Barasi Points - Holy Groves

Much of the inspiration and details is derived from Colombia Games.

Barasi Points are natural transportation portals scattered throughout the Hârn island. The elves call them Taur-im-Aina or holy groves. 

They are usually found in deep forests or make use of other natural features. They seem powered by natural energies. Occasional "Dead" Barasi points can are found in Urban environments or close to civilization.

These Barasi Points are hard to control, requiring exceptional Psionic or inborn magical abilities to use reliably. They allow instantaneous travel to other Barasi Points scattered all over Hârn or, to a lesser extent, the known world. Sometimes the portals can open to other realms such as Midgard, Realms of the Fey, and various parallel worlds.

Manifestation

These are not obvious and require innate magical or psionic sensitivity to detect and use.

Occasionally a portal may randomly open, and an unfortunate may not be aware that they have been transported to another location.

Localization

Dozens of Barasi Points are scattered throughout the isle of Hârn; however, the largest concentration is found in the Shava forest (Kingdom of Evael). The Elves use magic to lock out unwanted visitors, but this is far from reliable.

Known Barasi Points

The following Barasi points were encountered during the campaign:

Vara

Loacted on the western hilly forests of Melderyn, Vara is an extensive Henge Culture site of several stone circles, numerous standing stones, and Tombs.

There are three Barasi Points at Vara, which open and shut of their own accord, and their destinations are highly variable.

The Rekene

The Rekene is located on Glenoth Island. It is a maze carved on a large flat stone, around 30 feet square. Legend has it that walking the maze activates a Barasi Point.

The Rekene requires a hard Arcana or Occult skill check to open. Alternatively, a person can walk the maze with a 50% chance of opening the Barasi Point.

The Undercut

Located near the washed-out walls of the City of Shiran at the beginnings of the River Thard, in the Thardic Republic, this site has an Elemental Water Focus and a randomly opening gateway to the so-called Land of Dragons. The ancient elves have created a magical seal, decreasing the gateway's opening frequency. If attuned to it, the Magical Seal can be used for a limited number of magical effects.

Alithani

Located on a small islet off Herkely Island, near Sarkum. This grove is directly linked to another located on a marsh on another world, possibly Yashain, the World of the Gods. The gateway opens randomly but infrequently.

Those with the Psionic Talent of Transference can attune to this grove and be aware if anything significant passes through it in addition to gaining the use of two druid cantrips, Infestation and Thorn Whip.

The Visitant

This earthen mound is in the rough shape of a flying bird with wings outstretched and a series of monoliths along its spine. It is located on Ikom Island, near Zudani Village, in Melderyn.

Bromela

Located on the eastern side of Lake Valona, in the central Kingdom of Kaldor, Bromela is an ancient elven gateway submerged 20 feet underwater. Many creatures have been known to pass through, some drown, and others can be very dangerous. It is the responsibility of the Warden of Fyaslor Forest, located at nearby Ascur Abbey, to deal with these threats.

Bromela requires a hard Arcana or very hard Nature skill checks to open.

Orgael Wood

A small wood located just north of the City of Tashal city walls. This site is haunted by the Ghost of an executed Kath barbarian who cursed the woods with his dying breath. The site is linked to a similar site (Sprucethorn's Grove) on the Feywild, and occasionally creatures from the fairy realm sneak through to cause havoc.

Orgael Wood requires a very hard Arcana skill check to open.

The Spider Lodge

Located in a natural cavern under the city of Coranan, accessible via the cities Cistern. This is considered a burnt-out site and can only be traveled to with difficulty. The barrier with the Ethereal plane is fragile here, and all manner of plane-shifting arachnids visit.

Hefiosa Hills

A well-hidden site is located in the infamous monster and bandit-infested Hefiosan Hills in the central Thardic Republic. The Drûghu know of this holy grove and often use it in their travels.

Sprucethorn's Grove

Located in the Feywild and linked to Orgael Wood, this grove of trees is dominated by a Treant called Sprucethorn.

Morn Thalore

Located in among the old Corani Empire ruins in Hohban Marshes near Boka Bay in central Rethem.

Saellenor

Named for it two statues of rearing stallions. Located in a creepy bog in the Setha Hearth. This dangerous wilderness is dominated by the Pagaelin Barbarians. Nearby is the ancient elven forge of Thale Asari.

Felag o dúr nen

The Cave of Dark Water is located in Northern Rethem in the Quarien Forest. This gateway is used by the Nithra-Dante in their war against the Morsindari or Dark Elves.

Type
Metaphysical, Supernatural

D&D 5E and PF2E Notes

Barasi points can be detected using divination magic, such as See Invisibility and Detect Magic.

An Arcana check can open or close a portal. However, the user has little control over the destination. This may be random or set at the whim of a nearby fey creature. 

 Many Elves have the Psionic talent of Transference, which grants them the innate ability to detect and use Barasi Points.

Drûghu shaman also have similar abilities.


Earthmaster Godstones

Earthmasters godstones, which are also used for instantaneous transportation work on completely different magical/psionic principles to Barasi Points. There appears to be no relationship.

The Rekene

The Rekene, art by Attacus


Cover image: Forest Header by Attacus

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