OAKMOSS PARASITE

 

Oakmoss was a coastal fishing village near a small inland lake on the Sword Coast. A stretch of cliffs a short walk from the village were riddled with small, shallow caves. Some believe that the small creatures were summoned from another plane of existence and unleashed upon the people of the village. Others suggest that they were mutated by some kind of alchemical mutagen or arcane potion. Either way, the parasites fell on the village in a swarm from the caves, first drinking the villagers dry of their blood and then taking possession on their lifeless bodies.

The Waterdeep Navy dealt with Oakmoss by burning it to the ground, including every remaining villager. The whole area was left lifeless, with everything of value gone and no one to call it a village anymore. But vermin have a way of surviving, and surivive they did.

Oakmoss Parasites, also called Corpse Fleas, are small flightless insects. As parasites of mammals and birds, they live by consuming the blood of their hosts. Adults are up to about 3 mm long and usually brown. Bodies flattened sideways enable them to move through their host’s fur or feathers; strong claws prevent them from being dislodged. They lack wings, and have mouthparts adapted for piercing skin and sucking blood and hind legs adapted for jumping. The latter enable them to leap a distance of some 50 times their body length, a feat second only to jumps made by froghoppers. Larvae are worm-like with no limbs; they have chewing mouthparts and feed on organic debris.

However, the Corpse Flea is most feared for its interaction with corpses. It has developed its necromanical desires into a way of life, using corpses to propagate itself. Whereas a fly will merely implant eggs into a corpse and leave, letting its offspring use the corpse as nourishment, this creature instead crawls entirely inside a corpse then uses it to walk it around, spreading small nodules shaped like spikes and akin to seeds as it walks. A clear ichor that serves to accelerate the growth of its nodules accompanies the spikes. This ichor often seeps from the orifices of the host.

When a Corpse Flea traveling inside a host encounters another dead body, it “spits” one of its spikes into the body. The spike injects fluid into the corpse, and the spike itself slowly burrows into the body, toward the heart, then grows. Within two days, a new parasite fills the chest of the corpse, animates the body, and walks around searching for dead bodies on its own.

These creatures do not seek to kill living creatures and try to avoid them. However, they are drawn to blood and, like vultures, seek out living things they sense may die. If attacked, they won’t hesitate to defend themselves, spitting spikes at opponents.

The Oakmoss Parasite can sustain a corpse for up to a month. While its fluid prevents the decay of muscle and connective tissue, the creature must eat. The corpse itself is the most convenient source of food, so it nibbles slowly on the inner flesh. Once the body has ceased to be of use, the parasite crawls out through the most accessible opening and inches away, looking for other bodies. Naturally, the beasts are attracted to battlefields and the enormous pickings to be found there. However, the Corpse Flea is keen to pick bodies that are intact. Any gross openings in the skin will allow too much of its fluid to leak out. Therefore, it is more likely to pick a body that has died from blunt trauma than from, say, being hacked to death. It prefers animals and people that have died from sickness. If it cannot find a corpse, it chooses some place to wait until it smells a corpse. It prefers moist hiding places; ideal locations include coastal caves, since they’re dark and wet, and stagnant lakes. During the night, it may sometimes roam the countryside if it is desperate enough.

 

Advertisements

THE DARK CONTINENT

Chult is located at the westernmost end of the Chultan peninsula, in the southern part of the Trackless Sea, off the coast of Calimshan. During the Sundering, Chult was cut off from the mainland, forming an island. Before that, Chult was again forming the westernmost end of the peninsula. Regardless of geographical status, Chult has always been remote and isolated, forming a mountainous jungle of savage beasts, hulking dinosaurs, and disease-ridden swamps. Savage human tribes, goblins, and even stranger monstrous folk haunt the thick jungles. Nevertheless, Chult draws adventurers who search for its legendary riches. The primordial Ubtao is almost exclusively revered in the land, for the divine powers of Faerûn awarded Ubtao the dominion over the land of Chult in exchange for the deity’s vigilance over the threat from under the Peaks of Flame, a chain of volcanoes.

Ubtao (pronounced oob-TAY-oh ) is the patron deity of Chult. He is also known as The Father of the DinosaursCreator of ChultFounder of Mezro, and The Deceiver. He stays distant from both mortals and other deities, and he seems to be above the daily doings of the world and his followers. This may be partly due to his origin as a primordial, and in fact it’s not fully known if he is a deity in the traditional sense. Only since the Time of Troubles has he begun to show interest in his followers again. The many jungle spirits worshiped in Chult are all aspects of Ubtao. But due to this he only has power in and around the jungles of Chult.

