Estoria is the greatest city along the Arkelon River, carved into the sheer walls of a rocky gorge. Its stone-walled fortress crowns the heights, gazing north across the open steppes. Below, the city spills down the cliffs in tiers of marble and basalt, each level connected by steep stairways and winding roads. The Arkelon rushes along the city’s northern edge, forming a natural moat. Only two crossings exist: the fortified bridge at the North Gate and the shallow ford near the Rock of Estor, a sacred monolith etched with ancient oaths. Beyond the river lie the windswept grasslands of the north, where wild herds roam and bands of armored centaurs ride patrol.

Approaching Estoria#

Most travelers approach Estoria from the southern gate, which is lightly guarded so that merchant caravans can easily ferry their goods in and out of the city. The north gate, on the other hand, is heavily guarded by suspicious soldiers who will only admit the heroes once they recognize them as the Oracle’s “Chosen Ones.”

This settlement is nestled between the cliffs of a rocky gorge. The north wall of the town is part of a stone fortress and protects the region from any dangers that might come from the steppes. Houses, taverns, and shops of all kinds sprawl down from the fortress, filling much of the gorge. The northern wall is defended by a legion of soldiers, while the southern gates admit a steady stream of travelers and merchant caravans. The road that runs south from the gate is lined with tile-roofed inns.

The Looming War#

Estoria has stood for centuries as the greatest defense against the centaurs, cyclopes, manticores and other dangers to be found on the steppes north of the Arkelon River. The fortress city has been in steady decline since its god-king, Pythor, began to drown his sorrows in wine. Now, conflict threatens to swallow Estoria, and panic is setting in among its citizens.

Š The city is experiencing a drought: Sydon is withholding rain from the region after being dissatisfied with its daily sacrifices. Š The surrounding farms have few livestock remaining,

exhausted by increasing sacrifices in hopes of pleasing the Lord of Storms. Š Monsters in the region are becoming restless and emboldened, with cyclopes crossing the river and pillaging farms along the road to Mytros. Š Now, the Order of Sydon has demanded that the king’s

daughter be sacrificed on the night of the next full moon. Š Centaurs are gathering in record numbers, obviously

preparing to assault the city and pressuring the king to accept Sydon’s demand. Š King Pythor is going mad with grief for his daughter.

Full-page art, p.56
Full-page art — p.56

Important NPCs#

This is a summary of the important NPCs in Estoria.

Š King Pythor (appendix A) is the legendary God of

Battle who rules Estoria. Š Princess Anora (CG Noble) is the favored daughter of

King Pythor and the pride of the city. Š Volkan (appendix A) is a grumpy dwarf blacksmith

who is actually the God of the Forge. Š Delphion (NG Warrior Veteran) is the innkeeper who

runs the Dragon’s Tooth, a public house. Š Aesop (NG elf Priest, appendix A) is the keeper of

the Dragon Shrine, where the Horn of Balmytria is enshrined. Š Gaius (appendix A) is the commander of the Order of

Sydon, who demands that Anora be sacrificed. Š Thericles (CG Scout) is a retired scout who tends the

vineyard at the edge of town. Š Thobos (LG halfling Noble) is the mayor of Woodhike,

a nearby settlement.

Arrival in Estoria#

When the heroes first arrive in Estoria, run the following encounters:

Encounter: The Southern Gates#

Approaching the city from the south, you encounter a caravan of merchants who are also headed towards Estoria. With them are the first domesticated animals you have seen in some time, a herd of bony oxen lumbering along the dusty road. The merchants seem tired, and they greet you warily.

The oxen are to be delivered to the Dragon Shrine, where they will be added to the other daily sacrifices made to Sydon. There are barely any draft animals left in the countryside, and even these sickly animals will fetch a high price because of the king’s desperation to appease the Titan. The merchants (LN Commoners) share this sad tale with the heroes. They also describe the marauding cyclopes and centaurs that make the roads dangerous to travel. Estoria is the largest settlement along the Arkelon River. It is built into a rocky gorge, sprawling down from a stone-walled fortress that faces the steppes to the north. The Arkelon itself runs along the northern edge of the fortress, and forms a natural moat that can only be crossed by a bridge at the north gate or at the ford near the Rock of Estor. On the far side of the river from the city are grasslands where bands of centaurs patrol.

Random Encounters#

These small encounters are an easy way to add color to the city. Roll on the Random Encounters in Estoria table whenever you want something unusual to happen in the city.

Martial Escort#

When the king learns that the Oracle’s ‘Chosen Ones’ have entered Estoria, he immediately sends six soldiers to fetch the heroes and escort them to his palace.

