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Fire *****
Light ***
Electricity **
Water *
Stone ****
Darkness ****
Air **
Sadresh
As the sun sets, the ancient evil of Sadresh, the AdatNol, rise from the sandsa black, greasy oil that moves
within sinister malevolence, snatching away travelers and
drowning them in the sands below the desert. Against this
tide of darkness, a single light shines from the ancient
lighthouse formed of glass that stands upon the realms
southern border, guiding those wayward travelers to
safety.
Sadresh is an excellent realm for combatoriented games. The constantly warring factions, as
well as the aggressive nature of monsters and
dungeons, provide a continuous sequence of
confrontational encounters.
Nascent Tribes
Sand Wraiths
The Wraiths are tough Nascent that are closely
tied to the sand. They can be found all across the
desert, but primarily in their capital of Gitrach,
which is hidden deep within the Cactus forest in
Northern Sadresh.
Ascendant
These Nascent are closely tied to the element of
air, and are fragile and lightweight. They primarily
follow intellectual and trade pursuits, using
domesticated beasts to mine their raw materials and
provide food. The Ascendant first built the Remon
Ships, pioneered glassmaking, and created an
impressive government and culture.
Librarium Omnibus
The Librarium is primarily concerned with the
mysteries of Sadresh's sands, and how they can be
used to further understanding of the world.
Blueglass temperings have shown some promising
properties that may make them useful against the
tide of Aether, and the Librarium is heavily funding
this research, as well as sponsoring the intellectual
Ascendant as a whole.
Sadresh
Utopian Society
Shadow Courts
Due to their wandering nature and typical lack
of citizenship in any one realm, it is difficult to pin
an Eidolon down and try him for specific crimes.
The shadow courts are a band of Eidolons with ties
to Spire Prison. They travel the lands undercover,
searching for the most dangerous of their kind,
which they arrest and carry off to secret tribunals.
Those found guilty are typically placed into Spire
Prison for an eternal sentence.
Brilliant Dawn
Sadresh
Cult of Adat-Nol
Many Wraiths become lost in the tunnels
beneath the desert, and they return as changed
individuals. Fused with the darkness of the AdatNol, they are weakened in the light, but they prowl
the darkness, searching for more victims for their
masters.
Servants of Balance
The servants of Balance have set up a
terraforming project called 'Oasis Green' in the
center of the desert. While they claim that the effort
is to create more sources of water throughout the
desert, making a more stable environment, their true
goals may be to explore Mekat-nol and eliminate the
Aether-like Adat-nol for good. Because of the still
little-understood relationship between the Adat-nol
and the red dunes, it is speculated that destroying
them for good could have disastrous consequences
on the way of life in Sadresh.
Places
Gitrach
Beneath the Cactus Forest in the northern part
of Sadresh is a vast network of caverns. These all
lead to the great city of Gitrach, carved from the
stone heart of the realm. Gitrachs tunnels connect it
to Mekrat-Nol, the Shadow Aquifer, and so
sentinels constantly guard the tunnels against
invasion from the deadly black ooze that seeps up
from that accursed place.
Spire Prison
Erected in time immemorial by the spirit
Brigantin himself, Spire Prison is built into the heart
of a great stone mountain that towers above the
desert. The spire is a great column of natural stone,
and is the size of a city. With no way into or out of
the prison except by the Remon ships that dock at
the tip of the spire, escape from this complex is a
dire proposition indeed.
Glass Lighthouse
Shaleb
Blue Dunes
The red dunes are a rare sight, but blue dunes are
even rarer. The Ascendant have developed a
technology that allows them to forge blueglassan
interesting but largely useless self-regenerating
glass, while the Wraiths use it to concoct Vision
Dusta powerful tincture of sand and cactus venom
that allows a shaman to leave his body for a time.
Mekrat-nol
Mekrat-nol, the shadow aquifer, is a vast,
underground reservoir that appears to be full of the
same substance that makes up the bodies of the
Adat-nol, but in a dormant state. Could this is be
source of the Adat-nol infestation?
Red Dunes
Cactus Forest
In northern Sadresh, there is an underground
reservoir that saturates the sand with water. A rare
kind of subterranean cactus grows from beneath the
earth here, eventually breaking the surface. The
proliferation of these cacti has caused the northern
area to become much like a forest.
