Codex-Lore-Places

Holds brief descriptions of noteworthy locations and landmarks.

## **The Inbetween**

The plane of the divine, the Inbetween exists between worlds, both mundane and otherworldly. Imperceptible to mortal beings, here the divine can exist fully embodied in their true form. It bridges between universes.

You begin your journey in the Inbetween, but you are not alone. You will find the Weavers, as well as others on a journey similar to yours.

The Inbetween also grants access to the Nexus Gate, through which you can access the Uncharted Rift. Speak with D.M. to join the cause and engage in the eternal battle against chaos.

## **Aegir's Hall**

The Norse universe consists of many different worlds, all connected by Yggdrasil, the tree of life. This ash tree connects all nine realms: Asgard, Vanaheim, Alfheim, Svartalfheim, Jotunheim, Midgard, Muspelheim, Niflheim, Helheim.

Aegir, the personification of the sea, hosts the Norse gods in his Hall. While they sit at his benches, they enjoy his great feasts. He brews ale for their pleasure and as a reward for their great battles.

While Aegir's Hall is real, the one you visited was not. Loki, Lord of Illusion, created an image of Aegir's Hall to lull you into seeing him as a friend. He was in fact trapped and needed help to get free.

## **Alfheim**

The Norse universe consists of many different worlds, all connected by Yggdrasil, the tree of life. This ash tree connects all nine realms: Asgard, Vanaheim, Alfheim, Svartalfheim, Jotunheim, Midgard, Muspelheim, Niflheim, Helheim.

Light elves call Alfheim home, as do countless other creatures, many with the gift of flight. Plant life, architecture, and magic connect its lands. The god Frey oversees this land of endless day from his citadel, Gimli.

The light elves encourage their elite to study martial arts, subjecting them to hours of training and rigid discipline. In their insular bubble, the light elves are then free to pursue art, music, and general creativity.

## **Muspelheim**

The Norse universe consists of many different worlds, all connected by Yggdrasil, the tree of life. This ash tree connects all nine realms: Asgard, Vanaheim, Alfheim, Svartalfheim, Jotunheim, Midgard, Muspelheim, Niflheim, Helheim.

The desolate Muspelheim consists of metal and rock, like its imprisoned ruler, Surtur. He reforged the land and creatures himself. Very little sunlight penetrates the sulfuric cloudscape, leading to an endless night.

Although imprisoned, Surtur has not been idle in Muspelheim. Towers, forges, and mines dot the landscape, whence comes fodder for his armies. The greatest tower, The Fortress of Flames, holds Surtur.

## **Blistering Vents**

The desolate Muspelheim consists of metal and rock, like its imprisoned ruler, Surtur. He reforged the land and creatures himself. Very little sunlight penetrates the sulfuric cloudscape, leading to an endless night.

The Blistering Vents formed when a range of volcanoes in Muspelheim erupted due to the immense energy stored beneath the surface. These eruptions gave birth to a network of natural passageways underneath.

Surtur sends his minions through the Blistering Vents to harvest Muspelheim's fiery energy. These creations can more naturally scale the treacherous terrain while they search for more energy to harvest.

## **Drekahraun Lava Fields**

The desolate Muspelheim consists of metal and rock, like its imprisoned ruler, Surtur. He reforged the land and creatures himself. Very little sunlight penetrates the sulfuric cloudscape, leading to an endless night.

The Drekahraun Lava Fields, literally "dragon lava," dominate the landscape. Lava lakes obstruct easy passage without relying on rocky outcroppings. Monster dens and army camps likewise prove formidable obstacles.

The Lava Fields must be survived and crossed, however, for any hope of defeating Surtur. He presides over Muspelheim from the Fortress of Flames. The Blistering Vents may provide one avenue to reaching it.

## **Fortress of Flames**

The desolate Muspelheim consists of metal and rock, like its ruler, Surtur. He reforged the land and creatures himself. Very little sunlight penetrates the sulfuric cloudscape, leading to an endless night.

