealed by a lesser check. DC 10: The order of the Yellow Dawn specializes in removing curses, exorcisms, extensive arcane knowledge and unique fighting techniques. DC 15: Khla’Akear once belonged to a clan of tiger-headed rakshasas who practiced all kinds of depravities. DC 20: The rakshasas weren’t only defeated, their spirits were imprisoned, as well. The Yellow Dawn uses their souls to power their own magic. F OLK Most of the population are clerics, monks or wizards. § Appearance The order’s members shave their heads, though the monks are allowed top knots. Wizards ink their faces with arcane writing. § Dress Everyone wear long, plain yellow robes. Clerics wear large, elaborate prayer beads around their necks and wrists. § Nomenclature male Chea, Heng, Sothear; female Mony, Phary, Veata; family Dith, Keo, Tang. W HISPERS & R UMOURS While in Khla’Akear, a PC may hear one or more rumours. A PC making a DC 10 Charisma check learns one rumour from the table below. A PC exceeding this check learns an additional rumour for each 5 points by which he exceeded DC 10. D6 RUMOUR 1 Khla’Akear’s clerics excel at breaking and removing curses, though their services don’t come cheaply. 2* The Yellow Dawn are really con artists who use magic to convince people they are healed. 3* Khla’Akear sits on the corpse of an ancient demon. The order makes regular human sacrifices to ensure it does not awaken. 4 Enchantment and illusion spells cast within Khla’Akear are more powerful than normal. 5 The monks of Khla’Akear know specialized techniques to fight evil spirits and other monsters. 6* The Yellow Dawn turn into tigers, devouring guests who anger them. *False rumour I N Y OUR C AMPAIGN Khla’Akear is a stupa (or temple) with an Asian-themed flavour, roughly analogous to real-world southeast Asia. The stupa’s residents are learned in enchantment and illusion magic, exorcisms, healing, removing curses and new combat techniques. PCs might be attracted to the stupa’s library or want to learn from the monks (perhaps to learn certain new combat styles). The PCs might also seek the clerics’ aid to remove a curse. The rakshasas attempt to free themselves can be removed or even amplified as you wish (perhaps the order wants the PCs to help exorcise some of the spirits in the tower before assisting them). The exact religion of the Yellow Dawn has intentionally been left vague to better suit your campaign world.

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K H L A ’ A K E A R A T A G L A N C E

Ruler:ArkarBakshiPopulation:53(46humans,2dwarves,3half-elves,2halflings)Alignments:LG,N,LNLanguages:Common,Dwarven,ElvenResources & Industry: Arcane knowledge, healing, specialized

combattechniquesMarketplace:spellcasting7th-levelcleric,magePotions(wizard):fear(400gp),mirrorimage(300gp)Potions(cleric):removecurse(450gp),sanctuary(50gp)

Generationsago,aclanoftiger-headedrakshasasinhabitedtheancient stupa of Khla’Akear. The malevolent spirits terrorizedthesurrounding lands for theirownperversepleasures.Finally,anorderofclerics,fightingmonksandwizardscalledtheYellowDawn defeated the rakshasas. Fearing the spirits’ eventualreincarnation, theorder imprisonedthe rakshasas’ soulswithapowerfulritualinsidethestupa’shollowgoldendome. The Yellow Dawn has since overseen Khla’Akear and therakshasas’imprisonment.Theyquicklylearnedtosiphonofftherakshasas’ power and enhancemagic related to enchantmentsand illusions. Inaddition, the rakshasascouldbeused tobreakpowerfulcurseswiththerightrituals.Theorderalsobuiltasmallcompoundnexttothestupafortraininganddefence.Therethemonks continued to perfect their unique fighting techniques,bothofbodyandmind,createdtofightevilspirits. Today, Khla’Akear attracts various sorts of visitors. Someseek to study the stupa’s extensive research on enchantmentandillusionmagic.Otherstrainwiththemonkstolearnnewandadvanced fighting techniques. Many also come to Khla’Akearseekingpowerfulhealingmagic,exorcismsorthedispellingofacurse.Despitetheorder’sgreatachievements,theperversionofalteringthecycleofreincarnation,evenofevilspirits,causesthemalevolence of the entrapped rakshasas to occasionally bleedthroughintothestupa.

L O R E

A PC may know something about Khla’Akear, its history andsurrounds.APCmakingaDC10Intelligencecheckknowsoneormore pieces of information from the list below. A successfulcheckgainsalltheinformationrevealedbyalessercheck. DC10:TheorderoftheYellowDawnspecializesinremovingcurses, exorcisms, extensive arcane knowledge and uniquefightingtechniques. DC 15: Khla’Akear once belonged to a clan of tiger-headedrakshasaswhopracticedallkindsofdepravities. DC 20: The rakshasas weren’t only defeated, their spiritswere imprisoned, aswell. The YellowDawnuses their souls topowertheirownmagic.