Sadresh
Important People
Dontremarl, King of the Ascendant
The young king looked out optimistically over his
city, the sunlight glistening off of his white-feathered
wings. His robes were adorned with all manner of medals
and merits, collected from across the world.
Sadresh
Traits:
Creed:
Traits:
Windborne (Capricious)
Banneret (Brave)
Unihorned (Pure)
Creed:
1. Other Eidolons views are no less valid than
my own.
2. Peace the best means to an end.
3. Cultural exchange is the key to prosperity.
Traits:
Traits:
Lantern (Demagogue)
Simulacrum (Reputed)
Third Eye (Curious)
Creed:
1. Peace between the people of Sadresh
supersedes any other goal.
2. The Adat-Nol must be destroyed.
3. The lighthouse must not fall at any cost.
Sadresh
Sadresh
Technology
Adatrach
Adatrach is the hive mind of the Adat-Nol, who
perhaps was once a being himself. No one knows the
shape, motives, or powers of this creature, but due to
the collective intelligence that the Adat-Nol display,
it is clear that they are being directed by someone or
something.
Trade Goods
Sadresh trades extensively in glassware.
Sadreshans are able to forge all kinds of amazing
glassware and glass goods using their unique natural
resources and hundreds of years of cultural research
and trade secrets. Many Sadreshan landmarks and
wonders feature glass as a prominent material.
Alurane
Deep within the cactus forest, a legendary
creature is said to live. The alurane emits an
intoxicating pheromone which confuses and dizzies
its victims, leading them to its lair. There, this
monstrous plant devours them for sustenance. The
Alurane is thought to be some kind of mutant cacti
with extremely potent poisons, though there are no
confirmed reports of encounters with it.
Corpseweed
Sand Devils
Element
Place or
Dungeon
Group or Person
Monster or
Creature
Item or
Technology
Culture or Event
Spire Prison
Remarl, Warden of
Spire Prison
Pirates
Stimulant
Border Skirmish
Glass
Lighthouse
Corpseweed
Acupuncture
Needles
Ascendant Chemistry
Fair
Red Dunes
Sand Devils
Redglass
Sandstorms
Cactus Forest
Dontremarl, King of
the Ascendant
Alurane
Cactuswood
Wraith Cactus
Festival
Gitrach
The Sand
Wraiths
Blueglass
Mekrat-Nol
Adatrach
Adat-Nol
Shamans
Tincture
Shadow Courts
Shaleb
The Ascendant
Kingdom
The
Ascendant
Airship
Ascendant
Storytelling Festival
Sadresh
The sand beneath your feet begins to give way rapidly, sliding you down into a pit. A large, insectlike creature bursts forth from the sand and claws at you furiously, as you slide ever closer to its
maw.
An iron golem of some type, perhaps a remnant left from a civilization long past, lies half buried
and deactivated in the desert sand, probably revealed by the shifting tides of the dunes.
The sky overhead darkens, and airships begin to circle around you, each bearing a pirate crest.
Sadresh
A group of ghostly beings, the Sand Devils you have heard tales of, seem to rise from the earth
around you, their bodies formed of the desert itself, lit only by glowing red motes in their eyes.
As night falls, you see the black shadows of the Adat-Nol well up from the sand, taking form and
advancing upon you.
You discover a series of what appear to be marker stones in the midst of the desert. Nearby, you
hear a group of Wraith priests approaching the area, with a captured Ascendant victim in their
hands.
Dust rises in the distance, and as the cloud approaches you can see a group of heavily armed
Wraiths fast-approaching you on ships that said along the desert sand.
You see a huge skull peeking up from the sands, disturbed by a recent storm. The skull has strange
markings on it, as though it was used in some ritual or ceremony.
Caught in a minor sandstorm, after a few minutes of blackened sky and battering wind, the
landscape around you is totally changed. You have no idea where you are going or where you have
come from.
While walking through the desert, a heavy wind picks up, and begins blowing away the very sand
beneath your feet. As the sand disappears, you realize that the earth beneath is covered with spiny,
poisonous cacti, which could potentially paralyze you if you fall into them.
