Koelaria in Altosphere | World Anvil

Koelaria

Koelaria is a dangerous world of lethal risks and priceless rewards. From the perspective of its inhabitants, it is a hostile place that seems to be actively trying to kill any creature that has the audacity to live there. The danger is unrelenting. Precarious terrain, cunning predators, and natural disasters on a massive scale all present a constant challenge to survival — as do the unpredictable ripples of change that wash through the plane, known to its people as the Surge.   Even the mana that suffuses the land is wild and hard to tame. It feels almost alive to those who wield it, and sometimes causes the land to manifest magical effects much like spells. Koelaria is a plane of deadly peril, but the denizens of that plane grow up strong and resilient, prepared for the dangers of the only world they know.

Ruins of Koelaria

Koelaria is littered with ancient sites ripe for exploration. Expeditions to such sites tend to be largely motivated by curiosity, the hunt for wealth or fame, or quests for magical power.   It once boasted mighty civilizations, however now only their ruins remain. These civilizations had their own gods, unrecognizable to contemporary eyes. These ruins are often warded by magical traps, but they offer commensurate rewards in the form of magic items and other magical effects. They are often haunted by spirits, shades, and wraiths, and lingering magical effects, make them attractive homes for people who wish for a quiet life. Magical constructs and golems can also be found in such ruins, often standing guard over treasure vaults. Of course, some ruins have been exposed to the elements and claimed as lairs. Monetary treasure in the ruins of Koelaria is often in the form of gems or precious art objects, but they also hold ancient coins of strange provenance, including electrum and platinum.   It is possible that living descendants of these ancient civilizations still inhabit particularly remote ruins.   Available Ruins to Explore:
  • Ruins of Ior
  • Under Ruination  

    Special Properties

    Scholars postulate that the ancient civilisations behind the Ruins of Koelaria were extremely afraid of spells. The many Ruin walls were created with Antinite, a rock that prevents the flow of mana. Spellcasters who venture into the Ruins quickly find themselves out of mana.
  • Spells that produce "Light" do not work.
  • Spells that have a "Teleportation" effect do not work. You cannot teleport into the Ruins.
  • Cantrips can be cast a maximum of 5 times each. This is removed/recharged once outside the ruins. E.g. You go in, cast Firebolt 5 times, then you cannot cast it anymore. You then head out. Going back in, you can cast Firebolt 5 more times.
  • Spell Slots cannot be recovered inside the Ruins.
  • Unless resting in a comfortable area such as "Tiny Hut", rests recover 1 hp.
  • MAGIC ITEMS ARE UNAFFECTED.
  •  

    Role of Adventurers

    Due to the vast amount of unclaimed and undiscovered areas, many adventurers have been attracted to Koeleraia. In order to protect fledgling, overconfident adventurers, the Adventurer's Guild has labelled areas in Koelaraia according to what Adventurer Rank is suitable for it. This only takes into account the flora and fauna outside the Ruins. Most Ruins are sealed, hence no one knows what might be in store inside.   Travel time
    Locations Helix Everglade Tidegate Ruins of Ior
    Helix - 6h / 15 miles 12h / 30 miles 4h / 10 miles
    Everglade 6h / 15 miles - 6h / 15 miles 2h / 5 miles
    Tidegate 12h / 30 miles 6h / 15 miles - 4h / 10 miles
    Ruins of Ior 4h / 10 miles 2h / 5 miles 4h / 10 miles -

    Main Town: Helix

    The town of Helix houses the transdimensional gateway, hence is the main hub for adventurers. The location is established on top of a hill, granting it a nice vantage point when looking out for incoming threats. Their architecture is primarily medieval. For protection, the entire town is surrounded by a 10 ft high wall. As the lands of Koelaria get much more dangerous at night, when the sun goes down (6pm), the gates go down as well. As such, adventurers are warned time and time again to be back before dusk.   The people of Helix are a mixed group. As Koelaria is a third-world plane, it is pretty much removed from civilized society. Many of the townsfolk are either hardy frontiersmen who make the village their home or scoundrels and knaves seeking refuge in the distant corners of the realm. However, due to the boom of adventure tourism, there have been many foreigners who have decided to call Helix their home as well.  

    Places of Note:

  • Village Square - this is the central meeting and marketplace in the village. The village crier makes announcements each day at noon from a dais in the centre of the square. These announcements normally gather a large crowd of locals though foreigners tend to dismiss it as "fake news". It is a good place to find hirelings and stock up on local goodies.

  • Adventurer's Guild™ - a branch of the many Adventurer's Guilds in the multiverse. As a franchise, the Guild attempts to make every Guild experience similar to one another. Even in an uncivilised plane such as Koelaria, this is no different. You can pick up quests here, trade-in magic items, buy supplies and access the services of the Spacial Guide Union here.

  • The Brazen Strumpet (Tavern) - the heart and soul of the village. Owned by Bollo the Barkeep, the tavern is usually quiet in the mornings and early afternoons. Patrons normally start arriving in the late afternoon and the music and merriment continue until Bollo closes the bar in the wee hours of the morning. The tavern offers a Modest Lifestyle at 1 gp per day.

  • The Exotic Canary (Tavern) - the new establishment on the block. Its sleek and shiny exterior, as well as its liberal usage of crystal and glass, makes the Exotic Canary stick out like a sore thumb in the midset of the medieval housing the rest of Helix. Owned by Traycee the Songstress, the tavern is usually shunned by the locals but is extremely well received by foreigners. The tavern offers a Wealthy Lifestyle at 4 gp per day. Due to Tracyee's obsession with gemstones, the tavern doubles as a jeweller, offering gemstone appraisal services and exchange.

  • Turgen's Trade Goods (Medchant) - Billworth Turgen has provided basic equipment and trade goods to the villagers of Helix for decades. With the influx of foreigners, Turgen now serves as the local agent of the Trading Branch of the Zinrova Consortium. He mainly facilitates shipments between Helix and towns in the surrounding areas.


    Everglade

    tl dr:
    Elf place
    Has ties to Arbor Sanctuary
    don't like outsiders, but will trade for stuff they need.

    Tidegate

    tl dr:
    Merfolk place
    okay to outsiders
    curious pplz

    Dangers of Koelaria

    tl dr:
    animalzzzz
    thieves / tomb raiders
    mind flayer colonies

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