The streets grow more crowded as you enter the city proper. Travelers and citizens mingle, exchanging both goods and gossip. Guards line the streets, though they are most concentrated by the city gates. Despite their attempts to present a stoic facade, you sense that they are restless about something. A small detachment of hoplites moves towards you from the north. One man bearing an officer’s insignia steps forward from his fellows and respectfully hails your party.

The guards treat the heroes with cautious reverence, but they cannot refuse the king’s orders. They encourage the heroes to comply, as they are concerned for the king. They seem nervous about the troubles brewing in Estoria, as it is widely believed that King Pythor has gone mad.

Estoria Key Locations#

E1: Public Amphitheater#

The circular stage of the open air theater has been built into the bottom of a hill away from the center of town. Rows of seats taking the form of inlaid stone blocks spread up the slope of the hill, giving onlookers a clear view of any performers below.

This is a small open air local theater. It is used for festivals, plays, and major public announcements. Most famously, the annual wine festival takes place here.

Whenever the wine festival is active, priests of Lutheria come to town, often with fey performers. The wine festival might happen when the heroes return to Estoria after finishing one of the Labors. Otherwise, it might take place in the city of Mytros, later on.

Event: The Wine Festival. Whether the festival takes place in the simple theater in Estoria or the grander one in Mytros, it is the same event. The festival of three plays lasts for one week and is led by Tassos (CE Priest), a priest of Lutheria. Tassos gives three performances over the course of a week:

  • The Fall of Estor. This tragedy takes place during the First War and depicts Estor Arkelander’s final days. In the end, he sacrifices himself to save the entire crew of his legendary ship, the Ultros.

  • The Plight of Pellenia. This dark comedy takes place on the Hypnos, the Throne of Dreams. Lutheria is depicted as charming and sympathetic as she tortures Pellenia, an acerbic bard with no sense of humor.

  • Pythor and the Five Sisters. This tragedy describes the tumultuous love affair between Pythor and his jealous wife, Hexia. Pythor is depicted as an irascible idiot who bumbles his way into becoming king.

At the end of the week, the festival ends in a bacchanal of drinking, eating, and carousing.

In addition to human and elf actors (CN Commoners) Tassos uses satyrs in the performances. The satyrs act in the comedy and perform music for the two tragedies. His two lead actresses are Seema (Green Hag) and Aria

(Oread, appendix B, Nymph). The hag uses her Illusory Appearance ability to hide her identity, while the nymph dresses and applies make-up to appear more human. They hate each other intensely.

Predatory Hag. If Seema notices any of the heroes watching her performance, she takes an immediate interest in them. She flirts with them afterwards, with the intention of convincing them to accompany her to the party at festival’s end. There she will attempt to murder the hero and eat their heart. Aria will try to intervene and shoo the hero away to safety, but Seema characterizes Aria’s intervention as bitter jealousy.

E2: North Gate#

This gate includes a fortified stone bridge that crosses the Arkelon River. The atmosphere at the gate is tense, as disciplined soldiers stand off against jeering bands of centaurs on the steppes just beyond the river. The heavy wooden doors of the gate are apparently kept shut and barred at all times.

This gate leads to the northern steppes. The great wooden doors are kept shut and barred, opening twice daily for scouting parties that patrol the steppes. The towers are manned by a dozen Soldiers (appendix B).

Full-page art, p.59
Full-page art — p.59

E3: South Gate#

This gate is bustling with merchants and travelers, many of whom pull heavy carts behind them. The gate is guarded by two bored-looking soldiers.

This gate is where most merchants enter and leave the city, traveling along the main road through the Heartlands. The gate is guarded at all times by two Soldiers (appendix B), and the guard changes at sunrise and sunset.

E4: East Gate#

This gate is quiet, though you can hear the sounds of the city echoing through the streets. The floral scents of gardens and sweet vineyards drift from the east.

This gate leads eastward into the vineyards and gardens that supply the city with much of its wine. The area is well-protected by the surrounding rocky cliffs, so there are seldom any guards here.

E5: The Agora#

Estoria’s well-trodden streets converge at the bustling central agora. A motley assortment of stalls litters the area, from canopies of fine silk to stacks of rotted wooden crates. Merchants at the stalls eagerly vie for your attention with a wide variety of quality wares, all of which seem very reasonably priced.

The center of activity in Estoria is the agora, the large open area that serves as the marketplace and public square for the town. Around the outside of the agora are long, open air buildings that have shops in the back.

