Wyselle (Region)

Return to Southern Regions

### Description

The sandy shore filled with grasses and low shrubs shows indications that storms that batter this region from the sea. The coastal plain, broken by a few hills that stretch out over the sea, only reaches a mile or so inland, and then hills rise covered in dense, deciduous forest. There are signs from ruins and forsaken roads that there was a civilization here at one point, but there are no population centers today. From the shore you can see the hills are carved into a canyon by a river that runs to sea in the southern part of the region. The canyon sides are variegated limestone, mostly pale with striking horizontal lines of green and orange stone.

### Geography

#### Latitude

14 degrees south (in our world, north Australia, north Madagascar, central Brazil)

#### Average elevation (in feet)

1248 (roughly the elevation of Sequoia national park)

### Landmarks

Fort Ettercap, interesting features of erosion geology, food-producing plants

## Adventures Available

### *Team may not take notable damage from this*

#### **An Apple a Day** **- COMPLETED**

There is an apple orchard, twisted, overgrown, and dark. Due to a quirk of the winds and the climate, some of the apples have dried on the tree rather than rotting. But why haven’t the local wildlife picked them clean?

Reward: Preserved Food - 1 point

##### Outcome

There was a shadow hound guarding this area. Some of the team found themselves abnormally frightened of it, and others had a hard time seeing it, but it was defeated. In gratitude for clearing the orchard of the spiritual blight, a nature spirit granted Errond an empowered figure for his "mascot" named Edward. The team also gained an extra preserved food from the encounter thanks to the nature spirit's bounty.

#### **X Marks the Gem** **- COMPLETED**

Your gemfinder quickly pinpoints a ruby buried in the sand to the north.

##### Outcome

A sinkhole led to a secret tunnel with a tiled floor. After some trial and error the scouting team was able to find a chest that contained a ruby worth 100 gp and some gold. The team also took away a sign in an unreadable language. They were later able to translate the sign: "This is the loot I got from the sunbeams. Don't turn green with envy." This was a reference to the tile floor, as the green tiles were trapped.

#### **Waste Not, Want Not** **- COMPLETED**

There’s another ruin on the coast to the north. This one is in much worse shape and almost no walls are standing, but the stones could be used to help repair Fort Ettercap.

##### Outcome

The scouting team found two orcs living in a cave beneath the ruin. They had a pleasant time and shared a meal. They learned the orcs claim the land through the drow in exchange for keeping the elves away. Errond made romantic gestures to the female orc. The stones remained in place, but are still there if the team wants to claim them later.

Outstanding Reward: Preserved Shelter - 1 point

#### **This Belongs in a Museum** **- COMPLETED**

There is a small, ruined building at the end of the coastal plain, only a couple of miles from Fort Ettercap. It appears to be the same age as the fort, but smaller and in somewhat better shape. It looks like some artifacts may have survived the years.

##### Outcome

The scouting team found a wooden shrine dedicated to the local river spirit. It was clearly elven in design. They found books in a beautiful chest that gave them 1 point of culture. A vampire mist and stone of darkness posed a challenge, but in the end the mist was cleared and the stone was placed into a darkness lantern.

#### **Poor but Proud** **- COMPLETED**

It’s not entirely true that the area is unpopulated. There are a group of elves who live here, more in a camp than a village. They appear to be surviving but only barely.

##### Outcome

The team met up with the local wood elves. They had a thriving kingdom but the ten of them are all that are left (that they know of) of the once prosperous kingdom. They blame the drow for causing war based on some slight no one alive today remembers. The elves offered to come help the people of Lemuria get their settlement started if they clear out a nearby drow outpost to prove their good intentions.

With the Drow driven away, the elves have made common cause with the Lemurians.

Reward: Population - 10 people

### *Team will likely use some hit dice during the next short rest after this*

#### **Install Quintessence Engine Below**

You will unlock this when you've reached level 5.

