Showing posts with label Krusad. Show all posts
Showing posts with label Krusad. Show all posts

Saturday, September 12, 2015

World of Eave: Vash the Ravenous

Ben Wootten/deviant Art

Vash the Ravenous
Vash the Ravenous is a short, skinny gnoll who looks dead and desiccated due to the Krusadi desert sun.  He however is smarter than you average gnoll and he has gotten to be the most feared pack lord ever seen in the desert.  The gnolls revere Vash for his insight and cunning, saying that he is the favored of Yeenoghu and merchants fear him and his gnolls.

Vash is never without his elite guard.  Eleven gnolls with maximum hit points and a nasty penchant for blood.  Vash can target up to three of his elite gnolls with his incite rampage special ability.   His pack usually contains upward to forty members and attendant hyenas.  His elite gnolls follow his lead and stay somewhat in position when they attack and the others make due with their wildness.  They are like a sea of calm amid a bloodthirsty horde.  Even though as smart as he is, he doesn’t seem to want to anything more than to do what gnolls do best, slaughter and burn.  What his intelligence does is just make him a very dangerous foes.  Ambushes are his specialty.  While he does not seem to have any great aspirations, there are those who look upon him with covetous eyes.

He is never seen without his hyena Crackbone.  Spawned by Yeenoghu himself when he took and ravaged Crackbone's mother, or so the legend goes.  All said, she is a spawn of something from the abyss as her maw is twice as large as a hyena's should be.  Vash attacks with two scimitars named Thrister and Biter.  He doesn’t like missile weapons and prefers getting into melee to spill the blood of his enemies.

GNOLL PACK LORD Medium humanoid (gnoll), chaotic evil
Armor Class 16 (breastplate, dex)
Hit Points 82 (12d8 + 24)
Speed 30ft.

STR 14 (+2)  DEX 18 (+4)  CON 14 (+2)  INT 14 (+2)  WIS 11 (+0)  CHA 12 (+1)

Skills Survival +6
Senses darkvision 60ft., passive Perception 10
Languages Common, Gnoll
Challenge 5 (1800 XP)

Rampage. When Vash reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.
Yeenoghu's Fury.  Vash is filled with the fury of Yeenoghu and other gnolls around him feel it too.  While they are in battle, he and all gnolls within 30-feet of him gain +2 on damage rolls.  For him, the damage is already included.

ACTIONS
Multiattack. Vash makes three attacks, two with his two scimitars and the third with his bite, and uses its Incite Rampage if it can.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 8 (1d4 + 6) piercing damage.
Scimitars. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Incite Rampage (Recharge 5- 6). One creature Vash can see within 30 feet of it can use its reaction to make a melee attack if it can hear Vash and has the Rampage trait.  Vash can incite rampage on up to three of his elite gnolls or Crackbone.


Crackbone
DEMONIC HYENA Medium fiend, chaotic evil
Armor Class 15 (natural armor)
Hit Points 35 (4d8 + 16)
Speed 50 ft.

STR 16 (+3)  DEX 13 (+1)  CON 14 (+2)  INT 5 (-3)  WIS 14 (+2)  CHA 5 (-3)

Skills Perception +4 
Senses passive Perception 14
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned 
Languages Challenge 1 (200 XP)

Pack Tactics. The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.
Rampage. When Crackbone reduces a creature to 0 hit points with a melee attack on its turn, he can take a bonus action to move up to half its speed and make a bite attack.

ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) piercing damage


Thursday, September 10, 2015

World of Eave: The Demon of Krusad



The Demon of Krusad
The Demon of Krusad is one of the many dangers that face the nation.  He is trying to collect all he needs in order to free the primordials trapped in the elemental chaos.  He has failed many times in the past, but even time is not meaningless to this titan.  He has grown truly ancient and somewhat frail in his advanced years.  His armored carapace is scarred but still none can penetrate his hide.  He has also grown a bit mad in all of his failed attempts, often lashing out at people and things for no apparent reason.  The thing is, he has slowly been corrupted by Nihal of the Red Worms, an aberration of the Far Realms.  What Nihal has been doing is slowly corrupting the ritual so that instead of the waking the primordials, the Demon of Krusad has been opening a portal to the Far Realms to let Nihal and its ilk in.

