The Shard Geographic Location in From Across the Shattered Sea | World Anvil
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The Shard

Old Scars

A shard of the Material Plane cast out and set adrift in the Astral Sea, the surface lush with grasses and small trees which have overgrown a great ruin. Once a great capital of men, devistated and ripped from the world during the events of the Shattering the beautiful landscape a silent echo of the past. Few defining structures have weathered the ages, leaving only gentle rolling hills of ruins now covered with green. The few points of white stone which rise from the grass stand in stark contrast and give the Shard a haunting beauty. This haunting beauty only intensified by a looming sense of dread, and a distant ruined keep.

Campaign Setting Information

Adventure Setting

The Shard is the location of an adventure set within the Shattered Seas, it is where the judgement of The Fallen will take place. This adventure is intended to be late game, however the location itself should be theoretically discoverable from the very early stages of the game.
Although a setting specific location to the Shattered Seas the Shard as a concept is easily portable into any established location with minior tweaks. Changing architectural style, or specifics of the ruins therein will easily allow such a location to fit into any world.
  The Shard itself will hold several creatures and NPC's scattered about, many of which focus on banishing characters from the Astral Sea rather than killing them until the characters prove to be a threat. This allows this location to be stumbled upon during the course of exploration serving as a call to gain strength quickly. The primary NPC's encountered here are the remaining memebers of the Knights Vigil, and The Fallen. As for creatures, those would be appropriately leveled encounters of creatures native to the Astral Sea.

An Aura of Corruption

While exploring The Shard, the characters feel an ever present feeling of discomfort. Be it that they feel they are being watched, the slight whispering at the edges of their perception, or an overwhelming presence of will. It instills a looming sense of dread, which forces the players to make intermittent saves against this presence. As the characters explore the island and move closer to the Keep of Chains the DC's of the saves will increase in difficulty. Initially the DC's should be almost garunteed success, climbing to a reasonable difficulty. Should there be a party memeber who has taken the Subclass Pact of the Fallen, they should face higher DC's as they are in the presence of their patron. For a Pact of the Fallen, the whispers should feel welcoming and warm, a familar voice offering afirmation for the path they walk.
Alternative Name(s)
The Remnent
Type
Island, Floating
Location under
Included Locations
Included Organizations

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