d-Infinity

View Original

Runequest #211 - Magical Location: Skyrune Shrine!

Skyrend-Griffon-Plaque.jpg

Continuing with the theme of Magical Locations begun with the Draugar Stone, this time I present the Skyrune Shrine.

You can place the Shrine whereever you like, as long as a tower is not out of the question. It might be in a set of ruins, a lone tower overlooking the sea, or a single massive tower in the center of plain of baked stone. I have chosen to place it within the confines of Blind King's Hill in the Big Rubble.

Not specifically a religious shrine, but a place of power, the Skyrune Shrine is aligned with the Sun Dragon, a primal celestial being, who might have been the creator of the Dragonewts, and who might also have reincarnated as an early emperor of Dara Happan. Many within the Empire of the Wyrms Friends venerated Sun Dragon – some ascended as Wyrms or other dragonkind during that time.

The shrine was found by Estangang Gryphon-Rider, one of the Seventeen Foes of Waha, who attempted such an ascent. The Praxians tell of Waha’s defeat of Estangang. Estangang’s Griffon, Skyrend, told a different story to his descendants – who live in Griffontop, in Vulture Country. When Skyrend reached the end of his life, he returned to The Shrine, and became its guardian. According to Skyrend, Estangang never met Waha, and Skyrend has acquired a number of Wyrmic Features from his time here, not least of which were his territoriality and his interest in treasure.

 

Location:

Skyrune Shrine is located within the greater bounds of Blind King’s Hill, a ruin atop a broad mound that dates back at least to the time of Robcradle. The walls of the fortress that once warded all of Bind King’s Hill are crumbling and fallen in spots, but relatively whole in others. The area is large enough, and the breaks in the walls frequent enough, that it is all but impossible to secure without rebuilding, a task which no one has yet undertaken.  The place has been home to trolls and worse in the past, and rumors of an un-named Zorak Zoran heroquestor are said to have inspired the name of the Hill.

 

Currently, a pack of beastfolk vampires have terrorized the area. Recently reinforced by three exiled from the Griffon Gate coven, the pack is holed up in a series of old cellars they have converted to their use. The rubble mounds above the cemetery are “patrolled” by a number of zombies culled from Lunar patrols and adventurers. (See: Cellars of Blood).

 

Details:

The Skyrune Shrine itself is atop a round tower of roughly forty feet in height.

 

The area within is the only floor of the tower and is accessible through twelve arched porticos framed by fluted columns, the crowns of which have ornamental bronze dragon heads, now green with age and verdigris. Each of the dragon heads is different and corresponds to an hour of the day. Though not terribly valuable, the heads could be looted with some effort to remove them from the structure. Each is 8 ENC of bronze and worth about 50 Lunars. The area beyond the columns has a high vaulted ceiling (with faded mosaics of the sun in splendor that may grant a +5% to the ritual if they are understood (Sky Rune attunement, or Theurgy at -20% unless a sky cultist).

 

Traps:

The floor beneath the sun vault was trapped by trolls a couple of decades ago, but many of the traps have fallen into disrepair, and the place is tenanted by old bones the trolls forgot. Have each person within roll Luck or DEX (player’s choice) x5%. Those who fail are affected by a trap (in this case, a shallow pit concealing a single sharpened stake with old spider venom, that deals 1d6+1 damage to a randomly determined foot (armor does not help, though any sort of footwear absorbs 1 point). If the stat roll was a Fumble, the venom is still effective and the unfortunate soul mist resist POT 15 Spider venom or temporarily be reduced 1d6 DEX (returns at a rate of one point per day).

 

There is a Found Item here on a successful search.

 

The Top, the Shrine, and its Guardian:

To reach the top of the tower, one must be able to fly or climb. There are no stairs, nor any evidence of there ever having been. Climbing seems at first rather daunting, but there are handholds a-plenty in the weathered stone-face, as well as vines that ascend over half the height. Make a Climb Check to reach the top. Those who fail may roll DEX x3% to grab a hold before they fall. Those who fail this roll fall to the bottom and suffer falling damage from 1d4x10 feet of height.

 

Those who make it to the top clamber over a low wall that runs the circumference of the area, to stand within the sacred parameter of the shrine. The floor was once richly tiled, with patterns reminiscent of the mosaics within the tower on the celing, but all but bleached of color. The shrine itself is central, and reached from two sides, either of which could be the front or the back. Three tall steps (too tall to be comfortable for the stride of man) lead up to a broad bed or sacrificial area, all of the same rock as the tower (local limestone). Framing the bed are twin arching wing-like structures, sculpted into the rough semblance of a hook-beaked, winged predator with large fierce eyes that might be the same as the bronze one capping the columns below.

