Vor Svetelik

The Green Lords called this place "the Great White City." It was a place of beauty, learning, and study. But when the Fae rebelled, the scholars of Vor Svetelik were tasked with breeding beasts of war. When the Green Lords turned in desperation to the Things Below, the city's waters fouled and its white trees grew sickly. When other Makers shattered what is now Ferrier's Fen, this city became the Green Lords' last refuge and the site of the war's last battle.

The Green Lords made the invaders pay.

They laid traps. They sent their loyal servants to die in waves. They unleashed new horrors, each worse than the last, retreating all the while. And when the Fae and their Stone Lord allies reached the center of the city, they found it… empty.

Naught remained of the Green Lords, except tunnels leading deep into the earth, collapsed behind them.

The Stone Lords retreated to their hills.

The Fae fell to bickering and their armies disbanded. Those few mortal servants of the Green Lords who survived were left to fend for themselves, eventually becoming the Forest Folk.

And Vor Svetelik, the Great White City, was left a blighted, infested ruin.

Impressions

  • A scraggly canopy in the valley below, hints of streets and buildings, a broken white tower
  • Pale and spindly trees, bearing withered leaves and oozing black sap
  • A steady, damp warmth, like foul breath, even in the dead of winter
  • That feeling you get when you move a rock and see the grubs and worms squirming beneath, but constantly, everywhere you look

Hooks

  • An artifact that the PCs desperately want lies in the city's ruins
  • A southern antiquarian knows where to find the ruins, and is leading a substantial expedition there, using Stonetop as a basecamp
  • A Fae chieftain is besieging the ruins, attempting to finally exterminate the Fomoraij
  • An earthquake cracks open the ruins; horrors vomit forth into the surrounding woods

Getting there

The ruins of Vor Svetelik lie in the Great Wood, wherever you (the GM) need them to be. They should be at least a few days' travel from Stonetop.

To find the ruins, PCs will need a guide or detailed directions.

  • A Fae, a spirit of the wild, or the Forest Folk could guide them, but wouldn't want to. All sane beings shun the ruins.
  • A Green Lord ruin might contain a map or directions, but the PCs would risk getting lost. Such instructions would be centuries out of date!
  • Magic like the Sylvan Web could help the PCs find the ruins themselves, though they'd still risk getting lost on the way.
  • The West Road once led from where Stonetop stands to Vor Svetelik. It's broken and long-buried, but could show the way to one who knew what to look for.

Areas

  • Outer slopes of the hills surrounding the city, jagged, overgrown, littered with Forest Folk glyphs and invaders' graves.
  • Inner slopes of those same hills, steep and unstable, trees thinning out as one descends. Signs of old battle abound.

Stone Lord constructs still stand watch.

  • The city's outskirts, hiding ruins of manor-houses and plantations.
  • The city's center, tightly packed with ruins, corpses, and danger.
  • The undercity, old sewers, cisterns, tunnels, basements, and vaults; linked via erosion, collapse, and beast-burrows.

Sites

The following can all be found in the city's center, though still some distance apart.

  • The Conservatory, once a latticed dome of living wood and glass, now burnt, broken, shattered. Bound fertility spirits mournfully tend to hazardous growths.
  • The Menagerie, mostly intact. Cubbies line the walls, each with tissue (fur, tooth, etc.) from a different beast. A plasmic horror dwells in a central pit.
  • The Great Library, broken white tower, poking through the canopy. Lower levels largely intact—grand, overgrown. Heavily warded, a few chambers still perfectly preserved. Littered with the remains of invaders.
  • The Necropolis, cluster of ziggurats, domes, and monuments near the city's center. Ransacked and vandalized, with few tombs intact. Deeply haunted.
  • The Hallow Tree, amphitheater carved from a single, massive, fossilized tree stump. Green Lords once met here to share and debate. All that remains is a basalt slab, piles and piles of bones, and hints of tunnels long-ago collapsed.

Terrain

Pick 1 or combine 2, or have someone roll the Die of Fate (). If you like, roll for size/scope/intensity.