Despite the variety of shops here, the selection of equipment is rather limited. Adventuring gear, Simple weapons, and Light and Medium armor are available for sale, but more advanced items, such as Martial weapons and Heavy armor, cannot be found. If the heroes ask for such things, the merchants grudgingly refer them to Volkan’s Hall (area E9).

Event: Cursed Graverobber. A starved looking man named Claus (NE Bandit) is desperately trying to sell an emerald necklace that he claims to have found in the Necropolis at Telamok. It is a Necklace of Fireballs with a single bead left. Claus is willing to sell it for 1 GP, but none of the merchants in Estoria are willing to buy it. If the heroes agree to buy it off of Claus, one of the merchants will intervene and explain that Claus is a graverobber.

The merchant explains that Claus managed to sneak past Damon, the guardian of Telamok, and gain entry to the Necropolis. He stole the necklace from one of the tombs and is now cursed by the gods. As long as he has the necklace he is unable to eat: he just throws up everything. The only way to end the curse is for him to sell the necklace to someone who knows how he got it. If he lies when he tries to sell it, leaves it somewhere or even returns it to the tomb somehow, he always wakes up with it in his possession.

If a hero still foolishly buys the necklace, then they become afflicted by the Curse of the Graverobber (appendix D).

E6: Living Quarters#

Three distinct groups of buildings are walled off from the rest of the city. The simple stone houses in the first complex line the central courtyard in neat rows. The structures of the second group are covered with ornate statuettes and carvings. The third group is a rustic collection of humble brick homes.

This is the residential district of the city. The citizens of Estoria are divided into three neighborhoods. The soldiers live in the first area, the craftsmen in the second, and the farmers in the third. These homes are walled off from the outside, but each includes a spacious interior courtyard which provides an open view of the sky.

E7: The Dragon Shrine#

This shrine sits at the end of a quiet street that runs into the wall of the gorge. It’s a large stone building with a copper dome. The pediment above the door bears a marble engraving of the legendary dragon, Balmytria. Inside the building, there is a strong smell of incense. You can hear the muttering of prayers, as the priests of the shrine carry out their daily rituals.

The chief attendant of this shrine is a priest named Aesop (NG Priest). Aesop has heard of the prophecy, and he has bad news for the party: the Horn of Balmytria (appendix C) has been stolen from the reliquary. Thieves broke into the shrine two nights ago and escaped with it.

Aesop will answer any questions the heroes may have about the horn, and he welcomes an investigation for clues in the reliquary.

Investigation: The Reliquary. If the heroes investigate, read the following:

The reliquary is a small stone chapel with three alcoves protected by glass. The glass of the central alcove has been shattered, and dark purple stains are splattered all over the floor surrounding it.

Investigating the reliquary reveals many small hoofprints among the stains. The stains are spilled wine, and they form a haphazard trail that leads out of the building and into an adjoining alleyway. The party may follow the stains a short distance until the trail becomes too difficult to follow. At this point, the thieves can be tracked with a successful DC 15 Wisdom (Survival) check, or by using the Detect Magic spell, which reveals that the wine stains glow faintly with magic.

Following the trail leads the party into the Oldwoods south of town. It continues for about 10 miles, all the way to the Mossy Temple.

Returning the Horn. If the heroes return the Horn of Balmytria to the reliquary, Aesop will be overjoyed. If the heroes have not yet taken a drink from the horn, then he will urge them to do so now. This is a sacred ritual that should grant the heroes clarity on their quest. Aesop asks the heroes to swear an oath to take the horn to Queen Vallus in Mytros, but warns them that King Acastus may attempt to claim the horn as a symbol of his right to resurrect the Dragonlords. Aesop believes that, in these uncertain times, the horn rightfully belongs to the Goddess of Wisdom.

E8: The Dragon’s Tooth#

A nondescript brick building with carved white stone accents, the popular public house distinguishes itself by the sheer amount of activity in and around it. Patrons regularly drift in and out in varying states of sobriety. The scent of food and sounds of raucous conversation emanate from the open door and windows.

This public house is frequented by merchants and soldiers staying at the thatched inns in the southern outskirts of town. Lodging at an inn can be arranged with the bartender, a wiry old white-haired man named Delphion (NG

  • Warrior Veteran). He is friendly and knowledgeable, but has little patience for small-talk or superstition. He knows of the party’s quest, and will help them however he can.
Stepping through the door, you see that the busy street outside the tavern barely hinted at the sheer number of patrons crammed inside. Locals and travelers from across Thylea crowd around the bar and an assortment of wooden tables, sharing the latest gossip.

