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| les_terres_des_lamentations [2021/06/27 01:26] – ↷ Links adapted because of a move operation maitregob | les_terres_des_lamentations [2025/12/11 15:20] (current) – external edit 127.0.0.1 | ||
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| + | /*Complet*/ | ||
| + | ====== Les Terres des Lamentations ====== | ||
| + | / | ||
| + | <WRAP box bggreen fgblack 350px left :en> <panel type=" | ||
| + | {{ : | ||
| + | ^Capitale | ||
| + | ^Government | ||
| + | ^Souverain | ||
| + | ^Population | ||
| + | ^Races | ||
| + | ^Religions | ||
| + | ^Exportation| Aucune | ||
| + | </ | ||
| + | **Les Terres des Lamentations** sont les restes brisés de la nation de [[Cyre]], perdus en un seul jour par le cataclysme connu sous le nom du [[Jour du Deuil]]. | ||
| + | |||
| + | ====== Description ====== | ||
| + | Autrefois, [[Cyre]] brillait plus fort que n' | ||
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| + | La belle Cyre, joyau des vastes domaines de Galifar, fut ravagé par une explosion de puissance arcanique comme on n’en avait pas vu depuis la ruine de [[Xen’Drik]] quarante mille ans auparavant. Pendant le [[Jour du Deuil]] en 994 AR, Cyre a disparut. Aujourd’hui, | ||
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| + | Une [[:brume macabre|brume grise macabre]] définis les frontières des Terres des Lamentations, | ||
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| + | {{ : | ||
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| + | Dans Les Terres des Lamentations, | ||
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| + | Déformés par les forces surnaturelles présentes dans la région, des monstres font rage et chassent alors qu'ils luttent pour survivre. Parfois même, certains morts, animés par des pouvoirs étranges irradiant du sol détruit, se lèvent pour continuer à mener une guerre qui est depuis longtemps terminée pour les vivants. Dans cette terre de désastre et de mutation, un charismatique Guerrier de Fer rassemble des adeptes à ses côtés et cherche à bâtir son propre empire. | ||
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| + | |||
| + | ====== Localisation ====== | ||
| + | |||
| + | Les frontières des Terres des Lamentations se distinguent facilement par la [[Brume Macabre]] qui s' | ||
| + | |||
| + | ====== Industries ====== | ||
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| + | Autrefois, Cyre était connue pour ses produits manufacturés de qualité et ses arts et métiers remarquables. Les riches des [[Cinq Nations]] étaient fiers de posséder dans leurs collections une ou plusieurs pièces des maîtres artisans de Cyre. La [[Maison Phiarlan]] avait établi son siège social dans Cyre, où sa [[Guilde des artistes]] et sa [[Guilde des artisans]] était une force motrice dans l' | ||
| + | |||
| + | ====== Société ====== | ||
| + | |||
| + | Les Cyriens qui n’ont pas été tués dans le désastre qui a transformer la région ont fui vers des endroits plus sûrs et vivent désormais en exil dans d’autres pays. Peu d’êtres vivants vivent dans les frontières des brumes macabres, et aucun survivant de l’ordre ancien ne peut être trouvé dans ce royaume brisé, la force arcanique qui a détruit la nation ayant tué la plupart des êtres vivants. Désormais, des monstres mutés parcourent les terres, s' | ||
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| + | Des bandes de récupérateurs bravent les Terres des Lamentations, | ||
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| + | Si les rumeurs sont vraies, un groupe se serait approprié les Terres des Lamentations. Cette société de [[Guerrier de Fer]] s'est développée autour du [[Seigneur des Lames]], un ferné charismatique et puissant. Quelque part à l' | ||
| + | |||
| + | ====== Gouvernement et politique ====== | ||
| + | Les lois des Terres des Lamentations sont trompeusement dures et relativement simples : ceux qui entrent dans les Terres n’y survivront probablement pas. Ceux qui survivront seront transformés – physiquement, | ||
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| + | Plusieurs forces déchaînées lors du Jour du Deuil continuent de transformer la terre et les choses qui y vivent (et y meurent), créant des monstruosités comme on n'en a jamais vu auparavant sur le continent de Khorvaire. La guérison naturelle n'a pas lieu dans Les Terres des Lamentations, | ||
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| + | Les misérables créatures des Terres des Lamentations y vivent en étant plus intelligentes, | ||
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| + | Le Seigneur des Lames maintient un gouvernement allégé qui ressemble à un croisement entre une théocratie et une dictature militaire. Ce visionnaire se considère à la fois comme un chef religieux et militaire. Dans son camp, la parole du Seigneur des Lames est loi et canon. Les Guerrier de Fer qui affluent à ses côtés acceptent son règne, ou ils sont détruits : le Seigneur des Lames ne permet à personne de quitter son mouvement. | ||
| + | |||
| + | ===== Groupes Influents ===== | ||
| + | * [[Récupération Ikar]] | ||