Chult is a varied land, but it is hot and humid nearly everywhere. The rainforest, which covers much of the country, roughly follows thedrainage of large river basins, like the Olungand the Tath. The soil in the rainforest is poor for northern-style farming, since the daily rainfall leaches away most of the nutrients.Travel in the heart of the rainforest is easier than one might expect. The tall trees stretch hundreds of feet overhead, barren of branchesor leaves, save for the huge canopies that spread wide in search of light and rain. A thin carpet of fallen leaves, pale vines, and hearty fungus covers the hard ground. The biggest obstacle to travel are the trees themselves, which sport huge, buttressed boles.

Chult is hot — very hot. The baking sun plus the humidity challenge even the most stalwart adventurer. Explorers should be very careful of what they are wearing and how much potable water they have with them. Adventurers who wear armor and are heavily encumbered will soon discover how uncomfortable the jungle can be during an expedition. In any part of the jungle, an average person must drink at least one gallon of fresh water each day to survive. Someone remaining inactive can cut that requirement to a half-gallon. Because the oppressive humidity affects a person in the shade as much as the sun, no further reductions in water requirements can be gained by hiding in the shade or traveling only at night.

Disease lurks in the air and water of the tropics and is carried by insects. Many expedition send in ruin because of this invisible menace,and many explorers in Faerun bear more lasting scars from Chultan diseases than from any of its beasts. The physical environment profoundly shapes disease. The environment is more than just the natural environment. People modify the land and waterscapes in innumerable ways: by building houses, cutting down trees, building roads, grazing livestock, planting crops for agriculture, and introducing new plants and animals. All of these changes create new disease environments.

The humans of Chult live in tribal communities, consisting of a dozen or so families, which move from one area to the next when the poor soil of the largely-jungle covered peninsula becomes depleted. For hunting and defence they rely on primitive non-metallic weapons like clubs, bows and shortspears. Harder metals like iron and steel are unavailable to them, and the few brought in by outsiders are nowhere near enough to sufficiently arm any number of people.

Most humans native to Chult consider themselves part of the great tribe known as the Tabaxi. This is not to say the scattered clan units recognize any central ruler; they most certainly do not. Yet the culture of the Tabaxi ancestors has remained so strong and dominated so many other less expansive cultures that the entire country finds itself peopled by men and women who share a common language and a somewhat uniform social structure.

The humans known as Tabaxi should not be confused with the cat-men that dwell in jungle settings such as Chult. It has been suggested that the baffling sameness of names arose when a stripling Cormyrean explorer mistook a human warrior wearing a war costume made up of the tails of lions and panthers for one of the cat-men. Upon learning from a guide that the mysterious figure was a Tabaxi, the explorer mistakenly concluded that such was the name for the legendary cat-men.

Magic is generally feared, and each tribal-family generally has only one wielder of arcane magic, performing hunting ceremonies and brewing potions to aid the hunters. Despite this restriction on arcane spellcasters, the number of people with an aptitude for magic is the same as anywhere else in Faerûn. Subsequently, the Chultan attitude towards the arcane causes some arcanists to flee into the jungle to practice their art alone. In the days before the Spellplague many also traveled to study in Mezro. Magic is taught under the guidance of the College of Wizards, located in the Scholars Quarter. In rural Tabaxi villages,those who would learn the ways of the Art petition the village elders to study under the clan’s most experienced mage. Rouge magic users are hunted and culled by Hunters experienced in tracking and killing those using the Art without approval.

Aside from humans, wild dwarves, goblins, aldani, ptera-men, bullywugs, and lizardfolk also inhabit the land. In smaller numbers are exotic creatures as chuuls, hydras, nagas, troglodytes, trolls, and wyverns. But the dominant predators of the land are the dinosaurs, worshipped by many of the natives as aspects of the primordial Ubtao.

