Wisp Isle

An island appears in the outer ring, not encountered in recent memory. Its inhabitants mostly keep to themselves, trading occasionally; they call it Wisp. From the little that can be gleaned from them, it is a place of great power and great danger. 



The island is divided into four regions by rivers all leading to a salt lake, known as the Sea, in the middle of the island. Ravenous beasts and malicious magical creatures occupy much of the island’s waterways. Nevertheless, the resourceful inhabitants of Wisp are adept at fishing and other aquatic industries.

The city lies on most of the usable land and the occupants are suspicious of outsiders. They are a mixture of humanoid races ruled by the Julii family of wealthy half-orcs; the Julii regularly journey into some of the dangerous regions of Wisp and find Wisp sapphires more often than anyone else.

The mountainous quarter of Wisp, the Crags, holds greater predators such as Rocs as well as giants, trolls, and worse. Generally, it is considered the safest quarter of the island for those who wish to try their hand adventuring, foraging, or otherwise searching for value.

The Dead Forest is occupied by undead creatures, slow-growing, seemingly dead trees, and the ancient Burial Mounds. If the citizens of Wisp know what lies in the Burial Mounds or who made them, they aren’t telling.

The least visited quarter is the Green. A lush forest of vines, brambles, and large trees surround the three towers that are all that remains of the old city. Why and how the Green overran the city, no one knows. Or if they know, they don’t tell. Some dusty scrolls in the Julii library tell of who used to live in the remaining towers, Blacksmith, Fallow, and Eridian.


Unique Item
Wisp sapphires are unique to the island and grant great powers to those who attune to them, taking them into their own bodies. This is part of how the citizens of Wisp are able to deal with some of the powerful threats they face, including monsters with their own sapphires. The citizens are generally fair dealers but will not go out of their way to help someone who got themselves into trouble while the criminal elements will jump on anyone perceived to be an easy target, particularly due to the limited resources on the island.


Wisp mechanical notes: PCs make a copy of their sheet when they come to Wisp. While there, they use that copy. Anything spent on Wisp does count against both the official sheet and the Wisp copy. Only things listed in #gm-logs can be taken off of Wisp. GMs should follow normal guidelines for loot relative to WBL and include Inscribed Wisp sapphires. It is recommended to grant one Inspired Wisp sapphire per PC per quest or fewer.

Anything made there, even partially, dissolves upon leaving the island. This does not apply to Wisp sapphires.

Inscribed Wisp sapphires only function on Wisp and are non-transferable. They become inscribed with names and details of the holder when they are attuned. Each sapphire grants a mythic tier with choices made at the time of accepting the sapphire.

All attempts to teleport, plane shift, or travel to Wisp by any means other than Parhelion rail have failed. And even by rail, Wisp is only sporadically, unpredictably accessible.

Any use of mythic abilities outside of Wisp will fail and result in permanent loss of the use those abilities and Wisp sapphires. You will not ever be able to regain these abilities.

  Overlord: caster4life. As a courtesy, please ask caster4life about any Wisp quests and/or lore changes you would like to do. There are certain locations in Wisp that have been left undeveloped, such as the Burial Mounds, and caster would enjoy hearing another GMs ideas for that location.
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