Surface Terrain
1Stretch of true death, where nothing has grown or decayed for hundreds of years
2Pool/fountain/stream/standing water—dark and unwholesome
3Hill/cliff/outcrop, perhaps a place where the land buckled and split*
4-5Stretch of sickly white trees
6-7Infrastructure/bridge/aqueduct/ cistern/sewer*
8-9green lord ruin* (see next page)
10-11Rubble, peeking out from dirt and groundcover
12Crevasse/sinkhole, like a scar in the earth*
Undercity Terrain
1Flooded chamber
2Running water
3-4Old tunnels/shafts, some stretching for miles
5-6green lord ruin (see next page) or part of one, buried/sunken/toppled*
7-8Burrow/warren/tunnels, dug out by… something*
9-10Stairs/shaft/ladder/ramp, going up and/or further down*
11Crevasse, maybe open to the sky, maybe not*
12Sinkhole, leading down down down *Might connect to the undercity/surface
Green Lord Ruin
1Arched, petrified trees, forming a half-cylinder. Largely collapsed. The remains shelter a stone slab (3 by 6 paces) and empty canopic jars.
2Buried vault, cracked, mostly full of dirt. Inner walls lined with bas relief vines in runic shapes.
3Crumbling walls of a ziggurat. "Inside" of walls bear shifting mosaics of colorful moss, showing history of the Fae.
4Earth-covered mound. Entrance sealed by living roots (part with command word). Purple crystals line interior, gently glowing.
5Foundation of white/green/gray stones, hints of faded scrollwork, hinting at long-gone structures.
6Half-buried dome, ~15 paces across. Exposed timbers of uncut tree trunks. Broken gate of woven antler.
7Half-dozen structures of rust-red trees, grown in beehive shapes. Untouched by time. Inside: cauldrons, misshapen bones, carapaces.
8House-sized pile of dirt, hints of worked stone beneath. Inside: a modest dwelling lit by glowing ambers.
9Intact cellar, too small for Makers. Door is stuck, but works. Lit by glowing lichen. Holds ancient foodstuffs; crumbles at touch or breeze.
10Massive tree trunk, ~10 paces wide, broken off at top. Remaining wood glints of silver. Entrance to hollow is embossed with ivory runes. Black sap drips from interior walls.
11Ramparts of iron-infused trees, sporting long thorns, blocking what once were streets. Rusted, crumbling, uprooted in places.
12Underground "cage" made of tree roots infused with iron. Still intact, no apparent entrances. The above are just examples. See Green Lords if you need to create more or different ruins.

Discoveries

For any of these, pick 1 or have someone roll the Die of Fate.

Discovery
1A change of terrain and roll again
2A chance for insight into a threat or danger (e.g. tracks that reveal numbers, whereabouts, etc.)
3sign of battle (next column), strangely well-preserved
4An artifact of… (next column)
5encounter (next page)
6A notable site or point of interest (next page)
Sign of Battle
1Bones/bodies of pre-Forest Folk, Stone Lords, or their human servants, bearing the marks of violence
2Bleached bones of a Green Lord, peeking out of dirt or rubble, entwined with root or vine
3A shattered construct of the Stone Lords
4Structures laid to waste: shattered, sliced clean through, dissolved, cracked apart, scattered as though dropped from a great height, etc.
5The psychic imprint of mortals and Fae dying in battle, perhaps even a haunted Fae domain
6The earth itself, still scarred by terrible magic: rent, blackened, melted, vitrified, petrified, reduced to ash, still-smoking after all these centuries, etc.
Artifact Of
1the Things Below
2… the Fomoraij
3… the Fae
4… the Stone Lords
5-6… the Green Lords
Encounter
1A Fomoraij's infected servant, single-mindedly pursuing some task (digging, building, searching, carving, writing, etc.)
2A Fomoraij's infected servant, desperately seeking release
3A spirit of the wild, curious, indifferent, or just confused
4Someone or something trapped in stasis (petrified; in a time-pocket, in a magical cell, etc.) but free-able
5The bound shade of a Green Lord or their mortal servant, mournful and suspicious but not outright hostile
6Someone seeking relics or treasure: crinwin, Fae, southern adventurers or antiquarians, maybe even Forest Folk
Point of Interest
1A tunnel/path/connection to a Fomoraij's lair, open, sealed, or ajar
2A number of waystones, cracked and ruined and dangerous to use
3A monument, honoring a Green Lord/Fomoraij with whom the PCs are familiar
4A sacred site, home to a long-bound spirit, somehow untainted by the Things Below
5An exposed stretch of Makers' Road, its warding magic still intact
6The cracked portal (next column)

