d20 Legion Publishing Nexelan - Island Necropolis.pdf

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Requires the use of the Dungeons & Dragons®,
Third Edition Core Books, published by Wizards of the Coast, Inc.
LEG 2001
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LEG 2001
N E X E L A N I S L A N D N E C R O P O L I S
Published by
TM
www.legionpublishing.co.uk
First Published 2004
C R E D I T S & A C K N O W L E D G M E N T S
Written by
Rob Clayton Jones
With additional material by
Simon Lucas
Illustrations by
Jim Branch
Editing
Robin Elliott & Kirsty Crabb
Graphic Design & Cartography
Robin Elliott
Playtesting & Guidance
Many thanks to James Stubbs and to Jennie Edwards
Anthony R Lupson, Clare Jones, Tam McPherson, Sarah Clibbons, Pete Pollard.
TM
TM
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the terms of the d20 System License version 4.0. A copy of this License can be found at www.wizards.com/d20.
Designation of Product Identity
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Open Gaming License v1.0a. This includes but is not limited to Wondrous Lands and all significant characters, names, creatures, spells,
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Set in Calligraph810 BT 11pt on 14pt
Trim size 8.5” x 11”
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N EXELAN I SLAND N ECROPOLIS
C O N T E N T S
P A G E
..........................................................................3
I N T R O D U C T I O N
T H E F U N E R A L
...............................................................................4
C H A P T E R 1
T H E H I S T O R Y O F N E X E L A N
......................................................................................6
C H A P T E R 2
N E X E L A N I S L A N D N E C R O P O L I S
...................................................................................11
C H A P T E R 3
T H E F O R S A K E N I S L E
...................................................................................19
C H A P T E R 4
S U R V I V I N G T H E I S L A N D N E C R O P O L I S
...................................................................................40
C H A P T E R 5
I N H A B I T A N T S & E C O L O G Y
...................................................................................53
C H A P T E R 6
W R E C K O F T H E T O P A Z & O T H E R S T O R I E S
...................................................................................64
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I NTRODUCTION
I NTRODUCTION
Chapter 1 introduces the mysterious
island of Nexelan and gives an overview of
the history of this dangerous place.
Welcome to Wondrous Lands, a series of
setting books that allow your players to
discover new terrains, explore mysterious
locations, and seek out lost realms.
Chapter 2 provides an overview of the
regions of the island and the climate each
experiences at different times of the year.
Each of the Wondrous Lands is set in
the mythic fantasy campaign world of
Atleana, but this series has been designed
to be useable in almost any fantasy cam-
paign. The immediate environs are
described insofar as they add detail to
the setting. Apart from the information
necessary to help you to locate the
various places listed in this book, geo-
graphical information is kept to a
minimum to ensure that each Wondrous
Lands setting can be dropped into any
campaign world with a minimum of
work by you, the DM.
In Chapter 3, the important areas of the
island are explored in greater detail
including maps and descriptions of the
important locations your heroes are likely
to investigate.
Chapter 4 contains additional rules for
swimming as well as useful rules for
adventuring on and around Nexelan.
Except for the names and places described
(which are designated Product Identity),
this whole chapter is designated Open
Game Content.
For example, in Nexelan: Island
Necropolis, the setting is an island created
when a submarine volcanic eruption
thrust the rocky seabed up through the
surface waves. The island itself is
described in detail but its exact placement
is not specified, allowing you to place this
Wondrous Land into your ongoing cam-
paign effortlessly.
Chapter 5 details the creatures and
plants that make Nexelan their home,
including the primitive krexonians and
the brutal zoonoans.
Finally, Chapter 6 contains a collection
of adventure outlines and scenario ideas
to introduce characters of all levels to the
dangers of Nexelan.
In the forthcoming Temple of Celestial
Wisdom, on the other hand, the setting is
a high, snow-capped mountain which,
although it is located in our campaign
world, could just as easily be one peak in
any mountain range.
We hope you will like all the Wondrous
Lands titles and collect them all, along
with the other books from Legion
Publishing (many of which are available
from our friends at rpgnow.com). Keep
checking our website for the latest infor-
mation and our planned releases at
www.legionpublishing.co.uk But now
traveler, read on. Wondrous Lands await…
Each Wondrous Lands title contains a
wealth of information about the setting,
the surrounding terrain, and its history
along with adventure ideas, new races,
equipment, and rules necessary to use
the book.
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N EXELAN I SLAND N ECROPOLIS
The funeral cortège shimmered in the deepwater
glow of the luminescent coral.
A circle of beautiful blue-green swimmers formed a living halo around the clamshell casket bound for
the afterlife. The death of the dypsinoan king brought the People of the Sea to gather at the seabed.
Thord’s family had ruled Sadia, the seabed realm, for two thousand years. Now full of sorrow, the
new king mourned at the passing of his father. The wars with the zoonoans had taken their toll on
the highest echelons of his society and now they all suffered.
It was here at the seabed where the Great Fissure lay, where the greatest living organism in all the
realms slept. A vast craggy wonder, this coral spanned several miles in length and sat below an enor-
mous submerged mountain. The goddess Muna had provided this great coral as a sanctuary for the
souls of the dead that now, like she, were silent. She breathed the warm gases from the fissure into the
great city, feeding and sustaining their great race. Now the vast array of shining towers constructed
from coral and sand stood tall and magnificent in the blue-green ocean. Silent and majestic, these
towers were the palaces of the afterlife for all dypsinoans.
Upon entering the sacred tomb, Thord clasped his lower arms in respect for his resting ancestors. As
the entourage swam in a spiral up through the outer chambers of the spire, he reflected upon the
many royal treasures sealed forever behind its walls. It was here that Vooria, his grandfather, creator of
the legendary coral swords of the kings, rested above the sea mother Muna for all eternity.
Finally the cask was placed into the newest and highest chamber adjacent to the shrine containing the
sleeping servants of the dead kings. Around him were placed the grave goods he would need in the
afterlife. Gems and precious items fitting for his station adorned the tomb; a glittering tribute to the
goddess and a memorial of the dead king’s successes. As the chambers were eventually sealed, all
stopped in silent prayer.
Then it came.
The Anger of their goddess was fierce and unrelenting. In a single doom-filled moment, Muna spewed
forth hot lava and the tower collapsed. Many died bravely protecting their kin; a few escaped, only to
be swallowed by Muna’s fury. All of Sadia began to rise and the mountain pierced the surface of the
sea, newly born to the world of men and elves.
Thord strained and tried to swim vigorously against the current sucking him toward the world above.
The heat of the lava bursts stung the water all around, making the merman’s gills boil. Thord winced
in pain as, from the corner of his eye, his world seemed in turmoil: destroyed by the anger of his
goddess. His last words of prayer were to go unheeded. Expelling the water from his gills, his head
broke the surface and he saw his first dawn.
He drew his first breath of air and
suffered no more.
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