 

The area around the shrine is replete with magical energy, and shaman can detect spiritual resonance, though there are no spirits here at the moment. Those who can discern the power of runes will detect the presence of Fire/ Sky and Dragon/ Beast.

 

The shrine is under the watchrul gaze of Estangang's ancient companion, Skyrend the Griffon, who inhabits the shrine, and certainly will come to defend it if it is threatened. He will not any activity atop the shrine 40% of the time, and arrive in 1d6 Rounds, rising ghostly and gold from the bed in its center. His reaction will be neutral, unless the action that drew him was hostile to the shrine. In that case he cannot be mollified and will manifest fully to attack anything on top of the tower. If the activity that drew him was not hostile, he can be made friendly with successful Influence (he speaks Firespeech, Old Pavic, and a smattering of tradetalk), or with a gift worth at least 1000 Lunars in obviously valueable items (Gold counts as twice its worth).

 

If he is not made friendly, he will demand that those atop the shrine leave at once, and may help them down precipitously if they do not. If he is successfully influenced, he will explain the uses of the shrine to those who are sufficiently impressed and respectful. If he is really impressed, he may tell about his history and association with Estangang (he will grow quickly cross if the typical “defeat at the hands of Waha” story in brought up, at least refusing any further contact with the offender, possibly challenging him or her to prove the power of his or her truth.

 

The Powers of the Shrine:

  • Rituals to summon fire elementals are easier, and more potent. Add +20% to the summoning chance, and 1 Rank to the Rank of the elemental.
  • Spirits (including fire elementals) who partake of the runes of the shrine are 20% easier to bind or ally here.
  • Skyrend can be summoned here. If he is favorable, that could be useful indeed.
  • Estangang, and Summersky, may be reached via Skyrend. From such a place, heroquests involving Fire and Sky are more readily reached.

 

Noted Visitors: Any of whom might be convinced to share information they have about it.

  • Estangang and Skyrend visited here eight centuries ago. Both attuned the Sky Rune. Estangang did not manage the Dragon Rune, but he did gain insights into Dragondom and exists now in Summersky as a spirit of dragonish aspect. Skyrend eventually Attuned the Dragon Rune, and gained a number of Draconic features (This occurred after he fathered the griffons of Griffontop, who have no Dragon influence, but who certainly partake of the Sky rune).
  • Sundrinker (or Wind-Whistler) visited here once, attuned the Sky Rune, and attempted the Dragon Rune with limited success. He intends to return there when he has become stronger, and more dragon-like – in hopes of a more complete metamorphosis.
  • Rurik Sunspear visited the Shrine on his quest for Runelord, learning Skyspear here.
  • Few Sun County Yelmalians are aware of the Sky Shrine. For some reason, Count Solanthos discourages pilgrims wishing to visit.
  • The Lunars have information about Skyrune, but have not found it yet. SO, Solanthos has not shared its location with the Lunars either. Lunar scouts have contributed to the zombie population of Blind King’s Hill, however. It may be that Solanthos himself has visited the shrine and feels proprietary.

 

Shrine Runes: Dragon, Sky

Estangang maintains a connection to the shrine, but is reached only with difficulty, preferring to spend his time in Summersky, on the Hero Plane. To contact Estangang, a special success is required on Theurgy, accompanied by an appropriate ritual: An accurate Ritual involving Fire and/ or Dragon elements is worth +20%. Use of the Fire/Sky Rune, the presence of a priest of a Sky Cult, or someone who has Attuned the Fire/ Sky Rune, each add +5%. Other lesser elements, such as feathers or dragon scales, the burning of proper incense, devotions of Gold (each 5 wheels worth), and each hour spent in ritual, all add +1% each to success. The intercession of Skyrend also adds +20%.

 

Found Item Table: Roll 1d8:

  1. The charred claw of a gargoyle.
  2. A puddle of melted gold, within which can be discerned a Wheel or two, now merely part of the puddle (value: 1d8 Wheels).
  3. A small purse containing ritual elements useful to evoke the Fire/ Sky rune, including a Griffon pinion feather, now somewhat frail and tattered, of weathered tan/gold (use of these elements grants +10% to the ritual roll to contact Estangang).
  4. A small bundle of twiglike bones, singed and burned, very brittle.
  5. 1d6 bolgs, flattened as if by impact, slung up here by an affronted troll(kin).
  6. A chipped focusing lens, sometimes used to start fires with sunlight. Though marred, it still works.
  7. A lump of giant beeswax, wrapped in cloth (1d3 ENC, worth 25L per ENC).
  8. A broken bow, engraved with runes for Fire, Truth, Mastery and Spirit.