The Demon makes use of Ill'vae'naas, the Lamia Queen to secure him sacrifices and components for his rituals.

Sand Kraken, Gargantuan monstrosity (titan), chaotic evil
Armor Class 22 (natural armor)
Hit Points 475 (30d20 + 150)
Speed 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 20 (+5)  INT 24 (+7)  WIS 18 (+4)  CHA 20 (+5)

Skills Arcana +14
Saving Throws Str +18, Dex +8, Con +13, lnt +15, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 24 (62,000 XP)

Freedom of Movement. The Demon of Krusad ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The Demon of Krusad deals double damage to objects and structures.

ACTIONS
Multiattack. The Demon of Krusad makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 1 0) piercing damage. If the target is a Large or smaller creature grappled by the Demon of Krusad, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the Demon of Krusad, and it takes 42 (12d6) acid damage at the start of each of the Demon of Krusad's turns.
If the Demon of Krusad takes 50 damage or more on a single turn from a creature inside it, the Demon of Krusad must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the Demon of Krusad. If the Demon of Krusad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The Demon of Krusad has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the Demon of Krusad is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The Demon of Krusad magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The Demon of Krusad can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Demon of Krusad regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The Demon of Krusad makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The Demon of Krusad uses Rain of Fire.
Sand Storm (Costs 3 Actions). The Demon of Krusad rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the Demon of Krusad.  Each creature other than the Demon of Krusad that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the Demon of Krusad's next turn.

A KRAKEN'S LAIR
A Demon of Krusad lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the Demon of Krusad's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the Demon of Krusad. On a success, the creature is pushed 10 feet away from the Demon of Krusad.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the Demon of Krusad's lair becomes super-heated charged. All creatures within 120 feet of the Demon of Krusad must succeed on a DC 23 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
  • Small, red worms about a foot long, eat their way through the stone and sand that make up the Demon of Krusad's lair.  In a 30-foot cube at any point that the kraken can see 120-feet away, those in the cube must make a DC 24 Dexterity saving throw or become mired in the red worm muck and unable to move until the Demon's next turn.  The worms then dissolve into a disgusting slime.  A gift from Nihal.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in an 18-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Strange vegetation can been seen growing within 18-miles.  The vegetation is harmful to those of this plane of existence and a DC 24 saving throw in required if eaten or the eaters become poisoned for a day.
  • Because of the effects of Nihal, red worms have been seen in the area.  Treat the red worms as purple worms, but only red.  Currently there are only seven of the red worms that ply along his territory of 18-miles.
  • Desert creatures within 18 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Demon of Krusad and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately. 


Wednesday, September 9, 2015

World of Eave: Monsters: Sand Kraken


SAND KRAKEN
Huge, armored beasts sand krakens are the distant cousins to their water bound kin.   They are found in the deserts of Krusad and other places with a large arid climate and lose, sandy soil to support them.  

Gargantuan monstrosity (titan), chaotic evil
Armor Class 20 (natural armor)
Hit Points 472 (27d20 + 189)
Speed 20ft., burrow 20ft.

STR 30 (+10)  DEX 10 (+0)  CON 25 (+7)  INT 22 (+6)  WIS 18 (+4)  CHA 20 (+5)

Saving Throws Str +18, Dex +8, Con +15, lnt +14, Wis + 12
Damage Immunities fire; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 23 (50,000 XP)

Freedom of Movement. The sand kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.
Siege Monster. The sand kraken deals double damage to objects and structures.

ACTIONS
Multiattack. The sand kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the sand kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the sand kraken, and it takes 42 (12d6) acid damage at the start of each of the sand kraken's turns.
If the sand kraken takes 50 damage or more on a single turn from a creature inside it, the sand kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the sand kraken. If the sand kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit, reach 30ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The sand kraken has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or creature grappled by the sand kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The sand kraken magically creates around itself a rain of fire that effects all targets in 60-feet of it.  Every target must make a DC 23 Dexterity saving throw, taking 11 (2d10) fire damage on a failed save, or half as much damage on a successful one.  Unattended, flammable materials catch on fire.