The cracked portal

Somewhere deep in the ruins is a huge slab of white rock, etched with a magic circle.

A large crack mars the stone and the circle, yet they still thrum with power.

The circle is a portal, connected to those beneath the Ruined Tower, the Labyrinth, near Three Coven Lake, and so forth. The portal can be opened (see Opening the Way, Opening the Way), but it is dangerous and unstable.

When you open the cracked portal (from either direction), roll +INT: on a 10+, the portal opens but pick 1 from the list below;

on a 7-9, the portal opens but pick 2:

  • Any who traverse it risk serious harm — damage (messy, ignores armor)
  • You draw the attention of some dangerous primordial entity, like an archon or a voidblight
  • The cracks grow bigger; subsequent attempts to use this portal will have a cumulative -1 penalty

On a 6-, the cracked portal shatters violently ( damage, reach, area, messy, forceful, ignores armor) and leaves a rift in its place. The other portal cracks (or shatters, if it was already cracked).

Dangers

Hazards

  • Ground collapsing underfoot, dropping (deeper) into the undercity
  • A dangerous climb—up or down—and a reason to attempt it
  • Spells of war, trapped in stasis, crackling in the air and waiting to spring
  • Weird distortions of time and space
  • Fae glamours, concealing a place or waiting to ensnare
  • Hazardous growths, run rampant or deployed as defenses

Podburst Vines

As enemies prepared to invade, the Green Lords layered their city with living boobytraps. Many remain. The most common are fast-growing vines that bear large, ominous pods.

  • Many tendrils cover a structure or path, obvious or hidden beneath soil/brush
  • The tendrils tense and writhe when something disturbs them
  • A seedpod contracts, then explodes (reach, area, see below)
  • A chain reaction starts, one pod exploding after another

What do the exploding pods do? Pick 1 or roll.

Explodes With
1… iron-infused seeds, like shrapnel ( damage, messy, 1 piercing)
2… concussive force ( damage, forceful, loud)
3… seeds that rapidly burst into thin, thorny, ensnaring vines ( damage, grabby)
4… a cloud of spores that blind/ sicken/choke/etc. ( damage, debilitating)
5… pollen that glows and/or attracts horrors (like blade wasps, next page)
6… iron-infused spore-dust, clinging to any it touches

Deathgrip vines

In some parts of the city, you'll find hunks of stone cracked apart by vines. The vines bear clusters of burrs all up and down their stalks, which easily fall off and cling to clothing, gear, hair, even skin. The burrs are annoying, maybe a little painful, but not (immediately) harmful.

Throughout the ruins, though, are old sigils of power. When these burrs are brought within a few paces of the sigils, they rapidly sprout and start to grow. And burrow.

And grip. And tear.

When you try to free yourself of sprouting deathgrip vines, roll +STR or +DEX (your call): on a 10+, you can get free if you pick 1 from the list below; on a 7-9, you can get free if you pick 2:

  • Tear vines from your flesh ( damage, messy, ignores armor)
  • Lose/discard × worth of items ◇
  • Someone else (who isn't in a similar plight) needs to help you

On a 6-, take damage (messy, grabby, ignores armor) and the vines continue to grow, burrow, and constrict. Each time they deal damage, increase the damage die by one step.

Blade Wasps

Like wasps, but bigger and with iron-infused stingers. Hey, at least they're not venomous.

When you are stung by a single blade wasp, it hurts, draws blood, and takes some effort not to cry out.

