Wild Landmarks (d12)

d12 Result

1

The Waswick Depths are a reputable lake close to Uktar. Deep within that lake is a maze of undersea caverns and caves that is said to be connected somehow to the elemental plane of water. Guarding that entrance however is a formidable kraken and all of its associated monstrosities. Above the lake at its edge lives a cult dedicated to worshiping the kraken and they regularly give sacrifices to its glory.

2

The Uktar forest carries many dangers and one of those is the Night Stalker. A hunter of unmatchable strength and stealth. It guards the forest from unwanted guests and only allows in those that follow the right paths and leave a blood offering at its stones. The Night Stalker's nest is said to be in an ancient tree that has its own caverns of sorts running throughout, the Night Stalker itself may be found there if it deems you worthy to communicate. If not, it may leave you a gift for your courage in finding its lair, or it may tear you to shreds.

3

Living in the Fractured Highlands is a red dragon name Cormyr. He despises all lower beings and enjoys nothing more than to rip them to shreds so that he might steal their treasure to add to his collection. His lair is on the highest peak of the highlands where he gazes out at his lands and watches for all trespassers. Many have journeyed to his lands to make an offering to some of the lower tiers of his mountains ancient passageways so that they might be safe another year. Serving Cormy are a multitude of red kobolds and dragonborn that all live in fear of his wrath but have no choice but to ally themselves with him. They've spent the last two centuries carving out elaborate architecture throughout the mountain peak and its corridors that Cormyr has made his lair.

4

Somewhere in the glades of the Uktar lies a meadow that is touched by powerful fey magic. It grows as naturally and vibrantly as the greenest forest and within it one might find themselves touched by powerful natural magic. It holds a lot of potential for communicating with extraplanar entities or even for performing powerful magic entities.

5

In the ruins north of the Fractured Highlands in one of the old palaces is bound an ancient dracolich. It can not go beyond the palace walls and has been driven insane by constant pain so it seeks to lure in the unwary traveler with promises of power and gold only to rend them limb from limb. However, the dracolich is said to control a rich hoard indeed that is sure to be awarded to anyone that can defeat it.

6

In the ruins north of the Fractured Highlands is a clan of three alhoons, undead mind flayers, that were once driven from their hive mind for the forbidden practice of arcane magic. They've made their life in these ruins and hidden their phylactery within a palace guarded by what's rumored to be a powerful dracolich. The alhoons seek revenge on the Withered Claw for imprisoning them within the Malysterum.

7

On an island off the southern coast is an old arena that is ruled by a skull lord that puts on deathmatches for the joy of anyone that might be there. It raises the dead to fight each other or takes any challenger that might arrive and offers the challenger wealth if the challenger can defeat the skull lords forces in arena combat. Worst of all, it's rumored that a death knight, a former member of the Withered Claw, sometimes fights there.

8

The second highest peak of the Fractured Highlands that is only matched by Cormyr's peak is said to be touched by the gods. Divine magic flows freely there and communing with the gods openly can be very possible. It's said that an angel resides there to keep it a safe haven from dark forces.

9

Dead magic zones exist all around Esklevon. Places where magic might work in a subdued manner or not at all. It's rumored that this is because Esklevon itself has sucked in all of the energy there and that energy is just waiting to be released now.

10

Somewhere in the ruins around the Nexus stalk any number of evil monsters. Among them are boneclaws, hags, abishai, genies, death tyrants, beholders, and many more. They will defend the Nexus Tower to their last breath.

11

In the mountains on the north side of the island there is a peculiar effect on magic. It is all raised to a power far more powerful than usual in some areas but carries with it an unreliable force of chaos. Some have attempted to tap this power to varying degrees of success and the remains of the less successful attempts can still be found in those mountains today.

12

Hidden beneath the Nexus Tower through the moat that surrounds it is a dark tunnel guarded by aquatic monstrosities. Beyond that tunnel is a large chamber that holds a single beating heart the size of the house and within that chamber a powerful force of some strange entity can be felt and even communicated with under the right circumstances.