The Waking Titan Plot in Imarand: The Twin Worlds | World Anvil
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The Waking Titan

Tremors and earthquakes are felt throughout all the world of Terria, although minor, most people go on with their daily lives. The citizens of the City-State of Umar are preparing for their biggest festival of the year, the Umar Harvest fest. Attracting hordes of travelers from the many different city-states and even as far as from the world of The World of Ianna.   Many people gathered in the Craftsmen Alley for the lottery. The guilds had provided wonders up for grabs. If only you were lucky enough to win one. Trinkets and artifacts from far away lands, some might even be of a magical nature. Most wanted to win the price of gold or gain a deed to start their own business or farm.   But all the Harvest fest's reveling came to a rumbling halt when disaster struck! A massive earthquake shook the city, and large stone spikes rose out of the ground reaching to the sky. Large fissures opened all over the city. Strange earth-like creatures crawled out of the cracks and started harassing the local populace, and problems arise in the Vines district. A massive rift had cut off the entire area from the rest of the city, forestalling any direct aid from the guards.   Are the players ready to fight for your lives against the otherworldly invasion from beneath the earth? Can they find safe shelter and piece together enough information to puzzle out what is causing these earthquakes? And can they figure out the origin of these earth-like creatures that now roam the city? Can they even get out alive...?

Adventure Outline

This adventure will take players from level 1 to 16 in 4 different books.   Blood of the Earth
This book takes the players on an adventure from 1 to 4. In the aftermath of a cataclysmic earthquake in the City-State of Umar the players try to find a save haven to be able to investigate what is happening.
Act I, Act II, Act III & IV, Bestiary   The Earthen Hand
This book takes the players from level 4 to 8. After their betrayal, the players are on the hunt of the leader of the Earthen Hand hoping to find answers on why Thorrian is waking. This takes them deep into the Azureglade, and not many are happy to find them there.
Act I, Act II, Act III, Act IV   The Veil Engine
This book takes players from level 8 to 12. Defeating the earthen hand wasn't enough; the blood of the titan reveals a path towards a pocket dimension, a place called the Veil Engine. As the hunt presses on to uncover the real mastermind behind the recent calamities.
(Act I), Act II, Act III, Act IV   Herald of the Void
This book takes the players from level 12 through the final four levels to 16. A third faction, has layed claim on the Veil Engine, an artifact of Primordial and Divine design that keeps the worlds in their place. Their goal is to undo the work of both the elements and the gods. To return all of creation to the void! It is up to the players to stop there terrible plan.
(Act I), Act II, Act III, Act IV

Campaign Traits

  Farmhand's Luck: You worked on the lands outside the safety of the city wall for many years and dream of a piece of land of your own. And regardless of your profession (for example stable master, farmhand or trapper) you were given one of the lottery tickets as compensation. In addition to the lottery ticket, you gain a +1 trait bonus to any profession or craft skill and that skill will become a class skill to you.   Illegal Gains: You hab obtained a ticket for this year lottery in less legal ways. Although you hope you won't found out by its original owner you do hope to obtain some wealth or yourself. In addition to the lottery ticket, you gain a +1 trait bonus to stealth or sleight of hand skill and that skill will become a class skill to you.


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Cover image: World Anvil Banner - Imarand: The Twin Worlds by Martijn Donker

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