UNKHARIL
Leaving the
House of Manouk through waypoints, the party arrives back to the present time of
Akhuras, in the jungle swathes of Unkharil. Those undergoing a canon update fleetingly detour into their home worlds. Old or new, you wake with a start, on high alert — body ablaze with static electricity. Some characters might struggle with vertigo, misted memories and dimmed powers for up to 48 hours, while their bodies readjust to no longer being lost in time.
You are in the care of a highly disciplined, if largely nomadic caravan — the refugees of most holy Alem, the kingdom built upon hell that succumbed to the undead.
Karsa informs new recruits that the party assisted Alem’s king
Deimar with evacuation efforts and with sealing the gates of hell, months prior. Their kingdom lost,
Deimar has now taken his people to his mother’s ancestral grounds of Unkharil —
a temple-fortress in a valley bordered by four tall mountains that serve as its protective walls.
Legend says the four mountains pillared the heavens, while snake god Kharil-asuk nested in the valley below to recover after birthing the world. So long was his sleep that cloud gods sent down the first bursts of lightning and thunder — frightening awake Kharil-asuk, who slithered into the jungle, never to be seen again. Since,
sacred Unkharil has served as site of worship and coronations.
( it’s all about the bare necessities )NOTES- ■ Newcomers may be introduced to the large undead dragon, now bound to the party since Arc V. Formerly a tormentor of Alem, she keeps her distance and flies outside of Unkharil for now.
■ This downtime event lasts until 15 September and is followed by Arc VII. Pace yourselves and engage in as much or as little as you want, quests-wise!
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