LEGENDARY ACTIONS
The sand kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The sand kraken regains spent legendary actions at the start of its turn.
Tentacle Attack or Fling. The sand kraken makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The sand kraken uses Rain of Fire.
Sand Storm (Costs 3 Actions). The sand kraken rouses the sand into a storm that covers a 60-foot radius that spreads around corners, and that area is heavily obscured to creatures other that the sank kraken.  Each creature other than the sand kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one as the sand scours the flesh from bone.  The sand storm lasts until the sand kraken's next turn.

A KRAKEN'S LAIR
A sand kraken lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing initiative ties), the sand kraken takes a lair action to cause one of the following magical effects:
  • A strong air current moves through the sand kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the sand kraken. On a success, the creature is pushed 10 feet away from the sand kraken.
  • Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
  • The air in the sand kraken's lair becomes super-heated charged. All creatures within 120 feet of the sand kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.

REGIONAL EFFECTS
The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:
  • The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.
  • Air elementals coalesce within 6 miles of the lair. These elementals can't leave the 6 mile radius and have Intelligence and Charisma scores of 1 (- 5).
  • Desert creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the sand kraken and aggressive toward intruders in the area.
When the kraken dies, all of these regional effects fade immediately.





Sunday, August 30, 2015

World of Eave: Krusad

flaviobolla.deviantart.com


Krusad is a somewhat desolate land known for its rich deposits of red sands that hide under the usual amber colored sand.  A bulk of the sands that make up the colored in series of red.  From bright red of the sand near the rivers to the dull reddish brown closer to the mountains. It may not look like it, but it is a rich land.  Close to the mountains the sand is made up of iron ore, the red becoming rust.  Along the rivers, rich veins of hematite and corundum.  Because of the riches are heavier than the normal sands that blow in the region, often the rich deposits are lost only to be found again when the wind blows.  It is hot, the temperatures can range up a hundred and forty degrees during the day and freezing at night.  Krusad is known for their amazing steel of their weapons, their incredible glassworks and their use of slaves to create their incredible domes that they use on all of their major buildings.  The domes are white and the color white appears in the sheer, white cloaks that are prevalent to keep the sun off during the day and keep a body warm at night.