You find evidence of a recently buried shipwreck that is rapidly sinking below the sands of the
desert.
You come upon a blue dune as dusk approaches, and the dune glows eerily in the evening light.
There seems to be some strange activity taking place beneath the surface of the dune.
Your foot smashes into something as you cross a dune, and you quickly discover a sealed chest that
was buried long ago by the sandstorms.
You find the salvageable remains of an airship lying ruined in the desert. If you fixed it, it might
make your journey much easier.
In the distance, at the top of a far off dune, you catch a glimpse of a rare, red-skinned cactus whose
bloom is said to have wondrous properties.
10
Traveling across the desert, you come to a large valley with a curious dark spot in the center. Upon
closer inspection, it appears to be a hole in the middle of the sanda deep, cylindrical chute that is
slowly draining the grains from the desert with no sign of filling.
Beneath your feet, the sand begins to give, sucking you rapidly down beneath the desert.
A little ways in the distance, you see a ship go down into the desert at a dangerous speed.
Overnight, a towering cactus seems to have risen recently from the desert, and it blooms with dark
flowers and has a sickly color to it.
The sand has shifted in the desert to reveal the remains of an ancient, blasted tree. Despite its
withered appearance and burial, it still seems alive, and radiates a sinister aura.
You spot an oasis in the distance, but no matter how quickly you approach, it always seems to be
just a bit further away.
A sandstorm has created a deep valley within the desert, and in this valley you see what appears to
be the entrance to an ancient tomb of some kind.
As dusk falls, a stone obelisk you have discovered in the desert begins to glow. Skeletons formed of
sand and stone rise up from the land, advancing on you with menace.
Traveling across the desert, you come across a caravan of merchants. Their ship has broken down,
forcing them to make the rest of the journey on foot, but they have become lost, and are fearful for
their safety.
A sandstorm rises up around you and spins the dust around into a solid wall of scything death.
Though you wait, the storm seems to show no sign of stopping or moving. Perhaps something else
is powering it.
The parting sands reveal the opening to a tunnelpart of the Sand Wraiths travel network
beneath the desert. All but the Wraiths are forbidden to use these tunnels, but it might take you
more quickly and safely to your destination if you do follow it.
You come across a group of wanderers with broken shackles, wearing prison garb. They seem to be
prisoners who escaped in transit to Spire Prison.
11
Sadresh
A sandstorm whips up out of nowhere, and you have little time to find shelter before it reaches
you.
A mad Eidolon inmate, wandering free from his cell, attacks you without warning.
As you walk into this room, the doors seal shut, and a particularly deadly looking apparatus in the
rooms center begins counting down from fifteen seconds.
Sadresh
As you walk down a long, narrow hallway, a ballista boltnearly a meter long and large enough to
pin a grown man against a wallflies down the hall, narrowly missing your head. Apparently an
automatic ballista of some sort is firing through the mist further down the hall.
You hear growling and snarling from behind you, as a pack of slavering, feral hounds round the
cornereach dog is the size of a small pony, bound with spiked harnesses and stained with blood.
You enter a room with a grated floor and solid steel walls, piled high with refuse and rubbish of all
sorts. As you enter, the doors close shut on either end, and beneath, a massive fire roars to life. You
only have a few moments before the incinerator cooks you to a crisp.
As you head down an increasingly narrow hallway, you hear a crash behind you. Looking back, you
see that the heavy stone blocks in the ceiling are slamming down, mounted on mechanical pistons.
The wave of crushing stones is rapidly reaching you, and the hallway is becoming rather cramped.
Stepping into a cavernous room like a courtyard, you find a group of inmates engaged in an
ongoing fight with the wardens.
You enter way must be some kind of chute or elevator shaft, completely empty and with smoothed
walls. At the top of the shaft, which is more more than a meter wide at any point, you see a light.
You enter a hallway with a bright light overhead. The floor is pockmarked with holes, and small
mechanical spears are set into those holes, just below the solid metal. Whenever a shadow from the
light overhead falls upon the grated floor, these mechanical spears shoot up to the ceiling with
incredible speed beneath the shadow.
A black bird begins following you through the halls, crowing loudly and alerting nearby guards to
your presence. It perches along the walls and ceiling, staying well outside of your reach at all times.
