Issue: Path Thank you for purchasing a product from the Daracoss Tourism Agency (a Five Dragons Corporation company).
Path is a gloomy and possibly desolate country in Daracoss, yet it exudes a strange and distinct kind of peace. For many folks, especially the dragons, Path consider to be the Bone Yard of Daracoss. This name does not come from anywhere, and is based on the fact that many living beings, who are approaching their end, go to Path to begin their last journey alongside the guardian over to the other side. The Death Mountain and the Bone Yard that circles it is the destination of their last trip through Daracoss. The home of Wyverex the Death Dragon. (For more information, see the issue: The Guardiandragons)
As the name suggests, the Bone Yard is littered with the countless bones of the beings who have embarked on their last journey. In the center of the Bone Yard is the Death Mountain and its entrance to the Deathtrap labyrinth. An ever-changing maze across several levels, with deadly traps and terrifying creatures. This maze is considered by adventurers to be the greatest challenge that can be found in Daracoss. Whoever manages to reach the last gate of the lowest level has access to Wyverex‘ treasury, is getting one of the coveted tears and becomes the right to take something from it. The emphasis here is on the word "something". One thing from the chamber is due to the conqueror of the labyrinth, only one. So choose wisely. Those who are too greedy do not leave this dungeon alive and disappear between the painful echoes of the fallen. At the entrance gate, the names of the failed adventurers are immortalized on a stone tablet. Whoever wants to gain access to the labyrinth only has to give the manager his name. (Note for travelers: The manager is a local, cursed being who cannot be lied to. So giving a false name is meaningless. Once the name has been mentioned, there is no turning back.)
(Note for adventurers: The Deathtrap Labyrinth is considered the greatest challenge and should not be entered alone, and only with the best possible equipment. Unprepared entry is tantamount to suicide.)
A tear of Wyverex is a pitch black, teardrop-shaped gemstone. In adventurous circles, it is a symbol of honor and the indisputable proof that the labyrinth has been overcome. Bearers of these stones were generally considered to be outstanding fighters or magicians. These gemstones have no natural origin, from what and for what purpose they were originally created is unknown. What is known, is that these trophies are bound to those who have earned them. If this gemstone should come into the possession of someone else (whether wanted or not), the stone would steal the soul when touched and then destroy itself. If the owner gives his consent, they can be hold safe. How these stones tell the difference is not known. On the other hand, these rare gemstones also form extraordinary catalysts for the creation of a powerful medium. (For more information, see the edition: Rituals and Magic)
There are numerous rumors circulating these days about a second type of these tears. These should radiate a warm and golden light and be able to bring a dead soul back completely. In other words, you can completely restore a dead person and their soul. But such a tear has never been seen and therefore remains in the rumor drawer.
(Note for travelers: The Death Mountain and the Bone Yard are strictly prohibited areas. Restless ghosts and undead tirelessly roam these realms and attack anyone who is not dead. Echoes of Wyverex do not tolerate any disturbance of the peace of the dead. Looters are mercilessly killed. Only on the marked paths is a safely walk through the Bone Yard possible. Therefore, always stay on the road. It is up to each adventurer himself to pass through the gates of the labyrinth, but you should have settled your earthly concerns before the own name is given his place on the plaque.)
In the south of the Death Mountain you will find the fortress of the Judges, the Necropolis. (For more information, see the issue: Guilds and Groups)
The black fortress is surrounded by a moat full of bones and is guarded by black Sorati warriors, the Soul Hunters. Once the necropolis is said to have been a flourishing and peaceful city, but these stories are little more than flickering rumors from the past.
(Note for travelers: The Necropolis is a prison for the most dangerous individuals of Daracoss and is a strictly prohibited area for travelers! Anyone who approaches the fortress without being asked will be killed without hesitation.)
On the northern border with Moredhel you will discover the great pyramid of Valor, which is surrounded by four fortresses and a high wall. Officially, Valor belongs to the realm of Path. Unofficially, however, this huge city forms a nameless rogue state.
The residents are known as the Tormenters and are a folk of golems with a collective consciousness. (For more information, see the issue: The Folks of Daracoss) Valor is also known as the Tormenter collective. No one had set one foot in this town since the fall of the original Tormenters. Countless rumors surround the great pyramid in the center and what the collective is doing there.
(Note for travelers: Valor and the immediate vicinity are considered a restricted zone and are ruthlessly defended by the Tormenters. Unsolicited approach is considered a hostile act.)
The remainder of Path resembles a dark and dead land that is increasingly overgrown by the southern marshland. Many dangerous creatures roam these devastated areas even during the day. Among other things: basilisks, hydras, harpies, chuule, gricken, carrion crawlers, guhls and wisps.
But that wasn't always the case. Path used to be a lot smaller and only included the Death Mountain and the Necropolis. The rest of the country proudly bore the name of Kar-Sarrim and was a thriving civilization of griffins and humans under the rule of their King Lachdanan Kar-Sarrim. But this empire was destroyed by Wyverex and disappeared from the face of this world. It is not known, how the inhabitants brought the wrath of the guardiandragon upon them, nor where the once so magnificent city and its inhabitants have disappeared to. Only stunted ruins are evidence of its former existence.
As a result, Kar-Sarrim has lost its name and all sights. If you are still enthusiastic about a trip through the gloomy Path, do not hesitate to contact the Daracoss Tourism Agency (a company of the Five Dragons Corporation).
(Note for travelers: Path is to be regarded as a dangerous area and should be avoided if possible. Deadly creatures inhabit the sometimes very swampy areas and dangerous individuals also seek refuge from law enforcement in the ruins. Enter at your own risk!)
(Your experience may differ…)
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