Rumors in The Dragon’s Tooth. The patrons of the house are very talkative. The heroes can learn many rumors by speaking to the merchants, soldiers and farmers who gather here. Roll or choose from the Rumors in the Dragon’s Tooth table.

Quest: The Dwarves of Estoria. There are several dwarves who visit The Dragon’s Tooth every night. They work the local copper mine.

The dwarves are part of a clan that was forced to flee the Mithral Mines centuries ago. Some of them are old enough to have been alive when that event took place. They have no interest in returning to the Mithral Mines, even if it were to be cleared out, because they know that the entire place was cursed by Lutheria.

However, some of the oldest members of the clan are still seeking closure. They would like to bury the kin that they lost in the Mithral Mines, and they are willing to pay 10 GP for each dwarf skull returned to them.

E9: Volkan’s Hall#

Near the center of town is a large building with fortified stone walls and a shingle roof. A sign hangs from the building’s heavy, bronze-banded doors. It reads: “Volkan’s Hall”. Inside, you are greeted by the warm glow of embers and blasts of hot air. The room is decorated with a variety of bronze armors, weapons, and farming tools. A weathered-looking dwarf works at an anvil near the blistering forge at the back of the hall. He wipes the sweat from his brow and greets you.
  • Volkan (appendix A) is actually the legendary God of the Forge and King Pythor’s father. He is not secretive about being one of the Five Gods, but locals have long thought of him as a strange dwarf with delusions of grandeur. He doesn’t bother to correct them. Volkan comes across as unbalanced, forgetful, and myopic. He provides blacksmithing services to Estoria and all the farming communities in the Heartlands. He can usually be found at his anvil, grumbling about all the work to be done. Volkan is assisted by a gangly teenage boy named Theo (NG Commoner), who minds the stables and runs errands in town.

Quest: The Mithral Mines. Volkan recognizes the heroes as the Oracle’s Chosen, and he is vaguely impressed. He rambles at great lengths about the ancient forge in the Mithral Mines. He speaks of the great weapons and artifacts that were forged there in ages past, before Lutheria cursed the place.

Volkan vows to join the heroes in the Mithral Mines once they have rekindled the fires of the forge.

“So. My grandson finally comes to me,” Volkan says, his voice like grinding stone. “Pythor’s child. I wondered if you’d ever seek me out.” He eyes the hammer in your hand and nods. “To finish your father’s weapon, you’ll need more than a hammer and rage. The Mithral Forge lies cold. You must reignite its flames. Only there can a weapon worthy of the gods be born.” He steps closer, lowering his voice. “And you’ll need the right materials. Rare. Powerful. Touched by the divine. You’ll need to earn them. When you’re ready, I’ll guide your hand. But until then, find what’s been lost.”

E10: The King’s Palace#

The once-great Estorian Palace looms high over the city. Large windows let in copious amounts of sunlight, which fails to chase away the gloom that has settled in the palace. As you walk the halls, you notice evidence of the court’s past glory in the form of precious artifacts dating back to the First War. Extravagant tapestries show tales of Estoria’s history and King Pythor’s grand adventures, though more recent events are nowhere to be seen on the hangings.

The Estorian palace is simple in design. It boasts a single great hall flanked by side chambers for the kitchens, servant’s quarters, and bedrooms. At the back is a stairway that descends to the basements where storage chambers and dungeons are located. King Pythor (appendix A) can always be found in the great hall, accompanied by a half-dozen of his advisors (LN Nobles).

The first time the heroes come to the palace, refer to the adventure section, The King’s Daughter.

E11: The Rock of Estor#

Jutting out of the shallows of the Arkelon River, the Rock of Estor is less impressive than its name would suggest. Its flat surface forms a natural altarpiece where numerous sacrifices have evidently taken place. There is an iron pole stuck directly in the center of the rock, and white stones are scattered around its base. Strong rapids rush past the rock noisily.

This rock sits in the middle of the Arkelon River. It is 15 ft. in diameter and stands only a few feet out of the water. The rock sits in the middle of a ford across the river that is only 2–3 ft. deep across its entire width. The top of the rock is smooth with the iron pole sticking in the center, surrounded by chunks of white rock.

Sacrifices to Sydon are made at the rock. Almost every day, two members of the Order of Sydon (LN Guards) lead a cow out to the rock, tie it to the iron pole, and then hurry away. A few minutes later, two Basilisks (with Swim Speeds of 20 ft.) emerge from the water and scuttle over to the cow. They turn the cow to stone and then devour the petrified remains. This takes a few minutes, and then they scuttle back into the river.

