Barasi Points - Holy Groves Physical / Metaphysical Law in Misty Isle of Harn | World Anvil

Barasi Points - Holy Groves

Much of the inspiration and details is derived from Colombia Games.

Barasi Points are natural transportation portals scattered throughout the Hârn island. The elves call them Taur-im-Aina or holy groves.

They are usually found in deep forests or make use of other natural features. They seem powered by natural energies. Occasional "Dead" Barasi points can are found in Urban environments or close to civilization.

These Barasi Points are hard to control, requiring exceptional Psionic or inborn magical abilities to use reliably. They allow instantaneous travel to other Barasi Points scattered all over Hârn or, to a lesser extent, the known world. Sometimes the portals can open to other realms such as Midgard, Realms of the Fey, and various parallel worlds.

Manifestation

These are not obvious and require innate magical or psionic sensitivity to detect and use.

Occasionally a portal may randomly open, and an unfortunate may not be aware that they have been transported to another location.

Localization

Dozens of Barasi Points are scattered throughout the isle of Hârn; however, the largest concentration is found in the Shava forest (Kingdom of Evael). There the Elves use magic to lock out unwanted visitors, but this is far from reliable.

Known Barasi Points

The following Barasi points have been encountered during the Campaign.

The Undercut

Located near the washed out walls of the City of Shiran at the beginnings of the River Thard, in the Thardic Republic. This site has an Elemental Water Focus and a randomly opening gateway to the so called Land of Dragons. The ancient elves has put up a magical seal decreasing the frequency the gateway opens. If attuned to the Magical Seal can be used for a limited number of magical effects. 

Alithani

Located on a small islet off Herkely Island, near Sarkum. This grove is directly linked to another located on a marsh on another world, possibly Yashain, the World of the Gods. The gateway opens randomly, but infrequently.

Those with the Psionic Talent of Transference can attune to this grove and be aware if anything significant passes through it in addition to gaining the use of two druid cantrips, Infestation and Thorn Whip.

The Visitant

This earthen mound in the rough shape of a flying bird with wings outstretched and along its spine is a series of monoliths. It is located on the Island of Glenoth, near Vabar Village, in Melderyn.

Bromela

Located on the eastern side of Lake Valona, in central Kaldor, Bromela is an ancient elven gateway submerged 20 feet underwater. Many creatures have been known to pass through, some drown, and others can be very dangerous. It is the responsibility of the Warden of Fyaslor Forest, located at nearby Ascur Abbey, to deal with these threats.

Bromela require an Arcana check DC22 to open.

Orgael Wood

A small wood located just north of the City of Tashal city walls. This site is haunted by the Ghost of an executed Kath barbarian who cursed the woods with his dying breath. The site is linked to a similar site (Sprucethorn's Grove) on the Feywild, and occasionally creatures from the fairy realm sneak through to cause havoc.

Orgael Wood requires an Arcana check DC25 to open.

The Spider Lodge

Located in a natural cavern under the city of Coranan, accessible via the cities Cistern. This is considered a burnt-out site and can only be traveled to with difficulty. The barrier with the Ethereal plane is fragile here, and all manner of plane-shifting arachnids visit.

Hefiosa Hills

A well-hidden site is located in the infamous monster and bandit infested Hefiosan Hills in the central Thardic Republic. The Drûghu know of this holy grove and often use it in their travels.

Sprucethorn's Grove

Located in the Feywild and linked to Orgael Wood, this grove of trees is dominated by a Treant called Sprucethorn.

Morn Thalore

Located in among the old Corani Empire ruins in Hohban Marshes near Boka Bay in central Rethem.

Saellenor

Named for it two statues of rearing stallions. Located in a creepy bog in the Setha Hearth. This dangerous wilderness is dominated by the Pagaelin Barbarians. Nearby is the ancient elven forge of Thale Asari.

Felag o dúr nen

The Cave of Dark Water is locate in Northern Rethem in the Quarien Forest. This is gateway is used by the Nithra-Dante in their war against the Morsindari or Dark Elves.

Type
Metaphysical, Supernatural

D&D 5E Notes

Barasi point can be detected using divination magic such as See Invisibility and Detect Magic.

A portal can be opened or closed by a difficult Arcana check, however, the user has little control over the destination. This may be random or set at the whim of a nearby fey creature. Typical Difficulty is determined at DC19+d10; although there are many exceptions.

Many Elves have the Psionic talent of Transference which grants the innate ability to detect and use Barasi Points. Drûghu shaman also have similar abilities.


Earthmaster Godstones

Earthmasters godstones, which are also used for instantaneous transportation work on completely different magical/psionic principles to Barasi Points. There appears to be no relationship.

Transference

The ability to detect and employ Barasi Points or Holy Groves to transfer the invoker from one location or world to another. This talent is fairly common among the older Sindarin (Elf) bloodlines.
Talent
Transference – You passively detect the presence of a Barasi Point within 30ft. As an action, you can travel to another Barasi Point that you are aware of, or to a linked location. If you attempt to travel to an unknown location a skill check is required.
Discipline
World Walking – You passively detect the presence of a Barasi Point within 100ft. As an action, you and up to 4 companions can travel to another Barasi Point that you are aware of. If you attempt to travel to an unknown location a skill check is required.


Cover image: Forest Header by Attacus

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