You come to another room, with a large door at the far end. This room is filled with statues of solid
stone, all frozen in fear and surprise. Above the door, a single red eye is set into the stone. As you
enter the room, it blinks to life and attempts to fix on you.
The hallway up ahead is crowded with guards, each armed to the teeth with tranquilizers and
heavy, armor-piercing mechanical weaponry. A head on fight would be suicidal, but they dont
appear to be actively looking for you.
As you enter the room, a horrible siren begins to blare. The sound seems to trigger something in
your mind, causing your movements to become rigid and clumsy. Its difficult to stand, much less
to escape.
The hallway ahead seems ordinary enough for a moment, but a second later, hundreds of vicious
looking blades slice through it at different angles and speeds, blacking out the end of the hall with
the reflections of steel and dried blood.
12
You find yourselves standing at the top of a downward-sloped room. Slick oil runs from a duct at
the top of the room, sliding over the sloped floor, which is covered with jagged scrap metal and
what appear to be shards of broken glass.
The ground below you gives way just in time for you to jump back. The walls, ceiling, and floor of
the hallway crumble away and down to reveal four massive cylinders of spiked metal, screeching
hideously together as they grind the loose stone to dust. The only hallway remaining ahead of you
is a spinning, grinding deathtrap of spikes and oiled steel.
Up ahead in the narrow hallway, you smell a toxic stench. Corrosive acid pours down from an
overhead grate, burning away flesh and eating through bone of anything is comes into contact
with, before draining down a grating in the floor.
The ground beneath you gives way, dropping you into a pit filled with angry scorpions.
As soon as you step into the center of this room, the doors seal themselves shut, and a toxic green
gas begins being pumped into the room with you. As the gas seeps through your skin, you find
yourselves becoming more and more drowsy.
A trapdoor collapses beneath you, sending you and your allies tumbling down into a pit of thick,
choking tar. The slick walls of the pit provide no purchase, and you find yourselves rapidly sinking
beneath the ooze.
You enter what appears to be some kind of conservatory, blocked with thick foliage. The plants in
the room are a sickly purple, and give off a smell similar to the tranquilizers used by the guards.
Though they have negligible effects on the Nascent, these plants seem to cause severe reactions in
Eidolons, and it may be unwise to push through them without aid.
The path ahead is blocked by an impressively massive door of wrought steel and mechanical
engineering. No amount of force seems to move it, but perhaps it is operated by some kind of
machine.
You find yourselves standing before a weapons locker that has been left unattended. The locker is
filled with potent tranquilizers, weapons, armor, and even guard uniforms. However, some of the
less-savory inmates could utilize this gear just as easily as you could, if it is left open.
You creak open the door to enter a room which must be the bunk room for the guards. The lights
are low, and the sounds of snoring fill the air.
You enter a room that is apparently some kind of cold storage. The air is freezing. Walking
through, you see stalagmites of ice that have Eidolons frozen inside of them. Water is flowing into
the room at random intervals from vents above into pits below. If you are caught in the freezing
downpour, you could end up with the same fate.
You stumble into what might be the guards breakroomapparently some sort of party is
happening today, and no one has noticed you yet. That said, it will be difficult to make it to the
other side of the room and exit without raising an alarm.
The hall ahead ends in a heavily defended checkpoint, not unlike a fortress. Guards look through
glass panes several feet thick, while mechanical sentries stand guard below and each prisoner to
pass through is carefully scrutinized and screened.
13
Sadresh
The hallway up ahead is filled with slits in the upper walls, behind which you can catch a glimpse
of ready archers, waiting to pelt you with poison-coated arrows as soon as you step into the hall.
As you walk down the dark corridors of Mekrat-Nol, you realize that the ground beneath your feet
has become slimy, and that the walls are undulating slowly. The path behind you is closedyou
realize that you have inadvertently walked straight into the belly of some gigantic creature.
An indecipherable script on the walls glows red with warning. As you approach, the writing leaps
off of the walls and takes the form of a corporeal sentry, blocking your path forwards.
Sadresh
A group of corpses in the tunnels appear to be past victims of the caverns. However, as you begin
to walk through, shadows of the Adat-Nol squirm and slide along the cavern walls, filling the
armor and rags, and reanimating the remains to fight against you.