With everything that Cult has to offer to explorers and adventurers, it is no wonder that it lures so many to it’s shores. Come, all ye seekers after treasure beyond your ken and adventure greater than any you can dream! Come, all ye mighty warriors, seekers after prey worthy of your peerless skills, and stalk the Children of Ubtao. Walk the streets of the city of Mezro, of the Maze of Life. Meet the barae, the holy warriors of Ubtao, those men and women who will live forever sustained by their wisdom and their faith.

jungle

CASTLE ADIKOS

 

The floating citadel known as Castle Adikos was created long ago long ago by the gods to house artifacts of legend. The castle is protected by the ancient descendants of the Pesheour (pesh-ur) family whose patriarch made a pact with the gods to protect the castle for eternity. According to the pact, neither he nor his descendants may remove the artifacts or reveal their location lest a terrible curse of madness befall the Pesheour line forever. The Pesheour family still guards the castle to this day, honoring their pact to the gods.

 

 

TRUE NAMES AND TRUENAMERS

 

True names play an important role in all forms of magic, from conjuring foul fiends to power words with dramatic effects. All spellcasters use them to a certain extent, some more than others. The Truenamer is a magic user who devotes her magical studies to understanding how the world is defined by a complex cosmic language known to very few people. As such, they are among the most academic magic users, spending years of their lives researching in libraries.

In the Forgotten Realms, religious institutions are the most likely places to find Truenamers. The different philosophies of each faith define how truenamers of that faith see their power. For example, truenamers interested in words of creation that can unravel the world, are common in the Church of Shar. Brimstone speakers, truenamers interested in the purity or goodness that can be achieved with their magic, are often found among the worshipers of Lathander and occasionally Kossuth. Truenamers in service to Oghma and Mystra are more likely to pursue a purer truename path.

 

 

Truenamers are most frequently found in service to monasteries and schools dedicated to Oghma and Deneir. The Lord of Knowledge is the patron of academics and as such, he has a distinct interest in classification and definition. The magic of truenamers centers around defining the true name of each creature, object, and location, forging a clear connection with the worship of Oghma. It is no coincidence that clerics of Oghma are known as Namers. The largest concentration of truenamers in service to Oghma is found in the Leaves of Learning temple in Deepingdale.

As the god of language and writing, Deneir is a perfect match for the truenamer. Most of his clerics are as academic as any mage, taking their roles as scribes and chronicles quite seriously. In constant search of the “Metatext,” the glyphscribes often dabble in truename magic. It’s quite common to see truenamers in temples and other institutions dedicated to both Deneir and Oghma. The largest concentration of truenamers in service to Deneir is found in the Iron Dragon Mountain temple in the Earthfast Mountains.

Truenamers are found in other churches in the Realms. These fall into two categories. The former includes the faiths of Azuth, Gond, Milil, Mystra, Savras, Thoth, Velsharoon, and other deities with the knowledge or magic domains. The latter includes the faiths of Beshaba, Chauntea, Mystra, Lathander, Selûne, Shar, Tymora, and other deities associated with the creation and cosmological structure of the Realms.

 

Unsurprisingly, truenamers are also found at the premier academic institutions in the Realms. They are almost never enrolled in a specific program of truename studies, but rather, work one-on-one with special masters of their form of magic or in special study groups and seminars of four to five students. Such study groups can be found in a number of locations in the Realms. The wizard college of Gheldaneth in Mulhorand includes at least three small true name seminar groups. In Waterdeep, truename study groups and independent studies can be found at the Eltorchul Academy and New Olamn. One small but esteemed study group is found at the Lady’s College in Silverymoon. Several independent study groups operate in Halarahh, Calimport, and Yhaunn.

 

 

THE SUBLIME WAY

 

Ages ago, the disciplines of the sublime way were spread across the Realms. All were essentially martial arts — styles of fighting with differing methods, philosophies, and foci. The adherents of one discipline were most likely unaware that any other disciplines existed. It took the intervention of an ambitious warrior to bring the styles together.

An immortal human warrior named of Reshar traveled the world learning each of the nine disciplines. It is unknown how he persuaded the masters of the different schools to reveal their secrets. Some suggest trickery, but most believe that the schools were impressed by his skill and dedication. If Reshar truly did all that is attributed to him, he may have lived for hundreds if not thousands of years.