Surtur presides over Muspelheim from the Fortress of Flames, which looms over the Drekahraun Lava Fields. From his vantage, Surtur can view an arena, where his minions fight for their semblance of life.

What enemy can claim to have entered the Fortress of Flames? The gates are locked against all comers. No mere key opens it. The magic that binds it closed requires a clarion call to break, according to prophecy.

## **Ra's Abandoned Outpost**

Beyond the western boundary of the Egyptian desert lies a command post. Long abandoned, Horus found sanctuary here. He used his limited power to magically conceal an underground rebellion, far from Set's grasp.

The outpost welcomes all divine and mortal beings with benign intent. In addition to hosting Horus's growing company of allies, it holds space enough for workshops, materials, markets, requests, and more.

A great find in the desert, the outpost may have served another god before Horus. Evidence suggests it acted as an ancient staging area for the god Ra to embark on his eternal battle with the chaos serpent, Apep.

## **Great Sand Sea**

The Great Sand Sea, a large crater-like area filled with sand, lies to the west of the Nile in the vast Forbidden Desert. It boasts a monument to the Eye of Ra, as well as the formal entrances to three temples.

Despite its austerity, some Egyptians prospect the region’s mineral wealth. Foreign nomads also bring their precious livestock to water at rare oases that dot the barren landscape. Competition can be fierce.

Years of civil strife under Set have left residents to resolve disputes with lawless violence rather than peaceful negotiation. Roaming marauders, even tomb raiders, are common.

## **Temple of Atum**

Set within a canyon in the Great Sand Sea, the Temple of Atum was originally built to honor Atum, the corporeal incarnation of the great solar deity Ra. It houses one fragment of a powerful artifact known as the Sun Disk.

The Temple of Atum also contains the Tombs of Shu and Tefnut. Atum created Shu, god of air and lions, and Tefnut, goddess of moisture. They in turn gave birth to Geb and Nut, the gods of earth and sky.

Abraxas entered the Temple of Atum to gain the fragment of the Sun Disk, but Sakhmet found him as well. Without divine intervention, Abraxas would have died in the rubble, just another victim of Sakhmet.

## **The Red Chasm**

An ominous canyon, the Red Chasm separates the Great Sand Sea from the Dead Expanse. Four statues depict the divine royal family, before betrayal separated them like the chasm itself.

The once mighty Heliopolitan Bridge linking the two sides has fallen into disrepair. Intrepid travelers have cobbled together ad-hoc walkways to traverse the route, but the path is perilous and not for the faint-hearted.

Set's forces destroyed the bridge in order to make it impassible. Any who brave it may tumble into the abyss below. Whether he intended to keep others out of the Dead Expanse, or to keep something in, remains to be seen.

## **Dead Expanse**

An especially desolate part of the Egyptian desert, the Dead Expanse is littered with the bones of animals that have wasted away. A greater threat, an especially nasty brood of living scorpions trawl the desert sands.

One large fossil seems to have belonged to a giant serpent. Some travelers believe the bones belong to Apep, slain by the mighty sun god, Ra. Fearful of what chaos Apep may still sew, few dare linger past sunset.

Although far from habitable areas, the Dead Expanse still attracts explorers, whether that be servants of Set, or hunters from afar seeking the ultimate prey. The animals here may require a special form of bait.

## **The Valley of Bones**

An ominous location within the Dead Expanse, the Valley of Bones includes the rumored ancient resting place of the serpent of Chaos, Apep, slain by the mighty Sun God, Ra. The giant serpent bones lie half-buried in sand.

Set sent his servants to seek out hunters and explorers in this region to subvert and add to his army. At his order, they set up a base camp among the serpent's bones, from which they launched their campaign of horror.

Even the servants of Set take caution when night falls, fearful that Apep will rise again from the primordial waters. When Ra defeated him, he returned him to his source... but surely a god of chaos has no end.