| + | * [[Les Seigneurs du Khraal]] | ||
| + | * [[culte_du_seigneur_des_lames|]] | ||
| + | | ||
| + | |||
| + | ====== Villes et colonies ====== | ||
| + | De tous les spectacles bizarres et horribles des Lamentations, | ||
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| + | * [[Metrol]] | ||
| + | * [[Eston]] | ||
| + | * [[La Fabrique]] | ||
| + | * [[Bord de mer]] | ||
| + | |||
| + | ===Metrol=== | ||
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| + | Cette ville était autrefois la capitale de Cyre. Aujourd’hui, | ||
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| + | ===Eston=== | ||
| + | La [[maison Bombardier]] est née à [[Eston]] et les travaux de la maison avait transformé cette ville en un lieu de merveilles. Des oiseaux mécaniques se perchaient et chantaient dans des arbres argentés recouverts d' | ||
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| + | Eston a commencé comme une colonie minière prospère, extrayant du fer et des minerais rares des collines voisines. S' | ||
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| + | ===La Fabrique et Le Plateau Vitré=== | ||
| + | Beaucoup de gens pensent que la ville de [[La Fabrique]] était à l’épicentre de ce qui a causé le deuil. Le cataclysme a remodelé le terrain autour de la ville, créant la grande formation de hautes terres connue sous le nom de [[Le Plateau Vitré|Plateau Vitré]]. Le Plateau Vitré est en grande partie lisse et plat, bien que des pointes et des flèches dentelées dépassent du sol à des endroits apparemment aléatoires. La partie centrale de la plaine des hautes terres est en obsidienne, et des éclats de lumière ardente peuvent parfois être vus dans ses profondeurs sombres. Vers les bords du plateau, le verre devient plus clair et plus transparent, | ||
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| + | Les ruines de La Fabrique apparaissent encore à travers les plaines d' | ||
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| + | ===== Autres Sites Notables ===== | ||
| + | * [[Brume Macabre]] | ||
| + | * [[Champ de Ruines]] | ||
| + | * Lac de l' | ||
| + | * [[Le Plateau Vitré]] | ||
| + | * [[Le Gouffre Embrasé]] | ||
| + | |||
| + | ===Brume Macabre=== | ||
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| + | Les frontières des Lamentations sont définies par un [[Brume Macabre|mur de brume épaisse]] et grise qui s' | ||
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| + | La zone couverte par la brume est une région sombre et assourdie, dépourvue de vie, de lumière solaire et de son. L’épaisseur du mur de brume peu varier de quelques centaines de pieds à jusqu' | ||
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| + | <ifauth @admin>< | ||
| + | The DC for Wisdom (Survival) checks to avoid getting lost in the mists is 15. (See " | ||
| + | </ | ||
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| + | ===Champ de Ruines=== | ||
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| + | Cyre a été le théâtre de batailles incessantes pendant la Dernière Guerre, depuis la première campagne prolongée, le siège d' | ||
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| + | ===Eau Pourpre=== | ||
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| + | Avant le Deuil, une source dans la partie orientale de Cyre alimentait la [[rivière Eaux Vives]] alors qu' | ||
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| + | Les rives de l'Eau Pourpre sont jonchées de restes d' | ||
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| + | ===Le Gouffre Embrasé== | ||
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| + | La partie nord des Terres des Lamentations est dominée par une grande fissure dans le sol qui émet une lumière violette et froide. Cette lueur surnaturelle émane des profondeurs du Gouffre Embrasé, si loin sous la surface que sa source n'a pas été identifiée. Les monstres mutés des Lamentations semblent attirés par cet endroit, et ceux qui y passent beaucoup de temps mute encore plus, devenant plus tordus et difformes qu' | ||
| + | |||
| + | ====== Créatures des Lamentations ====== | ||
| + | {{ lamentation_worgs_mutants.jpg? | ||
| + | De nombreuses créatures furent tuées sur le coup par le Deuil. D’autres ont muté au fur et à mesure que la terre se transformait. Parfois, le résultat était une forme de vie entièrement nouvelle. D' | ||
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| + | Le deuil n’a eu aucun effet sur les morts-vivants existants, et un grand nombre de nouveaux morts-vivants sont apparus lorsque le cataclysme s’est produit. Divers esprits (tels que des fantômes et des spectres) s' | ||
| + | |||
| + | <ifauth @admin>< | ||
| + | MONSTROUS MUTATIONS | ||
| + | d6 Mutation | ||
| + | The creature has grown to an unusual size. You can either set its new size and alter its statistics using the guidelines in the Dungeon Master' | ||
| + | 2 The creature has developed magical camouflage. It gains proficiency in the Stealth skill, and it has the Chameleon Skin trait: it has advantage on Dexterity (Stealth) checks made to hide. | ||
| + | 3 The creature' | ||
