Darklands
Chapter VI
The Darklands
erected as a solemn monument in a secluded desert, hidden from the eyes of the living. The Tomb of Silence, a temple dedicated to the unliving, exuded an eerie tranquility. Its grand, ancient stone pillars were etched with cryptic runes and symbols that whispered forgotten incantations to those who dared to listen.
The entrance, a massive archway shrouded in shadow, led to a vast hall where silence reigned supreme. The air within was thick with an otherworldly presence, as if the very walls held the memories of souls long departed. In the center stands a colossal pentacle symbolizing eternal stillness and death.
Torches lined the walls, their flames flickering without sound, casting ghostly shadows that danced along the grey floor. The inner sanctum, directly accessible through a volley of marches, housed the sacred relics of the unliving—artifacts that resonated with dark energy and the promise of untold secrets.
The Tomb of Silence was a place where the past and present converged, where the living dared not tread, and where the echoes of the unliving whispered through the ages.

The central room resembles a vast cathedral, shrouded in mystery. In the northern section lies an empty coffin, symbolizing eternal death at the feet of a huge statue of Urgathoa, Goddess of Undead. An altar dedicated to her also stands here.
At the center of this timeless chamber stands a pedestal that once held the sacred relic of Urgathoa, which now remains empty and silent.
If one ventures between the ancient stone pillars, they may hear the whispers of forgotten incantations. Inscribed on the pillars are Urgathoa's sacred texts titled Serving Your Hunger.
Serving Your Hunger is one of the unholy and profane texts of the goddess Urgathoa, goddess of undeath and disease. It contains the goddess' basic tenets of faith, several recipes for extravagant meals (a few copies are rumored to include instructions on how to cook humanoids), and the most well-known ways of becoming undead (dealing primarily with ghouls, wights, and vampires).
The text contains riddles intended to jar the mind, shaking it loose from conventional thought such as morality and moderation. It also serves as a primer to prepare one's mind for a more conciliatory approach to the undead.8
Arrival
Upon emerging from the portal, you find yourself directly in front of the enormous statue, kneeling before the altar. As the teleportation concludes, you become aware of the Goddess observing you.
Attacking the temple
If anyone attacks or desacralizes the temple (the statue, the ancient columns, the altar...), the Goddess sends one or more Child of Urgathoa to handle the threat.
Leaving the temple
If someone exits the temple without performing the customary respects to the deity, a skeletal hulk is summoned onto the magical pentacle.
The Desert
Outside, the air is heavy with an eerie stillness, as if the very atmosphere is holding its breath. The desert stretches endlessly in all directions, a sea of shifting black sands that swallow your footsteps as quickly as they are made. Above, two suns hang in the sky, their emerald rays casting an otherworldly glow over the landscape. The green light reflects off the obsidian grains, creating a surreal tapestry of shadows and highlights that dance with each subtle movement of the dunes.
The heat, though intense, is oddly comforting, like a lingering embrace from the Goddess herself. The horizon wavers in the distance, where the green light meets the dark sands in a shimmering mirage, hinting at secrets yet to be uncovered. Occasional gusts of wind send spirals of black sand into the air, whispering ancient incantations, as if the very land is alive with the remnants of forgotten magic.
In this desolate yet mesmerizing expanse, you feel the weight of Urgathoa's gaze still upon you, a reminder that even in this seemingly empty desert, the divine presence is ever watchful, ever judging.
The city of Shraen
Far in the horizon, you can see the top of another pyramid. This one is more massive and foreboding than the one upon which you stand. Its apex pierces the sky, shrouded in a veil of dark mist that swirls and shifts as though it were alive. The structure exudes an aura of ancient malevolence, its black stone walls etched with runes that seem to pulse with an inner light, casting eerie, flickering shadows.
As you gaze upon it, the pyramid appears to grow larger, as if it is drawing you nearer with an almost magnetic force. The air around it shimmers with an unnatural energy, distorting the landscape like a heat haze, and the ground seems to tremble subtly beneath your feet. The very sight of this colossal monolith instills a sense of dread, as though it harbors dark secrets and ancient powers untold.
Yet, in this dread lies an inexplicable allure—a call to uncover the mysteries that lie within, to walk the path that few have dared to tread and even fewer have survived. The pyramid stands as a silent sentinel, daring any who behold it to challenge the darkness within.
Xulgath
The air is thick with sulfur and decay, making each step heavier as the sands drag you down. Shadows from the twin suns dance along the dunes. As you traverse the desert, a sand cloud appears on the horizon. Xulgath warriors emerge, their weapons glinting in the fading light.
Amidst the chaos, your eyes fixate on Verrax. Towering above his kin, his scales shimmer with a dark, iridescent hue, and his eyes burn with a malevolent intelligence. He lifts a massive, rune-etched axe, and the ground trembles in response to his guttural roar. The Ravening moves with purpose, a relentless tide of destruction aimed directly at you.
Perception :20
Critical Success |
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