Krusad is ruled by a mighty Caliphar Saik, Penwar saik'Amelhute.  The most powerful wizard, he controls the rivers from the coastal city of Bagrhamdi, the largest city in Krusad.  He rules the other cities that lie long the coast and up the Elin'sora River with armies that mainly consist of light cavalry mounted on war camels, archers and mounted giant vultures.  The most fearsome of the Krusad troops however are his Elementals.  Around two-hundred years ago, there was the wizard by the name of Elhian Amelhute.  Looking around he foresaw the destruction of the Nerath Empire.  Already there was fighting among the Empire that extended into Krusad.  Elhain and all the wizards in the court of Aklar saik'Rama, struggled with the problem to keep Krusad safe.  Through great efforts he battled and bound the four great genies of the Elemental Saiks inside four magic rings of Elemental Command.  Using the Elemental Saiks, he would be able to stave off the destruction that was facing Nerath and the entirety of the two continents.  He returned the Bagrhamdi to coo about his success for Krusad would be safe with the four great Elemental Saiks at his side.  He returned to find Bagrhamdi in a civil war for saik'Rama was dead.  Dead for a week along with his entire family of two-hundred thirty six men, woman and children.  There were nine pretenders to the throne.  The damage that he feared, the destruction of Nerath had come to Krusadi shores.  It was then that he could hear the genies laughing at him.  One genie, the efreet Paas saik'al-Khatan, whispered something else in his ears.  Why not take control and become a Saik himself.  The Caliphar Saik and save Krusad.  That is what he did.  Along with efreet, the dao Gemmolad saik'al-Remlah, the djinn Veriti saik'al-Quarash and the marid Jurjun saik'al-Faroush, the took the Red Cathedra of Krusad himself.  They brought forth their mighty genasi legions from the elemental plains and placed them under Elhian's control, all bound to the rings that once bound them.  Their vows kept, they were freed.  All except for Paas.  He saw an opportunity and a new deal was struck.  He would keep supplying him with troops and all it would cost him is ten-thousand gold, a thousand slaves and a child of his line every ten years.  Paas would supply Elhian additional genasi troops, salamanders and elementals.  Elhian was no fool and  insisted on a hostage of Paas' own line.  Pass gave to him his most trusted daughter,  Arosha al-Khatan.  She was not a mere hostage, but soon became one of Elhian's most trusted generals.  Penwar keeps the Ring of Fire Elemental Command, but offers the other three to his most trusted generals.  The magic ring gives him the ability to control even the efreet's daughter.  The Ring of Water Elemental Command belongs to Saif el-Idrid, the Admiral of Krusad's small but potent navy.  Saif is a tall and handsome man of middle years with a well-maintained mustache and beard.  He usually goes about shirtless and is the envy of men and the fantasy of women.  He is happily married however.  The Ring of Earth Elemental Command is given to the earth genasi General MarĂ¼k, a dragonborn warrior who guards the western borders along the Lavacrown Mountains with his genasi and Krusadi legions.  Loyal to the Caliphar Saik and keeps the borders well-guarded from aarakocra wingraiders, halfling headhunters from The Jungles of Tanno and bandits in the lowlands.  The Ring if Air Elemental Command was given to the halfling woman General Kaih Skygreen el-Maan.  She leads the Vata with arrow and lance from atop hippogriffs.  She is totally free atop her mount, raining death upon the sands.  Of the generals that command the rings, Kaih has been contacted by her elemental patron.  Veriti has been watching and she is saddened by the deal they have struck two-hundred years ago when she gave up control of her legions to a man clearly listening to machinations of Paas.  She has asked Kaih to keep watch and try to determine what Paas is up to.  Whether Kiah does as Veriti asks is another question.  What Paas is doing is setting up his own dynasty to take over Krusad if and when he line of saik'Amelhute would die out, become weak or fail.  He has been siring children with the scions of Amelhute and keeping meticulous records of the deeds.  Penwar suspects something though and has elven wives and countless children.  He is a powerful wizard like his predecessor and plays a game of cat and mouse with Paas for the control of Krusad.  Veriti suspects something and is trying to prepare for the coming civil war.

Ever since the pact Elhian made with the genies over two centuries ago, the study of the elements have gone more mainstream in the wizarding realm.  There are four great wizards, each specializing in a particular element.  Josol el-Marik leads the fire mages in Bagrhamdi.  Fire has become very important to the Krusadi and to be taken in by el-Marik is a badge of great honor, even if he is a pompous ass.  As such, he is enchanted by Arosha al-Khatan and would do just about anything for her.  The water mages are led by water genasi by the name of Dulcina the Undine.  Their school is located on a series of barges on the Elin'sora River and floats up or down stream as dictated by Dulcina.  She is beautiful but a little vapid when it comes to matters that do not deal with her pleasure.  Grombur, just Grombur is a short, squat man, more akin to a dwarf than a man.  With an oiled mustache and beard, he is always covered in soot and rock dust.  Besides being a master wizard, he is also the administrator of the town and penal colony of Kumata'sor, the seeming endless deposits of the red sand and iron ore that lies in Lavacrown Mountains.  He is a cruel master but should he take you on, you can be assured a first rate education in earth magic.  The penal colony has prisoners enough for experimentation.  Finally, the master of air magic is a man not much older than a boy by the name of Ishra.  He became high wizard at the behest of the djinn and while he lacks power now, the djinn who guard him expect great things of him.  His school is located near the city Dol'alor the last city along the Elin'sora River before it turns to a series of rapids that last for twenty miles before it runs into a waterfall.  The Steps to Heaven are a series of seven earth motes that go up into the sky.  They are the real floating garden as green cascades down along with the water gated in, that keeps it so verdant.  Djinn live freely among the Steps, including the Air Saik Viriti.  The djinn teach Ishra as well as the air mages.  Dol'alor's mayor is a fat man by the name of Pashi.  Once a (in-)famous desert raider he is now cowed by the troops of fire genasi from the capital and their leader Vala Firehair, so name for her mane of red hair looks always to be aflame.  Dol'alor is so far from the capitol, that there is a large collection of fire genasi troops there. 