#### **Install Quintessence Engine North - COMPLETED**

This region's quantum engine should be installed in the center of a blasted plain. It appears to suffer from continuous bursts of lightning.

Reward: Temperate Seasonal Forest Biome grants recurring 5 Food, 7 Shelter, 3 Security

See Southern Region 3

#### **Install Quintessence Engine East - COMPLETED**

The site for the quantum engine is at the bottom of a deep sinkhole. Is something moving in the shadows?

Reward: Tropical Seasonal Biome grants recurring 7 Food, 5 Shelter, 1 Security

See Southern Region 4

#### **Install Quintessence Engine South - COMPLETED**

The gemfinder points to an island in the lagoon–simple enough, except the island is hovering 20 feet above the surface of the ocean.

Reward: Temperate Seasonal Forest Biome grants recurring 5 Food, 7 Shelter, 3 Security

See Southern Region 2

#### **Explore West - NOT POSSIBLE**

You came this way from Lemuria. There are no notable resources in this area of open ocean.

#### **The Mutton Caper - COMPLETED**

Local hill giants have a flock of sheep they keep in the high country. They probably wouldn’t miss a few if they were to wander off.

Reward: Preserved Food - 5 points

#### **High Times** **- COMPLETED**

Your gemfinder points you to some beryl at the top of a cliff wall. How will you be able to get up there, and who on earth put it there?

Reward: Beryl (culture) - 300 gp worth

##### Outcome

The cliff was inhabited by giant wasps. One became a wasp-cicle. The gem was discovered and claimed with little damage incurred.

#### **Davy Jones’ Jewelry Box** **- COMPLETED**

Another hit with your gemfinder. It appears to be under the ocean near the coast?

##### Outcome

The scouting team explored a shipwreck. They found a sealed box with a ships' log describing a threat from "the eggplants" but the captain assumed the threat was low. The sunken ship with a blasted hull proves this a miscalculation. Some seahorses attacked with surprising ferocity. The team obtained an emerald worth 300 gp.

#### **Too Good to Be True** **- COMPLETED**

A field full of rice, but clearly untended for years. It’s nearly wild at this point. Looks like you can just walk into the marshy soil and harvest it, since you don’t see anyone around.

##### Outcome

The team found the rice field and the irrigation system was also of elven design. The rice was ripe so they harvested it for 3 points of preserved food. They were attacked by giant toads and defeated them handily, resulting in meat to add to the rice, offering a morale bonus. They gathered tadpoles with an aim toward raising the giant toads as livestock.

### *Team will likely need a long rest after this*

#### **The Eye of the Spider - COMPLETED**

A drow outpost is in a cave in the hills. It’s unclear how deep it is but you’ve seen the guards at the entrance. Your gemfinder tells you there is an emerald deeper inside. Are they up to no good? Would they be willing to trade?

\*\*Team explored this opportunity. There are 10 drow stationed here, led by Captain Wilma. There is a shrine to Lady Sheb maintained by Eunuch Fivi.

We fooled the drow into thinking that all the elves died of a terrible plague, and they left the outpost for us to guard. Eunuch Fivi has been taken on by the wood elves for rehabilitation and reconciliation.

Reward: Emerald (food) - 500 gp worth

#### **Clearing the Cobwebs - COMPLETED**

The region is filled with spider-related threats. They all seem to emerge from a valley high in the hills that are filled with the beasts. It seems likely that this is why the region is depopulated. You could easily ignore them and just keep your settlement clear, but if you dealt with the source no doubt word would spread about how you are making Kumari Kandam a better place to live.

Reward: Reputation - 4 points (Breakthrough)

### *If you’re not careful and prepared, some team members may die in this adventure*

#### **Canyon of the Damned - COMPLETED**

The upper reaches of the canyon include the ruins of an ancient city filled with undead. On very dark or stormy nights, the undead might emerge and attack your settlement or farms. It would be dangerous, but perhaps if you entered the city you could find the reason they are so restless.

Reward: Preserved Security - 10 points