You come across a figure that appears human, but is utterly saturated with darknessperhaps a
cultist so ancient that his whole body has rotted away.
Before your eyes, the ground collapses beneath one of your allies, plunging him into a pit of
swirling, thick shadows. A few moments later, he climbs up from the pit, shadows writing around
his body and a malevolent aura emanating from his presence.
You enter a chamber that appears to be a massive atrium of some kind. In the center of the place, a
lake of oily black slime sits, and from this rises a colossal creature of monstrous size and intent,
formed entirely of pulsing shadow creatures.
You come across a group of Wraiths in the tunnels, their eyes blackened over with oily slime.
Without warning, they step forward and attempt to subdue you, fighting with weapons
empowered by darkness.
You mind a chamber with what appears to be several marker stones. All are thrown over or broken,
possibly in order to nullify some barrier that was once in place.
Deep beneath the surface, you come upon a chamber filled with twisted, blackened metal. Upon
closer inspection, you believe that the wreckage is some kind of ancient war machine from a time
predating both the Wraiths and Ascendant. It might still have some functional weapons or parts, if
you can salvage them.
The tunnel ahead opens into a sheet drop down a cylindrical shaft. You hear a mechanical noise,
and notice that a number of chains are slowly grinding up and down through the shaft at different
anglespossibly part of some ancient well system that miraculously still functions.
In the rocks around you, there seems to be an inscription of some type. Whether it is scrawled as a
protection or a warningor perhaps even as a trapis impossible to say without further scrutiny.
You stumble upon a glowing, hive-like structure that pulses with strange energy. The purpose and
function of the hive, as well as what built it, is not certain without further observation.
You come upon a group of lost explorers who claim that they have recently escaped from a
sinkhole and are trying to get back to the surface. They seem weak, hungry, and deliriousbut
could they also be in the first stages of transformation into Cultists of the Adat-Nol?
14
A chamber with a high roof houses a cloud of spinning sand. The sand is moving so quickly that it
generates thunderbolts and flays your skin as you try to walk through.
The way forward is up a rocky, cylindrical tunnel. However, as you begin to climb, a pool of black
ooze rises from the sand beneath and begins slithering up towards you. You will need more than
simple quick climbing to escape from it.
The rocks at the top of the runnel begin to crack. You must brace the roof quickly, or be ground to
dust under tons of solid stone.
A series of cave-ins force you to evacuate the mines in a rush. The miners are also trying to escape,
creating a bustling crowd that is difficult to move through.
Breaking through a cavern wall, you discover an underground lake filled with eerie bleach-white
plants and fish unlike anything youve seen before. An ancient thaumic device rests at the center of
the lake, apparently the source of this fantastic menagerie.
A boulder weighing several thousand tons has collapsed over a mine shaft, trapping a group of
miners below. It must be moved in order to get them free.
You enter a sealed off cavern to find a vast underground lake, with a sleeping leviathan visible
beneath the waters clear surface. As you enter, it opens a great eye to stare at you.
A cave in has sealed a group of miners in a cavern deep in the mines. There is only a limited time
to reach them before they suffocate.
In a sudden rumbling, the tunnel overhead collapses, trapping the party in a tomb of stone and
rubble.
A vent in the mines spews forth molten lava, and has flooded the lower mines with fiery rock. The
miners ask you to seal off the area before the entire mine is lost.
The miners have spoken to you of a treasure that was recently found in the mines, but lost beneath
a cave in before it could be extracted.
The mines begin to twist and wrap in labyrinthine shapes, getting you hopelessly lost. You fear
that some force is clouding your senses and attempting to trap you here forever.
A ghostly miner asks you to recover his bones, which were buried in a cave in, and return them to
his family.
The mines have dug into a Downcaste village, and the villagers are violently resisting the
expansion of the mines further.
15
Sadresh
A glowing orange stone the size of a boulder melts the flesh of any who come close to it. You are
asked by the miners to remove this obstacle.