Encounter: Basilisks. The basilisks have a cave one mile to the north. A successful DC 15 Wisdom (Survival) check reveals tracks leading into the cave, which is only accessible by swimming underwater and then up into a small grotto where the basilisks have a nest. Between sacrifices, four Basilisks can be found here, and there are four eggs in the nest. If all four basilisks are killed, they no longer show up for sacrifices. Mixed into the nest are 56 GP and a Game of Twenty Squares (appendix C).

Surrounding Lands#

E12: The Northern Steppes#

Grassland stretches across the horizon as far as you can see. The sun shines down from a perfect, cloudless blue sky. A refreshing breeze blows across your skin and through the waves of green grass. The picturesque serenity of this vast, rolling landscape is at odds with the dangers that lurk in this untamed wilderness.

The lands north of Estoria and across the Arkelon River are too dangerous for travel. Bands of centaurs patrol the grasslands just a few miles away from Estoria. Occasionally a cyclops will lumber through the grasslands as well. If the heroes are determined to explore the lands north of the Arkelon they will be discouraged by a Cyclops Sentry that throws boulders at them from 200 ft. away. He will (deliberately) miss several times, but if the heroes don’t get the message, he will begin to aim directly at them. If they attack him, a band of a dozen Centaur Troopers will come to the cyclops’s aid.

E13: The Estorian Vineyards#

This lonely vineyard is on the outskirts of the city. Wooden trellises erupt from the tilled soil in neat, symmetrical rows. Healthy green vines wind around these structures, bearing a bountiful crop of brilliant purple grapes. After some walking, you find a fit middle-aged man among the vines, pruning the plants with great care. Upon hearing your approach, the man turns to greet you. Although he appears friendly, his brow is deeply furrowed with apprehension.

Thericles (NG Scout) used to serve the king but has now retired to the outskirts of Estoria to tend to his vineyard with his husband. He is descended from the Phobas family line of the Dragonlords and is highly respected by the citizens of Estoria. He is currently in despair because his daughter Corinna has gone missing.

Quest: Missing Daughter. Thericles wants someone to find out what has happened to his daughter. She disappeared into the Oldwoods a week ago and he has been unable to track her.

In actuality, Corinna is one of many teenagers who have been lured into the Mossy Temple by a tribe of goatlings who serve the corrupted dryad, Demetria.

Reward. If the heroes are able to rescue Corinna and bring her back, Thericles is overjoyed. While he is not a wealthy man, he does have a family heirloom: a Javelin of Lightning. He gladly gives it to the heroes as a reward.

E14: Woodhike, Halfling Enclave#

You follow a small trail away from the road and into the forested hills. After an hour of travel, the trees grow dense, and the canopy blocks most of the sky. Eventually, you emerge into an expansive forest glade carpeted with golden leaves. Several dozen small huts and houses are scattered throughout the glade, along the banks of a clear stream. Gnomes and halflings bustle about the area, tending small sheep, foraging for berries, and collecting kindling for their fires.

The people of Woodhike are quite friendly, and the children are endlessly curious about adventurers. Two friendly

  • Sprites live in the nearby woods, and they love to play pranks on visitors.

If the party wishes to speak to someone in the village, Thobos (LG halfling Noble) will invite them into his house for tea. Thobos is the mayor of Woodhike, and he travels to Mytros twice a year to represent the smallfolk. He offers the party anything he can to help with their quest, but all the beds in Woodhike are for small species. Once the tea is poured and formalities are out of the way, Thobos asks the party for their help with his problems.

Quest: Bandits. Recently, animals have been going missing, and the sprites have discovered trees felled by axes. Thobos believes that there are human poachers living somewhere nearby. There is in fact a group of bandits about a mile upstream, led by a woman named Korteva (CE Bandit Captain). She’s somehow bullied a gentle-natured Cyclops Sentry into joining her gang, and he is convinced that the bandits are his friends.

After following the stream for a mile or so, you hear the sounds of thunderous footsteps just ahead. Soon, the originator of those loud footfalls comes into view: a muscular, twelve-foot tall cyclops. He smiles and waves in your direction. In the trees beyond, you can see a party of humans sitting around a fire.

The party can persuade the cyclops that the bandits are not his friends with a successful DC 18 Charisma (Persuasion) check. Otherwise, if the party threatens the bandits in any way, the cyclops joins the attack in order to protect his so-called ‘friends.’

The cyclops is neutral good, so killing him is an evil act. If the party manages to separate the cyclops from the bandits, then Thobos is willing to adopt him.