  • Desert wind: This discipline is known by this name in Zakhara, as it is tied to the religion of the same name. Among the Bedine of Anauroch, the discipline is sometimes known as Dune Flame, but there are those that also call it Desert Wind. In Raurin, the Dust Desert, the discipline is known as Dust Storm because of its resemblance to the horrible sandstorms that plague that desolate wasteland.
  • Devoted Spirit: In ancient Seros, this discipline was known as Strength of the Sea. When Seros was abandoned, many of the practitioners of the sublime way that lived there felt that the strength of the sea had abandoned them. Among the avariel, the discipline is known as Winged Spirit in deference to the winged ancestors of the avariel who sacrificed their lives to keep the race alive. In the Vast, it is known as Ancestral Sword, paying homage to the great blade magicians of ages past.
  • Diamond Mind: Among the Shou, this discipline is known as Steel Lily, evincing the eastern swordsage philosophy that the mind can be the body’s greatest weapon. Legend tells of a Shou master who could empty his mind and body such that he could actually balance on a lily pad.
  • Iron Heart: This was the name used by the hobgoblins of Holorarar. It perfectly represented their cold, cruel style of training, focused entirely on the achievement of martial perfection. The present day blade magicians in the dwarven city of Iltkazar have a different name. While hardly sentimental romantics, the dwarves are considerably more warm-hearted than the hobgoblins of old. They refer to this discipline as Mithril Heart, feeling that they are as tough and skilled as the hobgoblins but lighter of spirit and stronger of character.
  • Setting Sun: The halflings of Luiren know this discipline as Sunset Palm, feeling that subtlety and awareness allow them to turn weakness into strength and turn an enemy’s advantages against him. In T’u Lung, the discipline is known as Dusk to Dawn (and Dawn to Dusk), embodying the principle that darkness can be made light just as light can be made into darkness.
  • Shadow Hand: Each ninja clan, ronin band, and assassin guild in Kara-Tur knows Shadow Hand by a different name. Some ninjas refer to it as Shade Strike, preferring to use the powers of the discipline to strike from darkness. The ronin who study Shadow Hand refer to the discipline with a name that roughly translates as Disgrace Embraced. The assassins know it as Penumbral Arc, but they are not sharing the reason behind this.
  • Stone Dragon: The name the dwarves of the Great Rift use for this discipline roughly translates as Stone Axe, Cave Pearl. They explain that this embodies the idea that force tempered by beauty and balance makes for perfection.
  • Tiger Claw: This discipline is known by a variety of names, all variations on animal themes such as Wolf Claw, Bear Fang, and Griffin Talon. In many places, the discipline remains unnamed, because it is more a way of life among the populace than an organized fighting style.
  • White Raven: The White Raven discipline originated in the Vast and is still known by that name today, but it is known by other names in areas to which it has spread. Among the avariel, it is known as Blue Eagle. The worshippers of Anhur know it as Gold Falcon. In Luiren, the crusaders of Arvoreen call it Silver Owl.

 

 

 

 

 

GALAISHA

 

 

 

 

 

GALAISHA is a medusa of great reknown. She was raised on the Infernal plane of the Nine Hells. Raised in such an environment caused her to become ruthless.

Galaisha has plenty of ambition, but no focus, and does not persevere with plans. This is perhaps an effect of the mentality that says, “If that doesn’t work, I can always turn them to stone.” She jumped from profession to profession before finally hearing the call of the blackguard from a “relative” who saw potential for unbridled destruction in her.

The Blackguard is a specialized organization on Faerûn that epitomizes pure evil. They are quintessential black knights, carrying a reputation of the foulest sort. Consorting with demons and devils while serving dark deities, blackguards are hated and feared by all. They usually lead legions of undead, evil outsiders or other monsters to conquer under their own guide. Occasionally guards might end up as wandering purveyors of chaotic destruction, attacking with honorless guile or flat out smiting the forces of good that stand in their way

It was after she arrived on the Prime plane that she was attacked and killed by a vampire. She slew her creator shortly after, and now wanders the world as a vampiric medusa. She was last known to be living in the vast city of WATERDEEP.

 

WATERDEEP’S CITY WATCH

The Waterdeep City Watch is the everday police force within the city as opposed to the City Guard which is the standing army of the city. Watch Patrols pass along main streets once between bells, and vary their routes as often as possible. Locations known to be “High Crime Areas” receive around five patrols per bell, as do known seedy taverns and inns. Temples are policed lightly, because clergy are assumed to police their own grounds and buildings. Watch patrols are on foot but can call horsedrawn watch prison carts to carry off prisoners or confiscated goods.