## **The Lair of The Scorpio Brood**

In the farthest reaches of the Forbidden Desert, deep in the Dead Expanse, a brood of Deathstalker scorpions have established their lair. Only the bravest have a chance of survival, and even then, they would need help.

In this desert, Deathstalkers have terraced a damp nest, secreting their own juices to form it from existing rock and terrain. From young to mature, they fiercely defend it from anyone who would dare enter.

The stinger the Deathstalkers wields is especially potent, not just for harming but for healing as well. Those well-studied in the hunting arts may find a way to turn an unfortunate journey to this lair into a boon.

## **The Pillars of Neith**

The Pillars of Neith constitute a ritual space in the Dead Expanse, built by a secretive cult to the goddess Neith. The pillars reside inside a monumental vessel-like structure modeled after a colossal statue of the goddess.

The temple contains other ritual spaces, forbidden to all but the priestesses of Neith. They have devoted their lives to Neith, a terrifying and fierce war and hunting goddess associated with fate and the cosmos.

The Priestesses of the Neith preside over the High Priestess's Test, a ritual combat performed to please the ancient war goddess. The test takes place in a chamber with the statue of Neith peering down.

## **Temple of Tefnut**

The Temple of Tefnut presents a tomb-like edifice built in honor of the water goddess, daughter of the primordial Egyptian deity Atum. As goddess of moisture, Tefnut embodies the corrosive force that brings about change.

The temple’s inner sanctum holds one fragment of the Sun Disk. Indeed, the formal entrance to the temple aligns with the Eye of Ra monument at the center of the Great Sand Sea. Neglect has made this entrance impassible.

Egyptian priests sought to recreate the act of flooding by moving large amounts of water from one chamber to another. This ritual preserves ma’at, so the gods bless Egypt with floods and fertile soil every year.

## **Temple of Shu**

The Temple of Shu honors the ancient sky god, son of the primordial Egyptian deity Atum. As god of the winds and dry, warm air, Shu embodies the force of preservation. A fragment of the Sun Disk lies within.

As it is truly a monument to a god, few mortals could enter its whirling entrance. Not even the priests of Shu could easily navigate its winds. The endless winds persevere and preserve his temple.

Without priestly guardians, Shu's temple is defended by his own winds, as well as another creature deep within its sanctuary. Could it be that this defender does not serve Shu, but rather acts at Sakhmet's behest?

## **Temple of Sakhmet**

The Temple of Sakhmet is no mere temple, but a fortress, hidden deep within the Great Sand Sea. From her hideaway, Sakhmet commands an army of Set’s sadistic servants while her temple is constantly on the move.

Sakhmet has ventured out throughout the Great Sand Sea, seeming to strike without warning. Her ability to do so stems from this temple, forever on the move, accessible only through the Eye of Ra monument.

Her power has grown even more under Set's rule. Sakhmet, goddess of lions, commands a beast of burden that bears her temple across the sands. While a considerable foe, it is not insurmountable.

## **Temple of Osiris**

The old cult center of Osiris and Isis, the Temple of Osiris was originally built during the god’s reign as king of Egypt. After Set usurped the throne, his armies immediately defaced and pillaged the temple.

Remnants of colossal sculptures bear silent witnesses to past destruction. Neglected and abandoned, the temple's treasury offered a safe place for Ptah to quietly place the shield known as Manu’s Shell.

Roving bandits and servants of Set have recently ventured in, only to never return. Some say Osiris has summoned the wayward souls of the dead to attack the living and guard his temple. The truth may lie elsewhere.

## **Palace of Set**

Built during the rule of Osiris, this palace serves as both the official residence and administrative seat of power for the kingdom. Ever since he defeated Osiris and expelled Horus, Set has ruled over it.

Colossal guardian statues stand before its impenetrable gates. Set defends these gates with a litany of his servants. No mere mortal – or god – could so easily gain entrance to the palace, certainly not alone.

