Molsiga

## Description

The region is dominated by the volcanic cone peak of Mt. Mols. It’s a beautiful, lush region but for the gloomy climate, but it has almost no permanent population.

This is because on the night of the new moon ghosts and specters flood out from the dormant volcano like a phantasmal eruption. Anyone in the area is tormented and, if especially unlucky, possessed until the next new moon.

As this only happens one night per month, many travel through the region, even camping there or maintaining a residence they abandon for a night or two. Aside from these brave or foolhardy pioneers, the region’s strange characteristics give it a sort of park-like feeling, where human impact is low.

Druids maintain a sacred grove here that is important to their religion, and they have sought unsuccessfully to understand why the mountain does this. A debate rages: if they were to uncover the reason, should they stop it or keep it going? Until they learn the truth it’s a purely academic argument.

### Geography

#### Latitude

12 degrees south (in our world Mozambique, Bolivia, Cape York Peninsula )

#### Average elevation (in feet)

8892 (roughly the elevation of Crested Butte, CO)

## Adventures Available

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

#### **Lost At Sea**

A coastal village tried to see if they could avoid the range of the spirits by perching on the shore. It worked, but the constant threat put stress on the community. They’re offering a small gem for anyone who will go back and collect the things they left.

Reward: 100gp sapphire (shelter) or 1 point improvement in Empowerment and Engagement

#### **Frozen in Time**

An ancient village was caught in a lava flow when this volcano was active. The gemfinder says there might be valuables left for anyone brave and well-equipped enough to dig it out.

Reward: 100gp emerald (food) or 1 point improvement in Trust, Humanitarianism, and Belonging

#### **You’d Have to Be Nuts**

Black walnut groves, untouched by anyone but squirrels!

Reward: 3 points preserved food or a new level 3 building

#### **You’re So Vein**

A vein of adamantine runs through this mountain. It would be hard to get out of here unless you had some way to teleport the ore to a safe location…

Reward: 3 points preserved security or a new level 3 building

#### **Lost in the Shadows**

There are rumors about a group travelling through here who got lost in the ethereal plane. One person found their way out and made it back to civilization to tell the tale. Ridiculous? Maybe, but they have a very precise location for where they entered and came out.

Reward: 10 population

#### **New Moonies**

There’s a cult that lives here which hopes their members get possessed, thereby to meet their lost loved ones. They practice rituals to try to attract their beloved dead. It’s unclear if it works, and some want to leave, but the cult believes everyone who leaves means one less chance to find their loved ones. They’re asking for help escaping the compound.

Reward: 10 population

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

#### **What Lies Within?**

There’s a cave on the mountain, looks to be an old lava tube that’s long since cooled. There’s a gem inside. It could be naturally occurring in the rock, or maybe part of the horde of some cave-dwelling creature?

Reward: 300gp sapphire (shelter) or 2 points improvement in Empowerment and Engagement

#### **Pack Up and Leave**

There’s a gem in an old manor house. It doesn’t appear to have been occupied for years, so the gem must have been forgotten?

Reward: 300gp emerald (food) or 2 points improvement in Meaning, Exploration, and Celebration

#### **It’s Not Weed, But It’s Weedy**

Old hemp farms have grown wild, but it would be possible to get some great rope and cloth from those settlements.

Reward: 5 points preserved shelter or a new level 4 building

#### **Honored Dead**

An ancient battlefield has been left, which left the dead out for the elements as no one could be convinced to go give them a proper burial. It might be a good deed to go take care of that… and the dead can’t use weapons and armor. Maybe smelt down the metal to avoid… ickiness? Or do we care?

Reward: 5 points preserved security or a new level 4 building

#### **A Tall Order**

The giants had a fortress in this region before the ghosts started appearing (when they had an empire). It’s now abandoned, but there’s rumored to be valuable things inside. It might be tough to reach the top shelf, though.

Reward: 3 points preserved culture or change one value in your civilization

#### **It’s Not Just Negotiations that Broke Down**

An ambassador’s party has gotten bogged down in the region, and is beginning to get scared that they’ll be stuck until the new moon. They’re eager for help getting free and can trade information.

Reward: Espionage/Diplomacy (4 traits or [2 traits and an agenda])

#### **Install Quintessence Engine North**

This mission will become available once you have completed 8 missions in this region.

#### **Install Quintessence Engine East**

This mission will become available once you have completed 8 missions in this region.

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

#### **I See You**

A clever mage figured out a sensor that detects magical energy nearby on this plane and other nearby planes. It successfully warned of the monthly ghost incursion (not in itself useful, as that is predictable, but it proved the technique was effective). However, it not only monitored nearby planes but also broadcast into them, attracting the attention of… something malevolent. The mage escaped but wants someone to recover his equipment so he can continue his research.

Reward: 500gp ruby (security) or 3 points of improvement in Security and Hope

#### **Planking**

There are many tall trees here, so it makes sense that someone tried to set up a lumber mill by a river. They had it all figured out: a good road to civilized areas, a plan to get all the workers out days before and after the new moon, priests to consecrate the area. So why has no one heard from them in weeks?

Reward: 7 points preserved shelter or a new level 5 building

#### **Good Riddens**

A group of travellers thought they had camped far enough away, but they were possessed. Now the ghosts are making them march into the forest to… where? Their family has asked someone to go and see if they can free them.

Reward: 5 points preserved culture or change three skills in your civilization

#### **A Door Swings Two Ways**

The druids have developed a theory about the mountain and the ghosts, but they need help to see if it’s true.

Reward: 4 points reputation or trigger a Breakthrough (+4) or a Crisis (-4) in another civilization.

#### **Eyes**

There’s an old Griën outpost here, with detailed notes about their observations of the surface kingdoms. Although the information is old, it might be interesting for both historical research and some of it might still be relevant. Some protections might still be in place.

Reward: Espionage/Diplomacy (6 traits or [4 traits and 2 agendas])