Members of the Watch enjoy a wide but legally undefined immunity from most Waterdhavian laws while exercising their duties. They can appeal any sentence uttered against them by any Black Robed Magistrate to the Lords of Waterdeep.

On the other hand, watch members hate “bad” Watch members and will hound a suspected bad apple until they flee the city, agree to all investigations, or clearly establish their innocence. Watch members found guilty of crimes or misbehavior are often fined by the watch as well as punished under law. Conversely, distinguished service often earns handsome retirement bonuses from the Lords.

Most Waterdhavians grumble at the Watch, but obey them, because the Watch is seen as fair and helpful as well as jack-booted.

Persons arrested by the Watch are often taken to holding cells in the city wall towers, but the main lockup is a level of ironbar cells in the “dungeons” of Castle Waterdeep, with dangerous prisoners being handed over to the Guard for imprisonment in caverns inside Mount Waterdeep.

 

SMEE’S MUTINY: A WICKED WEB

Smee started his career as a smuggler. He slowly became known for an uncanny knack of finding items that were otherwise impossible to find. This is what brought Smee into contact with Solomon in the hope that the odd little man could help find the Ring of Wishes. When Smee joined Solomon’s crew, he was assigned to manage and organize the Sea Dogs. Although Smee puts on an act that he is clumsy and awkward, he is a cruel and wicked man, happliy carrying out orders for the Captain while plotting against him.
 
Smee plotted his mutiny carefully, biding his time until he could betray Solomon once and for all. This opportunity finbally arrived after the capture of the Blue Goblin ship. As the Lucille returned to Calimport, Smee stageg his mutiny.
 
The Ring is not as Solomon believes, but instead is much more powerful. This has been revealed to Smee since coming into the employ of the Demogorgon worshipping Vanthus. Smee started hearing the whispers the first time he entered the Vanderboren Vaults, and now the power of the Ring has been made clear: it holds the power to become a god.
 
Smee convinced Solomon that Albion was the resting place of the Ring, and then encouraged him to make contact with the Lotus Flowers to make contact with Vanthus’s people. This led to the Blue Nixie job. Solomon thought that the job was only to sink the ship, but Smee knew the truth: the assassination of Vanthus’s sister, Lavinia. With Lavinia dead, her lover (Nemien Roblach) wanted revenge. Smee made sure that the doppleganger knew who to blame.
 
Smee assisted Nemien Roblach in stowing away in the holds of the Lucille. Roblach was the original owner of the ship, and Smee hoped that the doppleganger would weed out some of the crew whoi stood in his way of mutiny. However, it did not work out that way.
 
But once the mutiny was completed, and Smee was finally in command of the ship, he made contact with Vanthus and was provided with the resource of two ships from a Fire Giant fleet. Apparently a Fire Giant chief named Lord Zalto had made an agreement with Vanthus, giving Smee more resources to carry out his plan.
 
In meeting with these Fire Giant pirates, Smee learned that Zalto was sending out his men scouring the land, looking for all of the pieces of the vonindod, an ancient artifact. In doing this, the Fire Giants had made an alliance with Drow slavers. Smee suddenly had a new possible employer and a way of getting rid of the pirate mercenaries waiting for Solomon on Albion’s Southern shore.
 
The attack on Ragnir and his crew went well, bolstered by the might of the Fire Giants. With Solomon dead and his mercenary pirates sold to the Drow as slaves, Smee returned to Farshore to meet with Vanthus. Everything was falling into place.
 
Smee assisted Vanthus in moving Vanthus’s amassed treasure into the Vault. Although Vanthus had drained almost all of his family’s wealth establishing Farshore, Smee discovered that he had made a lucrative deal with a Waterdeep Lord named Braethan Cazondur. Trade bars were pouring in, filling thre Vault once again.
 
Smee’s plan was always to gain entrance to the Vault, knowing it was the resting place of the Ring. As the Sea Dogs and Vanthus’s men were moving crates of trade bars into the ziggaurat, Smee was busy plundering the Ring. With it in his possession, he sailed away on the Lucille, heading for Waterdeep to pick up yet another shipment of golden trade bars for Vanthus.,
 
Smee laughed with glee, cupping the Ring in his hand. In mere hours, he would join the ranks of the god. He would become the rival of Umberlee, calling himself The Hurricane King.