F O L K

Mostofthepopulationareclerics,monksorwizards.

§ Appearance The order’smembers shave their heads, thoughthemonksareallowedtopknots.Wizardsinktheirfaceswitharcanewriting.

§ Dress Everyone wear long, plain yellow robes. Clerics wearlarge,elaborateprayerbeadsaroundtheirnecksandwrists.

§ NomenclaturemaleChea,Heng,Sothear;femaleMony,Phary,Veata;familyDith,Keo,Tang.

W H I S P E R S & R U M O U R S

WhileinKhla’Akear,aPCmayhearoneormorerumours.APCmaking a DC 10 Charisma check learns one rumour from thetable below. A PC exceeding this check learns an additionalrumourforeach5pointsbywhichheexceededDC10.

D6 RUMOUR

1 Khla’Akear’s clerics excel at breaking and removingcurses,thoughtheirservicesdon’tcomecheaply.

2* TheYellowDawnarereallyconartistswhousemagictoconvincepeopletheyarehealed.

3*Khla’Akear sitson the corpseof anancientdemon.Theordermakes regular human sacrifices to ensure it doesnotawaken.

4 Enchantment and illusion spells cast within Khla’Akeararemorepowerfulthannormal.

5 ThemonksofKhla’Akearknowspecializedtechniquestofightevilspiritsandothermonsters.

6* TheYellowDawnturn intotigers,devouringguestswhoangerthem.

*Falserumour

I N Y O U R C A M P A I G N

Khla’Akear is a stupa (or temple) with an Asian-themedflavour,roughlyanalogoustoreal-worldsoutheastAsia.Thestupa’s residents are learned in enchantment and illusionmagic,exorcisms,healing,removingcursesandnewcombattechniques.PCsmightbeattracted tothe stupa’s libraryorwanttolearnfromthemonks(perhapstolearncertainnewcombat styles). The PCs might also seek the clerics’ aid toremove a curse. The rakshasas attempt to free themselvescanberemovedorevenamplifiedasyouwish (perhapstheorderwants thePCs tohelp exorcise someof the spirits inthe tower before assisting them). The exact religion of theYellowDawnhas intentionallybeenleftvaguetobettersuityourcampaignworld.

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N O T A B L E L O C A T I O N S A T A G L A N C E

Most of the Khla’Akear comprises locations of no interest toadventurers.Afewlocations,however,areexceptional:

1. SalDei:Locatedonthegroundfloor,SalDeiisthenamegiventoa largeandelaborateceremonialroom.Ornatecarvingsofreligiousscenesandfigurescoverthewallswhilesmokefromburningincenseandcandlesdarkenstheceiling.AlargestatueoftheYellowDawn’sdeitysquatsonanaltaratthefarendoftheroom.Here,ArkarBakshiandtheotherclericstendtothewounded,sickandcursed.ArkarBakshiisnormallyhereaidedbyhismostpromisingstudent,TolaTat.

2. Library:Awinding stair leads fromSalDeiup toKhla’Akear’ssecond floor and the order’s library. Thousands of scrolls liestacked in cramped bookcases. Many discuss history,philosophyandothermundanematters.Others,onlyreadablewith the Yellow Dawn’s permission, deal with the arcane,particularlytheorder’sresearchintoenchantmentandillusionmagic as well as rituals regarding exorcisms. The library isoverseenbytheimperiouswizard,RachmaMa.

3. Khla Vea: On Khla’Akear’s third floor rests a workshopprimarilyusedbytheYellowDawn’swizardsandoccasionally,clerics. Beyond just maintaining the barriers around therakshasas’ prison, the order’s wizards delve into arcaneresearch regardingenchantmentand illusionmagic. KhemeraSoroverseesthewizardshere.

4. Jorani’s Dome: The rakshasas are imprisoned withinKhla’Akear’shollow,goldendome.Thehatefulspiritsattempttoluretheweak-mindedtosetthemfree.

5. TrainingGrounds:TheYellowDawntrainextensivelyinasmallcompound locatednext to the stupaoverseenby theorder’shighest-rankingmonk,MalisSoun.Eventheclericsandwizardspracticebothunarmedcombattechniquesandspellshere.

6. Living Quarters: Within the compound are extensive livingquarters formost of the order’smembers; remaining roomsaresetasideforvisitorsortheorphanstheorderoccasionallytakes in. A number of exotic weapons lie in storage roomsnearby. One of the order’s upcoming members, Sohkaoverseescleaningdutiesandgeneralmaintenance.

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