The Dying Monastery of Zermai

The Dying Monastery of Zermai – The guardian demigod Phaemyra of the side realm of Zermai is getting weaker as the population of blood (the monks) binding it to the monastery shrinks, so does its power. The reality of the situation weighs heavily upon the dozen or so monks left. The accumulation of all the knowledge would be invaluable to their kind, but they must pass through the lands of six circles in order to escape with it. The interest of the dwellers on the prime material plane is disrupting their schedule and accelerating the attacks. If they leave the monastery though, the protections of the six circles will unravel. They cannot escape without exposing themselves to a massive danger of everything being lost and all of them being killed. Always there was a fear of the inhabitants of Limbo discovering them…

There is a convergence of attention now – the Slaad are aware of what power is there, for their taking. The greedy primes seek to take knowledge from the monastery, and the monks seek only to escape a doomed place that was once a bastion of learning and knowledge – taking as much as they can with them. Little is known other than myths and tales.

Recent Prime Material Interference

The Role of the PCs: The PC’s specifically represent a new hope to escape with some of the accumulated knowledge of ages. The PC’s might be able to serve as a guard force while the monks slip away. In exchange, they will gain access to knowledge beyond the normal travelers. And advice from the Githzerai.

An accidental discovery by a student, Laura Mathisse of the Mattaf Order of South Drift. The failed transmuter William Enders of the Halas Blaze school sacrificed his inner fire for a vision – and the dark god Sun Stealer gave him one – a “vision in the dark”. It was a glimpse into The Pattern not even the dark god himself could understand, which showed him the animus font under Emerald Falls. For untold centuries the chaos influence of Limbo had caused all seekers of the hidden chamber to become lost, and for the Flame of Oruu to be hidden away all this time. The ‘vision’ of William Ender protected him from this unique effect and he was able to find the Flame, which was calling to him to fulfill a destiny. If he could enact a great sacrifice, he could become as powerful as the lords of winter; undying, power, minions… he worked for years setting up the right conditions to maximize his sacrifice. After the party thwarted him, and defeated the forces at Emerald Falls, she was part of the team that went to explore his cult lair. She discovered one of his hidden journals which told of a path under the falls. She discovered the chamber with the font and the flame – and it triggered an obscure memory from one of her readings. The flame does not radiate magical power – if one was not looking, one would never find it amidst the crystals growing around it. The book on the southlands describing it she found in the library was obtuse and so she sought out the local “witch” to get her a potion to give her a burst of inspiration and insight. Instead of revealing her answer, it revealed the witch was something else. Laura recorded her visions in her own diary, concluding that the local witch was a hag – a monstrous hag of the kind that stole children. She went to the hags to get magical power and she succumbed to their evil, quickly charmed and made to serve them. Knowledge of the new location of the Flame of Oruu, along with knowledge that Laura had found an an ancient Thanes Library at South Drift was a book that revealed the name of the priestess who summoned the guardian of the monastery (in the south connected to the Flame of Oruu). The hags found the resting place of the priestess and broke into the crypt outside of Thurlow, using speak with dead, determined the real name of the guardian. They made Laura a sea hag – drowning her in the process… but she came back to life – the power of chaos, the hag’s power, and the Frost Sigil of her order turning her into a monster not even they could control.. She fled into the tundra, mad and alone.

The Fall is Inevitable

The monks believe it is only a matter of time before it falls. They do not want it to become a point of power for the Slaad – this would be disastrous. The destruction of the ancient sigils that hold the monastery will allow the Animus Font to be controlled directly, like a massive psychic canon which could be wielded against the realms by the Slaad. The old guardian is weak, but commands legions of modrones. The items within the monastery can provide a defense for a while – but the monastery will be cut off from help, and eventually must fall. It must be controlled correctly so the Animus Font collapses as well.

Once the monks witness the defeat of the Sacred One and the guardians, they know that they cannot hold back the tide. Monastery will be sacked. The monks don’t care about the place – they will move on. They don’t want to accumulate, and the guardians themselves are the living record if they can be preserved despite defeat, so the party can grab whatever as long as they work within their parameters- everything else will be destroyed in a “scorched earth” finale. Philosophy: All precious good turn into elements and deconstruct. Knowledge intangible is all that survives

Death slaad Gingwatzimbaturga on his way with entourage.

The Chamber of Crystal Time

[This chamber is deep under the earth in the northern hinterlands of the Steel Realms; it has been discovered in the most recent explorations of the party.]

The rough pathway leads to a vast open chamber. The chamber is strangely dry for being as deep as it is. Across, in the distance at 300 feet is a gleam of light illuminating the darkness. Seemingly as if from out of a wall comes the tip of a giant spear-like formation of pulsing light. It is suspended 20 feet in the air. Beginning under it, like it was cradling the shaft of light, is a massive ribbon-like walkway that curls around it and into the wall. The entire thing looks as if it is the tip of some mammoth construct embedded into the stone. Looking closer, there is a hint of green at the core of the light, the green inner-glow circles its way to the tip and disperses at the end – like flame licking up the side of a building. As you focus, the light springs out of the tip like a halo, and the rings float into many directions. Where they land, tiny, fragile crystals grow. The entire area of the spear-like tip is covered in the crystals – some large, others like shards of ice.

Getting Closer…

The cavern floor and walls are covered in crystals. You feel strange in the glow of their radiance. There is a vibration, and some form of ambient energy about – you can feel it. You sense something is wrong, as if something could give way at any moment – the stasis of the moment is artificial. Looking at the area, light shines off facet after facet – like a chaotic flicker and pulse. There seems to be no rhythm or cadence of any kind and you lurch a bit, and a sick feeling comes and goes.

= crystals out to 50 ft

The light is cold, but warms as you approach (you feel a vibration grow stronger). As you get closer, the edges of the light effect are opaque, and the crystals seem to spread out before you – seemingly to make a path – one that leads right to the strip. It both looks and feels more like a portal of some kind – but to what? Staring into its depths, you seem to be able to see 4 small figures floating in the air. No matter how much they seem to be moving, they come no closer – though it feels as if they have something that belongs to you. You feel as if you would have to embark on the path to make out anything further. It calls to you, and yet you feel extremely insecure over its presence – your own faceted reflection has you spooked.