But Krusad is not a safe country outside the cities and the verdant grain belt that lies within the banks of the Elin'sora, it is a blasted wasteland of sand and rock.  The merchant caravans that travel the desert are a brave sort as they face packs of vicious gnoll brigands that patrol the wastes, sand krakens that live in the deep desert, demi-human cutthroats that traverse the roads, bands of cyclopes and the occasional lamia that lives in the various ruins that are uncovered when the sand dunes shift on the winds.  The various citystates, eleven to be exact, that remain Krusadi, do so out of fear of the Saik's Elementals.  The marid, Jurjun saik'al-Faroush returned to the ruins of Calispee, a city that sank below the waves when the Great Earthquake remade the world millennia ago.  Gemmolad saik'al-Remlah, the dao, curses the efreet for his foresightedness an is slowly rebuilding in secret to one day take over and enslave all of Krusad for the .  He has taken over a rocky plateau in that lies in the deep desert as his base.  The base is a secret as many dao, elementals and genasi train there in preparation for when they will kill the line of the Amelhutes.  If Paas new about this, he would probably let Gemmolad go along with his plan.  After all, he has near two-hundred years of Amelhute's heirs to call upon.  Of the sand krakens there are four that live only in the deserts of Krusad.  The largest and most cruel one is known as the Demon of Krusad.  Even the elemental saiks fear him for his regional effects on his lair are huge and can expand to eighteen miles.  The Demon of Krusad is very old and very crafty and extremely powerful and he plots something in the depths of his cave.  The gnoll marauders are crafty bunch and as such, a constant thorn in the side of the Krusadi military.  The most fearsome band is the one that is led by Vash the Ravenous.  Vash is a scrawny gnoll but makes up for being scrawny in guts and intelligence.  He has one of the largest packs and is looking at attacking one of cities along the Elin'sora.  The greatest of the lamia is the one they call the Lamia Queen, Ill'vae'naas.  She controls a magical Crown of the Red Sands, that lets her control the sand and has built up the ruins of an ancient Krusadi city.

Besides Bagrhamdi, Dol'alor and Kumata'sor, Krusad has eight more grand cities and countless smaller settlements.  Kob'kit lies along the shores of the Morning Sea and is known for the incredible fishing along with the Krusadi navy.  There is Theles, a city that lies in the desert and is a waystation for caravans travelling from the river cities of Rehket to Kumata'sor and Su'bakiMosuul is another city that lies on the Elin'sora River along the confluence of the Te'hemat River.  Along the western cities, besides Kumata'sor there is the city of Su'baki.  That city lies along the top of the Jek Plateau and the Te'hemat River flows over the cliffs in a large waterfall.  It guards Jek Plateau which is the low-land entrance between Krusad and the Tanno Jungles.  They have a few settlements along the river that goes into the jungle.  The Crimson Whip, a large slaving group operates in this area.  Tek'reet is desert city that is centered on a large oasis and is the home to many ruins.  The city is built upon the sand covered ruins of ancient times including the .  The eastern cities of Bondbai is the farthest east and there is Mubassa that is located on the Dry Steppes when the sand where the sand give way to endless rolling hills.  Mubassa is important to the Kruasdi for it is the only city that lies on the Great Yota Ocean.

NOTES

  • Saik, leader, ruler
  • Caliphar Saik, great ruler of Krusad
  • el- noble affectation among the mortals
  • al- noble affectation among the genies
  • Elementalist archetypes for the wizard (coming soon)
  • Elementalist archetype for the cleric (coming soon)
  • Elementalist archetype for the sorcerer (coming soon)
  • Red Sand Steel
  • Red Sand Glass