| + | 4 The creature has the Magic Resistance trait: it has advantage on saving throws against spells and other magical effects. | ||
| + | 5 The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn' | ||
| + | 6 The creature has two heads. If it has a bite attack, it can use Multiattack as an action to make two bite attacks. (If it already has Multi attack, it adds a bite attack to its attack routine.) It also gains the Two Heads trait: it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. | ||
| + | </ | ||
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| + | <ifauth @admin>< | ||
| + | |||
| + | ====== House Rules ====== | ||
| + | * No natural healing works in Les Terres des Lamentations | ||
| + | * Food does not perish, nor do bodies decay, as normal. | ||
| + | * Spells which do magical healing operate at half-efficiency, | ||
| + | * Druid' | ||
| + | * Dimensional pockets a la [[http:// | ||
| + | * A consecrate spell will allow natural processes to occur and healing to work properly, within the confines of the spell' | ||
| + | * Dark rituals performed in the Les Terres des Lamentations, | ||
| + | \\ | ||
| + | MAGICAL EFFECTS | ||
| + | The catastrophe of the Mourning altered more than the landscape and living creatures. The devastation caused localized alterations in the way magic functions. In some places, magic barely functions, or certain magical functions are warped. In other places, spells persist past the instant of their casting and start behaving as if they were independent, | ||
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| + | A common misunderstanding about the Mournland is that healing spells refuse to work. The fact is that healing spells are impeded within the dead-gray mist, and occasionally in other areas, making it harder for someone to cast them effectively. Because so few expeditions make it far past the mist, the inability to heal is widely assumed to be a property of the Mournland as a whole. The Environmental Effects table provides suggestions for weird magic that might pervade a small or large area of the Mournland. Effects might shift from day to day or even hour to hour. | ||
| + | \\ | ||
| + | ENVIRONMENTAL EFFECTS | ||
| + | d8 Effect | ||
| + | * 1 Healing spells are impeded here. Any spell that restores hit points does so as if it were cast at a level one lower than the spell slot expended. A spell cast using a 1 st-level slot restores no hit points. | ||
| + | * 2 A character who casts a spell must make a Constitution saving throw against the character' | ||
| + | * 3 Any Medium humanoid that dies in the area reanimates as a zombie at the start of its next turn. The zombie is under the DM's control. | ||
| + | * 4 The area is affected by a silence spell. | ||
| + | * 5 Each creature that enters the area is affected by an enlarge (pair) /reduce (impair) spell , with an equal chance fo reach effect. The effect lasts until the creature leaves the area. | ||
| + | * 6 The pull of gravity is lessened. Creatures can jump twice the normal distance in any direction, and everything effectively weighs half its actual weight. | ||
| + | * 7 All creatures are linked to every other creature in the area as if by the telepathy spell. | ||
| + | * 8 A creature that casts a spell of lst level or higher in the area rolls on the Wild Magic Surge table in chapter 3 of the Player' | ||
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| + | \\ | ||
| + | MOURNLAND ENVIRONMENT | ||
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| + | The arcane energies that caused the Day of Mourning and that linger in the remains of Cyre are mysterious and unpredictable, | ||
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| + | Maps of Cyre from before the Day of Mourning are of limited use nowadays. The land beyond the gray mist has been twisted and warped, and distances seem to expand and shrink even as one treks across the wastes. As a result, any Wisdom (Survival) check or any check using navigator' | ||
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| + | As if the difficulties of navigation weren' | ||
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| + | Unusual Locations. At places smaller in scale than the major features described above, explorers in the Mournland might encounter any kind of terrain feature with bizarre magical properties. The Unusual Locations table offers some ideas. | ||
| + | \\ | ||
| + | UNUSUAL LOCATIONS | ||
| + | d6 Location | ||
| + | * 1 A pool of glowing water sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. | ||
| + | * 2 In the middle of the wreckage of a carnival stands a perfectly preserved carousel. If the carousel is ridden, the characters doing so see visions of Cyre as it was before the Last War. | ||
| + | * 3 All the trees and plants in a forest have been turned to objects of glossy white stone with blood-red flecks. | ||
| + | * 4 The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers. | ||
| + | * 5 The broken bodies of soldiers lie scattered across a battlefield, | ||
| + | * 6 The characters find a fallen warforged colossus. | ||
| + | \\ | ||
