Primeval Thule Preview: Adventure Sites

One of our goals with the Primeval Thule Campaign Setting is to provide the GM with a bountiful toolbox just full of interesting things he or she can build adventures with. Accordingly, we took the liberty of stocking the “geography” chapter with half a dozen adventure sites. In our experience, GMs are always looking for floor plans or site maps they can appropriate for their own adventure design. In addition to a useful map, we also provide a little bit of site history and a description of some of the key features, so that any GM worth their salt can quickly turn it into an evening’s adventure.This site is located near the Kalayan Sea, the inland sea of Thule. Rich Baker designed the site, and Christopher West provided the cartography. Enjoy!

Voor Darayn

Many strange and forgotten things lie lost amid the jungle-covered karsts of the Daray Peninsula, but none are as mysterious as the ruins of Voor Darayn—the “Jewel of the Daray” in the language of the serpentmen. An alabaster palace perched atop a great stone outcropping, Voor Darayn is surrounded by crumbling walls, artificial lakes, and stone plazas overgrown by dense jungle. The white palace atop its hill is only one small part of a whole hidden city now swallowed by the forest.

The hilltop palace and its surrounding buildings were constructed about four hundred years ago by the legendary wizard Tur Nyaan, a prince of Katagia who dabbled in black magic. No wizard in centuries has equaled Tur Nyaan in the dark arts, and during his lifetime all of Katagia lived in dread of his powers. A devoted worshiper of the foul god Tsathoggua, Tur Nyaan eventually tired of the suspicions (and clumsy assassination attempts) that troubled him in Katagia. He left the city with his slaves and servants, and chose the isolated Daray Peninsula for his hidden retreat.

For two centuries or more, Voor Darayn was known as a place of dark sorcery and mocking evil. More than a few heroes came here to slay Tur Nyaan (or to pillage his fantastic riches) and died, slain by his demonic servants or trapped in webs of enchantment and illusion that surrounded the palace and its gardens. Then one year the tribute caravan from Katagia arrived and discovered no living person at Voor Darayn waiting for their treasure. The wizard’s summoned minions were gone, and his human servants—most of them torn to pieces—were lying dead in the lower city. Of Tur Nyaan there was no sign. In terror, the tribute-bearers dumped their treasure at the palace gate and fled.

For the last hundred years, most travelers have avoided Voor Darayn. Many of Tur Nyaan’s old magical defenses still ward the palace—dreadful monsters summoned out of thin air have been known to appear and attack any who venture too close. Whether Tur Nyaan was destroyed by some reckless spell he cast, devoured by his patron Tsathoggua, or left Thule altogether to explore strange and distant spheres, no one can say.

The Palace
Voor Darayn stands on the level surface of a great monolith hundreds of feet high. Wide stairs lead up from ledge to ledge along the hill’s flanks. Some of the more well-known features of the wizard’s palace and its grounds include the following.

  1. The Warrior’s Court. The main avenue leading through the ruins of the lower city ends in this wide stone plaza, now covered by dirt and overgrowth. The statue of a warrior in strange armor glowers over the court.
  2. The Dragon Stair. The path ascending the steep sides of the hill begins here with a wide set of stairs. To the south, a great rock pinnacle is carved with weathered glyphs, and another statue—this one depicting a great dragon poised to defend the stair—stands to the north.
  3. The Mausoleum. This round building is ringed by a colonnade and sealed by a heavy bronze door. Inside, dozens of Tur Nyaan’s fallen enemies are interred in sealed tombs.
  4. The Whispering Passage. Here the ascending path enters a tunnel cut through the limestone of the hill. A stairway to the west leads up to the level top of the monolith. Unnatural whispers seem to linger in the air here, warning of doom; they seem to be strongest near a subterranean shrine on the east side of the passage.
  5. The Upper Court. The stairs from the Whispering Passage emerge onto the top of the monolith in front of the palace proper. To the south lies a garden full of strange (and dangerous) plants. To the north stands the Dark Shrine.
  6. The Dark Shrine. This accursed edifice is made of plain, unadorned stone blocks. It contains a shrine dedicated to the bloated toad-god Tsathoggua and the quarters reserved for the acolytes who tended the idol.
  7. The Great Hall. The grand entrance to the palace of Voor Darayn, this chamber is dominated by an ever-changing sculpture of water that slowly twists and flows above the central pool. A passage to the south leads to servant quarters, kitchens, and a small banquet room. To the north, the passage leads to Tur Nyaan’s workrooms, libraries, and personal quarters.
  8. The Conjury. This wing of the palace is devoted to the wizard’s ritual chambers and summoning rooms. Magical portals in the inner chamber lead to other worlds, if explorers can figure out how to activate them. Most destinations are quite dangerous and unpleasant.
  1. Voor Darayn Adventure Site

    Voor Darayn Adventure Site