Beyond the gates lies the Royal Court and the throne. Set sits upon it and has doubtless created a plan of his own to keep it. The question remains who will be strong enough to unseat him?

## **Nubian Shipwreck**

A ship carrying goods and passengers from the vaunted kingdom of Nubia wrecked in this hidden riverbank along the Nile. The humans aboard have long since disappeared, and crocodiles have taken up residence.

Likely raiders and nomads picked this wreck clean, taking what treasures they could find with them. They wisely left behind the panther Subira, who would have made short work of even the bravest raider.

Over all, a giant statue stands like a silent sentinel, weathered by years of harsh sun and wind. It depicts the god Sobek, the “protector of the Nile” who has turned his back on his duties under Set’s rule.

## **Oasis of Sorrow**

The divine tears of the god Ptah, the ancient king of Egypt, have carved the terrain and flooded the valleys over the years, creating an unusually lush and vast oasis in the middle of the Forbidden Desert.

While the reclusive Ptah hides in his workshop, Sakhmet’s army, composed of Set's servants, keeps a safe distance while they perform their surveillance patrols. They seek whoever might enlist Ptah's aid.

Ptah's sorrows manifest both in his moans, but also in the tremors that occasionally rock the oasis. He forever mourns Set's corruption of his wife Sakhmet, also known as Bast, who fights on Set's side.

## **Papyrus Swamp**

The Papyrus Swamp lies deep in the Nile Delta. Once teeming with life, the swamp earned its name from the abundant papyrus reeds that grow best in its waters. Sobek has since drained much of the swamp dry.

Myth tells how Sobek himself created the Nile with his sweat. The vegetation growing alongside it does so at his pleasure. That he now indulges his pleasures elsewhere has led to the present dismal state of the swamp.

The draining of the swamp has distressed animals, who must make do in the shallows. While Sobek may be the god of fertility and the Nile, other deities live in the swamp that may be able to lend aid.

## **The Tomb of the Scribe**

The Tomb of the Scribe demonstrates the considerable wealth and influence of its owner. A testament to a scribe's ideal legacy, it celebrates knowledge as a virtue as well as Thoth, the god of scribes and knowledge.

A grand library, the House of Scrolls, acts as centerpiece to the tomb. To protect the tomb, its architect devised a labyrinthine structure, then captured ferocious captive baboons to defend it into eternity.

A series of incantations placed upon special funerary artifacts magically bind the animals to the tomb. These sacred objects are stored in the grand burial chamber, along with the body of the deceased.

## **The Royal Observatory**

The Royal Observatory satisfies the intellectual curiosities of the god Thoth. It affords him access to the skies. From his perspective, it also serves to keep him distracted from the palace intrigue of the royal pantheon.

The undeniable centerpiece of the observatory is a massive astrolabe, which initially appears to be inoperable. In fact, Thoth seeks Moonglass to revive its functionality, and only one deity can provide it.

The observatory could track the horizon of a celestial body, survey or triangulate. Thoth may wish to observe the goddess Nut's sky. She who protects may need someone to ensure she is safe in turn.

## **Depths of Neith**

Like its counterpart in the Dead Expanse, the Depths of Neith is a ritual space dedicated to the primordial Egyptian war goddess Neith. You can access this subterranean complex through the Papyrus Swamp.

The Priestesses of the Neith preside over the High Priestess's Test, a ritual combat performed to please the ancient war goddess. The test takes place in a chamber they have opened just for you to prove yourself.

Other ritual spaces within the impressively sprawling temple complex are sealed off, with entry strictly forbidden to all but the secretive priestesses of Neith. They face a stiff penalty if any were to wander within.

## **The Cisterns**

In his great wisdom, Thoth devised these cisterns in order to distribute water to the people, animals, and crops of the delta. Now the cisterns fill the baths of Sobek and benefit no one.

