Malkabek Settlement in Arcnine | World Anvil
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Malkabek

Description

The lost city of Malkabek currently is underground in a series of tunnels and caves. The city was once prosperous and home to thousands of Verdan people who were a group of seclusive people all with psychic powers. The city lived as a hub and refuge for people with psychic powers or those hunting for their abilities. Due to this the city was kept secret and was placed at the bottom of a valley on the southern end of the Tenhal Mountains. The city was very strict on its limitations with outside trade and used terrace farming and the food found in the mountains to sustain the population. The city was not invisible but was able to remain hidden for a very long time.

The Downfall of Malkabek

The city's life came to an end quickly when a group of sorcerers with a vendetta against several of the citizens trailed a small caravan and found the city. Using their intense magic the group caused avalanches and buried the city. There was little resistance and little the people of Malkabek could do as they were crushed under the wait of the mountains that once protected them.  

The Aftermath of Malkabeks falls

Since the city was seclusive little changed on the world stage because of its fall but the group of survivors from the city all banded together in order to stop the sorcerers that killed their freinds and family. Using whatever resources they could they singled out the sorcerers berated them with psychic attacks and then pummeled them with sticks and fist until the sorcerer died. This process took five years in order to kill all seven sorcerers. After they were all dead many of the Malkabekens went seperate ways some going into business some becoming adventurers and some building other safehavens for themselves and other discarded peoples.  

Ruins of Malkabek

Malkabek now lives under layers of stone and is nearly unexcesable but over time small entrances have been weathered into the area including an entrance to the palace which holds several chambers beneath the palace that hold The obelisk of Psychic empowerment behind a variety of chambers that include various traps and illusions that only allow powerful psychics to gain access to the Obelisk. There are 6 chambers with the final one being the Obelisk.   The first chamber will close when it senses the presence of 3 sentient creatures within it. The room will then close and five spots on the ground will light up each with a symbol and a location in the room. One is in the middle of the room with a dragon symbol, one in each corner with a different line arangement one with one line one with two one with three and one with four. The pannel will only light up if the numbers lower than it are also pressed at the same time. In the room are also two statues that will move in straight lines to attempt to attack the players. They will activate when the players get in the room and are immune to all damage except thunder and bludgeoning they have 50hp and can attack for 2d6 damage with a +4 to hit. Also in the room is a box that can be moved.   The second chamber contains a four-way intersection each leading to one of the remaining chambers in this starting chamber a script lies above each of the exits of the room including the door to enter this room. Reading across it says 1 Truth and running with the letters horizontal and attached to the bottom of the first line reads 3 Lies. Each room out of this one is blocked by a door that slides open with a touch and closes behind the person after the whole group enters it.   The room to the left of the second is a round room that has a conveyer belt-like device that spirals outwards effectively pushing a person in the middle to the outside while spinning them around. At the end of the spiral is a spike pit that someone will fall into if the spiral pushes them too far. In the middle of the room is a button and at the each side of the room besides the entrance is a large number that ticks down. Every turn a person stays in the room they move 15 feet around the spiral. The entire room is dificult terrain and if a charecter stays in the room for a minute they must make a Constitution saving throw equal to 10+(2 per minute in the room)or gain a level of exhaustion. If the button is pressed the counter gains 6 seconds and the timer starts at 18 seconds. if the timer runs out the button opens up to a small spinning shpere that floats in the air. This sphere then psychically ask each player to ask one question privately. Then it will tell all of the players to enter this room 4 times in a row. This room lies.   The room to the front of the 4-way room opens up to a

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