| + | MOURNLAND VILLAINS | ||
| + | d6 Villain | ||
| + | * 1 The Lord of Blades maintains a detention center where experiments are performed on adventurers and scavengers that his forces capture in the Mournland. | ||
| + | * 2 The leader of a cult devoted to Belashyrra, the Lord of Eyes, uses daelkyr-made tentacles to tear out the eyes of victims and attaches them to members of the cult. | ||
| + | * 3 A powerful member of House Bombardier hopes to find something in the Mournland that will guarantee the ascendancy of her branch of the house. | ||
| + | * 4 A Karrnathi bone knight wants to raise up an undead army from the corpses in the Mournland. | ||
| + | * 5 A rakshasa works to free a fiendish overlord trapped in a whirlwind of stone and sand somewhere in the Mournland. | ||
| + | * 6 A servant of the Lords of Dust maintains an extensive collection of severed heads and continues to draw on the knowledge in their brains. | ||
| + | \\ | ||
| + | ADVENTURES AND ENCOUNTERS | ||
| + | In contrast t o the salvagers and treasure hunters who undertake most of the expeditions to the Mournland, some individuals enter the churning mist with good intentions in mind. Most of these adventurers are displaced Cyrans or are hired by such people, ranging from common folk hoping to retrieve family heirlooms to servants of Prince Oargev, who hopes to recover the lost regalia of the Cyran crown. | ||
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| + | Two of the dragonmarked houses, Orien and Bombardier, also have vested interests in investigating the Mournland' | ||
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| + | House Bombardier wants to recover trade secrets, experimental artifacts, and magic items from the creation forges, foundries, and secret laboratories it lost on the Day of Mourning. | ||
| + | The Mournland Adventure Hooks table includes a range of potential opportunities that could lead a group of adventurers into the Mournland. | ||
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| + | \\ | ||
| + | MOURNLAND ADVENTURE HOOKS | ||
| + | d6 Adventure Hook | ||
| + | * 1 A Gatekeeper druid wants a rock sample from the Glass Plateau . | ||
| + | * 2 A magewright from House Bombardier wants the party to escort him to a warforged colossus. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so. | ||
| + | * 3 On her deathbed, the visionary artist who designed the lightning rail station at Metrol reveals that she hid a treasure map within a lamp in her old office. | ||
| + | * 4 A wealthy eccentric asks the party to go into the Mournland and retrieve his most prized possession (a letter from a lover, a mechanical caterpil lar, or anything else you devise) from his mansion. | ||
| + | * 5 A young Cyran paladin is morose because she was away from Cyre on a mission when the Day of Mourning occurred and never got to say goodbye to her family. She longs to retrieve her father' | ||
| + | * 6 An elderly knight is strapping on his armor one last time so he can ride into the Mournland and die on the battlefield where his companions perished and "where I should have been ." | ||
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| + | \\ | ||
| + | ENCOUNTERS AND TRINKETS | ||
| + | The Mournland is a dangerous place full of bizarre, inexplicable, | ||
| + | \\ | ||
| + | MOURNLAND ENCOUNTERS | ||
| + | d6 Encounter | ||
| + | * 1 The party meets flickering images of their future selves who are trying desperately to communicate, | ||
| + | * 2 The party encounters a revenant who was murdered by House Bombardier assassins after s he learned too much about the house' | ||
| + | * 3 A tiny kitten mews from inside a hollow log. Within a few hours after being freed , it grows into an adult displacer beast. | ||
| + | * 4 The apparition of a parent searches for their lost child. As soon as the two are reunited, parent and spirit child both vanish . | ||
| + | * 5 The mist congeals into the form of a long-lost love of one of the adventurers. The mist apparition (use the ghost stat block) wants the character to stay here forever. | ||
| + | * 6 The characters come across the skull of a buried warforged colossus. | ||
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| + | MOURNLAND TRINKETS | ||
| + | dlO Trinket | ||
| + | * 1 The favorite childhood toy of one of the adventurers, | ||
| + | * 2 A tin whistle that makes beautiful colors and patterns magically appear when it's played | ||
| + | * 3 A toy lightning rail car | ||
| + | * 4 A glass eye | ||
| + | * S A silver lapel pin of a finely detailed gorgon' | ||
| + | * 6 A monocle that can be used as a telescope | ||
| + | * 7 A six-inch-tall mechanical marmoset in need of minor repairs | ||
| + | * 8 A small medal lion made of silver, depicting a tower with an eye at the top of it and other smaller eyes embedded in the sides | ||
| + | * 9 A cloak pin made of iron in the shape of two hammers joined by a semicircular haft | ||
| + | * 1 0 A wooden dinosaur toy that has movable legs | ||
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| + | </ | ||
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