VANTHUS VANDERBOREN

Vanthus Vanderboren is the son of Verrick and Larissa Vanderboren, and the older brother of Lavinia. He is ruthless and greedy, seeking to control Calinmport’s sea trade. He was fundamental in forming the fledgling criminal organization known as “The Lotus Flowers.” He has been plotting and scheming for quite some time, slowly gaining more and more control of the day to day business in Farshore, his family’s trading post on the Isle of Albion.

Vanthus set his plan into motion with the murder of his parents. He hired Soller Vark to assassinate them, making the murder look like a common mugging in a back alley. With his parents dead, he inherited half of the Vanderboren holdings. The other half went to his younger sister, Lavinia. Vanthus hired the Lotus Flowers to deal with Lavinia, as well. Her ship, the Blue Nixie, was sabotaged with crates of Alchemist Fire which were rigged to explode as she set sail in the Calimport Bay. With her gone, all assests of the Vanderboren estate fell to Vanthus.

Vanthus is now focused on bolstering the resources of Farshore. He has the business of many pirate crews and the small colony has blossomed. It is perched on the edge of the known world, the last stop before the endless expanse of the Isle of Dread. It is a hub of trade, a bastion of civilization in a realm haunted by piracy, disease, violent weather, and monsters.

His family vault continues to fill and soon he will have enough resources to move on to the next step of his plan. For now, he bides his time, praying to Demogorgon for wisdom and inspiration.

THE ISLE OF DREAD

Many years ago, Maztica princes sailed to the Isle and claimed it as their own.  They cleared vast stretches of the jungle to settle the area. The land was fertile and bounteous, perfect for farming. The settlers founded a large city on the Central Plateau naming it Thanaclan. For 300 years, the people of the Isle prospered.

Then came the Savage Tide.

Myth talks of a terrible earthquake, of a time when the earth opened and lit the skies on fire. A time when the god’s wrath cast down their ancestors from the lofty peaks. After that faithful day, the Thanclan Empire was no more. All that remained were ruins of a once great- city and a scattering of tribes destined to endure disease, famine, and monstrous predators. The people proudly point to the fact that they have survived, despite the trials there gods have placed before them. Their ancestors must have angered them greatly indeed and as a result, the people of the Seven Villages regard the ancient ruins, particularly the central plateau of the isle, as taboo. It is unwise to tread upon ground cursed by the gods. And so the Great Wall was built.

This is the Myth of the Isle of Dread.

The truth of what brought down the ancient empire is much different. In the weeks before the fall, their civilization was at the height of its glory. Its people had settled a wild frontier and constructed an incredible city atop the central plateau. This was Thanaclan. And yet the people of Thanaclan grew complacent, even decadent. When a new threat arose from the flooded tunnels below their isle, they were ill prepared to defend themselves.

The people did not realize that the Isle was inhabitated by native creatures known as Kopru, a degenerate race of heat-loving amphibians. As the Olman finished construction of a great temple to honor their gods, the koprus of the islands depths took action. Their prayers to the Prince of Demons were answered with a vile plot. For four decades, the koprus toiled in their subterranean lairs, cultivating and nurturing the largest black pearl the world had ever seen. Birthed from a fiendish giant oyster and poisoned with malign magic and liquid madness harvested from the ruined aboleth city, the koprus placed this first shadow pearl where the people of Thanaclan would find it.

Before long the irresistible beauty of the shadow pearl was ensconced within the great temple, and its fell influence began to surface. The religious leaders of Thanaclan grew wrathful and cruel, and powerful storms began to lash the island. At the height of a great typhoon, one of Thanaclans leaders woke from his fugue and realized what evil had come to Thanaclan.

He came to the chamber of the Great One, where the shadow pearl was kept on display, and smashed it to fragments to break its curse forever. Yet this act only sealed the empire’s doom. As the pearl cracked, it unleashed the first and greatest savage tide. Not only did the tide transform many of Thanaclans citizens, it also tore holes in reality between the Prime, Elemental Plane of Water, and the Abyss.

Legions of monsters assaulted the empire. The land itself rebelled. Earthquakes shook the isle, volcanoes exploded, and under the streets of Thanaclan burst massive geysers that brought scalding death. Many perished in that first night, and in a matter of months the kingdom of Thanaclan had all but vanished from the world, replaced by a prehistoric land destined to become the Isle of Dread.

Save