Treasures
Shaleb Treasures
Sadresh
Treasure
Power
A hand cannon
A glass pendant
A bottle of sand
A silk shirt
A glass orb
A feathered shirt
A skyship
A book of stories
A scrap of parchment
Gitrach Treasures
Treasure
Power
A glass sword
A shuttered lantern
A green potion
A dried flower
A cactuswood shield
Returns on command.
A shroud
A vial of tincture
A black crystal
A silver emblem
16
Treasure
Power
A rusted sword
A rune-etched stone
A jeweled pendant
Terrifies monsters.
A bundle of rags
A blackened stone
Repels liquids.
A ring
A vial of tincture
A bleached skull
Attracts monsters.
Power
A quarterstaff
A lantern
A rope
A mushroom
A control panel
Manipulates traps.
A dart
Paralyzes an enemy.
A megaphone
Stun enemies.
A key
Grants invisibility
A set of manacles
Sounds an alarm
17
Sadresh
Mekrat-Nol Treasures
Sadresh
A Sand Wraith warlord wishes to claim the Glass Lighthouse as his own, in order to solidify his
power over the other Wraiths.
A convicted criminal has escaped custody. Its up to you to apprehend him and deliver him to Spire
Prison.
An ascendant foreman is extracting sand from a dune and has been attacked by Wraith Brigands
repeatedly. He asks you to put an end to the problem.
The philosophers guild of Shaleb asks you to transport an important letter to Alveric, crossing the
harsh desert in a single day.
A remon airship crashes in the desert just off in the distance. If there are any survivors, they will
be dead by nightfall.
You discover an old, crashed cargo ship which is loaded with red sand. The sand would trade for a
fortune to either the Wraiths or Ascendant, if you can transport it to either one.
A party member resembles closely a local criminal, and is spirited away in the night to Spire Prison
by the authorities.
You have heard legends of a lost treasure in the desert. Unfortunately, the only person who knows
the truth of its location is locked away in the maximum security wing of Spire Prison.
Alveric asks you to investigate the blue dunes in the desert and their connection to the Adat-Nol,
as well as to bring him back some sand from the dune for study.
The party has come across a raceway in the desert where an Ascendant inventor is trying to
popularize his new racing sport. He asks the party to help, and offers them a race car to easily cross
the desert with if they succeed.
A crack has been discovered in the principal plate of Shaleb, and unless it is repaired quickly, the
whole city may fall.
While wandering the desert, a sinkhole plunges the party into Mekrat-Nol, from which they must
escape before nightfall.
A researcher is studying the Adat-Nol, and asks you to trap one and bring it to him.
18
The party comes upon a group of lost explorers who are near to dying in the desert. They have
apparently returned from pillaging a lost desert city, and are loaded with treasures.
It is said that a mystical flower blooms in a hidden grove within the Cactus Forest each night, and
that finding it confers many secrets and powers to the one who does.
Rumors abound of a secret oasis city that is cut off from the rest of the realm by mystical power.
The party has stumbled upon an oasis in the desert. As you approach, you overhear a group of
Wraith Brigands discussing a rare and mystical treasures, and where it might be found.
A sandstorm reveals a ruined and ancient city built before the Ascendant and Wraiths came to
Sadresh.
Falsely accused of a crime, the party has been imprisoned for eternity within the Spire Prison.
The party has stumbled upon a contested dune, and have a chance to mediate before the conflict
erupts into all-out war.
Citizens have been found dead recently outside of Spire Prison. The warden asks you to investigate
the mystery.
The city of Shaleb is on high alert because a Wraith assassin has supposedly infiltrated the city and
is attempting to kill the king.
King Dontremarl invites the party members to participate in the citys storytelling festival, with a
grand prize going to the one who tells the most interesting story.
19
Sadresh
As night falls in the desert, the party are surrounded by the Adat-Nol. They must find a way to
outlast the onslaught and survive the night.
Adventure Tracks
Sadresh
20
Sadresh
Possible
Ending:
With
the
Adat-Nol
vanquished, their corpses wither and fuse to the
desert, coating the whole of the realm in the red and
blue sands which were once warred over. The
Wraiths are able to reclaim the underground of
Sadresh and set up a Kritarchy (a government run
by legal courts). The task still remains of creating
lasting peace between the two races, but the barriers
which stood between them are much lower than
before.
21