Aqueducts and machines populate the cisterns' vast hallways. At the center, a grand diverter, named for Anuket, the goddess of the Nile cataracts, can catch, reduce and redirect water into the outside world.

Sobek added a dam to completely control the waters of the delta. It prevents the aqueducts from carrying water to those that need it. As the delta wilts, Sobek starves the people into submission.

## **The Palace of Sobek-Ra**

Sobek built his palace alongside Lake Moeris in Lower Egypt, so he could better perform his duties in the Nile Delta. Since his corruption by Set, Sobek spends most of his time in the palace in the Royal Baths.

The Royal Baths owe their waters to the devices and aqueducts of the Cisterns of Ma'at. Thoth constructed them to serve Sobek's domain, but Sobek has abandoned its intent and brings the waters into his baths.

Sobek added a dam to completely control the waters of the delta. It prevents the aqueducts from carrying water to those that need it. As the delta wilts, Sobek starves the people into submission.

## **The Duat**

A realm of fantastic lakes of fire and walls of iron, the Duat is the Egyptian underworld presided over by the god Anubis. With Anubis eager to spite Osiris’s legacy, the underworld has become dark and decrepit.

The souls of the dead must pass through several gates within the Duat, each heavily fortified with traps and guarded by deadly beasts. If a soul manages to succeed, they would arrive next at the Hall of Truth.

In the Hall of Truth, Anubis weighs the departed’s heart against the feather of Ma'at. If the heart upheld Ma'at in life, then the departed may pass to the Field of Reeds. If not, then the beast Ammit devours them.

## **Silent Caverns**

A realm of fantastic lakes of fire and walls of iron, the Duat is the Egyptian underworld presided over by the god Anubis. With Anubis eager to spite Osiris’s legacy, the underworld has become dark and decrepit.

The souls of the dead must pass through the Silent Caverns to reach the afterlife. The Sands of the Damned present the first obstacle. Only by scaling and overcoming the Cursed Boxes of Amun-Ra can a soul proceed.

Within each box, a deity tests the soul by summoning an army of challengers. No clever incantation, no trick will help the unworthy. Only strength and determination will earn victory and allow a soul to escape.

## **Hall of Truth**

A realm of fantastic lakes of fire and walls of iron, the Duat is the Egyptian underworld presided over by the god Anubis. With Anubis eager to spite Osiris’s legacy, the underworld has become dark and decrepit.

In the Hall of Truth, Anubis weighs a soul's heart against the feather of Ma'at. If the heart upheld Ma'at in life, then the departed may pass to Aaru, the Field of Reeds. If not, then the beast Ammit devours them.

A well-prepared soul has learned incantations to bypass any marks against their soul. Upon reciting forty-two negative confessions, they may pass on to Aaru. Anubis, however, no longer follows these rules.

## **Aaru, the Field of Reeds**

Beyond the tribulations of the Duat lies Aaru, the Field of Reeds, a paradisaical afterlife. The Egyptians expected eternity in an idealized version of the Nile Delta: islands covered in fields of endless abundance.

The Egyptians loved life so much, they envisioned death to be more of the same, plus endless food and servants without pain and strife. Only those who had passed all the tests of the Duat would be welcome in Aaru.

Once past the last of those tests, the Hall of Truth and the Weighing of Souls, they would pass through the final gates to the Field of Offerings. The souls were then free to return to their preserved bodies at night.

## **Loki's Hideaway**

Loki fled his imprisonment to Egypt, but he did not stay there. While he orchestrated the murder of Horus and the liberation of Surtur, Loki hid himself away far from the sight of Horus as well as the Weavers.

With the Stones you crafted, you have at last uncovered his safe haven. The vastness of the Inbetween served to hide his small stake, though his trickster nature may have allowed him to move it to escape discovery.

Loki's hideaway floats between worlds. Loki has summoned a series of rocks that lead to his throne. Here he prepares for Ragnarok. Here he hopes his makeshift throne becomes the seed for the undoing of all.