When you get swarmed by blade wasps, take damage (messy, ignores armor) and you're wracked with pain. Doing anything other than curling up and writhing means that you're Defying Danger (likely with CON). Each subsequent time you take damage from the swarm, increase the die one step (max ).

When you flee a blade wasp swarm, roll

+CON: on a 10+, you escape the swarm but pick 1 from the list below; on a 7-9, you escape the swarm but pick 2:

  • Suffer damage from the swarm
  • Mark a debility from blood loss
  • An important piece of gear is lost or ruined
  • You run straight into another danger

The Undying

  • Ghosts of mortal soldiers, reenacting ancient battles
  • Specters of those subjected to the Green Lords' most terrible experiments
  • Hollow Fae, wounded by iron, abandoned by their fellows
  • Wraiths of Green Lords or their mummified servants, their canopic jars destroyed
  • Mummies of Green Lords and their servants, safe in their still-standing tombs

Chimerae

  • Llamudwr, lurking in darksome waters or flitting through the night sky
  • Rhagedn, still keeping watch
  • Swyn, their entourages in tow, congregating in Vor Svetelik every dozen years
  • Zrajedak or some other sort of chimera bred for war, ensnared by Fae magic or still in stasis, waiting to be deployed

Other Creatures

  • Just about any sort of beast found in the Great Wood, but twisted and mutated
  • Crinwin, perhaps doing decidedly un-crinwin things
  • The infected servant of a Fomoraij
  • A Fomoraij itself, deep in the undercity.

Nemurvojak

Horde, construct, undead, corrupted, fearless

HP 11; Armor 4 (resilience), 0 vs. bronze
Damage iron-wood spears w/advantage (close, messy, 1 piercing) or bare-handed rending with advantage (hand, grabby, messy, 1 piercing)
Special qualities bound by its last orders; shuns the sun or holy light
Instinct to revel in their prey's fear and suffering

  • Rush a foe with an unearthly howl
  • Lash out with a mass of black, viny tendrils (reach, grabby)
  • Brutalize an already fallen foe

When the Fae rebelled, some of the Green Lord's mortal servants—the ancestors of the Forest Folk—sided with the traitors. But not all. Most remained loyal, or at least too afraid of their masters to risk turning on them.

Their loyalty, alas, did not save them.

At first, the Green Lords would plant demon-seeds in only the bodies of servants who had already fallen. But when they saw just how effective those animated corpses were, well… the Green Lords were nothing if not practical.

Many of these horrors remain in Vor Svetelik, bound by orders to protect the city or certain sites within. Thank the gods they were not allowed to roam free.

Plasmic Horror

Solitary, large, construct, amorphous, terrifying

HP 19; Armor 2 (membrane, lacks organs)
Damage pseudopod (hand, close, reach, grabby, forceful) or acidic engulf (hand, grabby, forceful, messy, ignores armor)
Special qualities child-like intellect; susceptible to strong wills
Instinct to recklessly explore the world

  • Ooze through the smallest cracks or openings
  • Assume the form (wholly or partially) of any being it touches (from small to large size)
  • Reveal its true form, shockingly
  • Grow (and gain HP) by consuming a living thing
  • Spawn a smaller version of itself
  • some Fae magic keeps them contained;
  • they require some nutrient that is only available here;
  • something in their cellular programming keeps them from wandering far; or
  • a thrumming artifact emits some sort of song that they are loathe to leave.

These… things… served as blank canvasses for the Green Lord's flesh-weaving. Once, they were kept carefully locked away in laboratories and breeding pits. Now, with their creators gone all these years… well, who knows where they might be found?

Why haven't these plasmic horrors spread beyond Vor Svetelik? That's for you to decide, but perhaps…

When you command a plasmic horror in the tongue of the Green Lords, roll +CHA: on a 10+, it does as you say, and accepts you as its master; on a 7-9, it does as you say for now.

When a plasmic horror thoroughly consumes a living being, it gains HP, even if that takes it above its maximum. When a plasmic horror spawns a smaller version of itself, it loses a number of HP and the new version starts with that same number.

Plasmic horrors can be "locked" in their current forms by a particular incantation and a drop of Green Lord blood. Good luck getting a hold of either.