Stick it to the Stymphalides: The Stymphalides are ancient creatures, strange and deadly, though well below the prowess of the adventurers. While the feathers and beaks of these birds are often coated in steel, some come in more valuable (and usually more dangerous) varieties. Fire-Feather’s brother saw a swarm with shiny black wings when he was out hunting last week. They must be killed carefully, lest the thin amounts of metal be destroyed, but such a hunt would be fairly lucrative (relative to the danger). Fire-Feather knows the rough 2 mile radius where they were last seen.
Testing the Temple: The Temple of Three is a large temple in the eastern dunes of the Verlorex, a row of Sphinx statues leading up to the compound. While it appears to have originally been made by the Khenra, it has long been a home to actual sphinx. The temple was once a temple of arcane worship, though Fire-Feather isn’t sure exactly what that worship entailed. Overly confident ogres have on multiple occasions tried to claim it from the sphinx that make their home here. Apparently a group of ogres succeeded at some point in the last 100 years, but have since been displaced and the temple reclaimed. The sphinx here are friendly to those traveling the deserts, but offer deadly games for the comforts, knowledge, and power the temple contains. Fire-Feather knows the rough 6 mile radius where the temple should be, though it’s unlikely that such an excursion would lead to the finances the party is looking for.
The Sunken City of Abu-Ima: South-east of the heart of the Verlorex, a marble statue thrusts up from the surrounding desert. Tall enough that the dunes rarely cover it, the state’s worn jackel face stares serenely to the north-west. Here, hundreds of feet below the sands, rests the ancient khenra city of Abu-Ima. While the city has long been known among the viashino and explorers, the depth of the city has long stymied any efforts to completely scavenge the place. Complicating matters greatly is a very intelligent sub-species of sand krakens that lives here, along with a number of other deep-desert loving species. While many rumors surround the city, it is often believed these strange cephalopods somehow led to the city’s demise. Further complicating any exploration efforts are the frequent visits by the khenra horrors, considering how near Jenraza is.
Bleeding Bloodstone: The Vale of Stone Trees is a valley of petrified life in the cliffs to the east of Renthis, formed in the wake of the terrible ritual that destroyed the Gilded Forest. This valley was swept over by the energies, scarred but not totally destroyed by the forces. All life within was warped, their forms hardening to stone and their vital fluids turning to boiling blood. The valley is accursed and rarely entered, though supposedly there are many material riches to harvest within. Ogres and orcs hunt with some frequency in the valley. Fire-Feather has never been to this valley, but her siblings are both familiar with it.
The Well of Al-Sharaz: Al-Sharaz is a long-destroyed viashino city from millenia past. According to the stories explorers tell, it is a difficult place to find, and one can walk right past it without noticing the ruined buildings. Not to mention that it is often covered by the shifting dunes. But, if found, adventurers claim to always find treasures in Al-Sharaz – sometimes even in places they claim to have found empty when visited years prior. Many claim that the ancient inhabitants of Al-Sharaz were binders and that the strange elementals they controlled still wander here, along with other primordial forces. Perhaps these creatures are yet retrieving treasures for their long deceased masters? Whatever the case, many adventurers claim the Well of Al-Sharaz is the city’s true treasure. Guarded in an ancient pharaoh’s pyramid, the Well can supposedly conjure the spirits of the dead, and those who have visited it claim it to be a transformative experience. Fire-Feather knows a rough 12 mile radius area where Al-Sharaz should be, though she’s never been there, and doesn’t actually know why it’s so hard to find.
Belaying in Badr: In the northwestern reaches of the Verlorex is a region with more plantlife than most, fed more often by runoff from the nearby peaks and kept cooler by the proximity to the ocean. Here, many of the dunes are held tight by these roots and many animals thrive – both mundane and monstrous. Buried among these dunes is the entrance to an old Khenra tomb, the Crypt of Badr Al-Mosak. The tomb holds a plethora of undead monstrosities and construct guardians, along with scattered bits of local flora and fauna that have made their homes here. And traps, of course, there’s always the traps. While it has been raided on more than a few occasions – a couple times by Fire-Feather herself – the “looted” crypt often bears forth yet more treasure, and has long suspected that the crypt is actually a deeply buried pyramid. Fire-Feather knows roughly where the entrance to this crypt was, but the area has most likely changed in the past hundred years.
A Mega Megatog: Fire-Feather’s sister spotted a particularly massive megatog scouring the southern cliffs when she was out hunting the southern cliffs a few months ago, and against just about two weeks past. Considering its size, she decided to avoid it. For it to stay so large and for so long, it’s likely it found and ate a particularly powerful (and likely somewhat large) metallic magic item. Or possibly a large deposit of mystical metal. Whatever’s inside of it is surely being digested, but it it’s still so large it can’t have been destroyed yet. Fire-Feather’s sister knows the rough 6 mile radius it was last seen in.
Sleepless in Seneferu: In the southern dunes of the Verlorex is a sprawling underground compound, an ancient khenra necropolis known as The Eternal Rest of Seneferu. Or, as more commonly known among treasure hunters, The City of the Dead. It resides in the southern dunes of the Verlorex. While the top side of the city has long since eroded away, the burial chambers still exist below the sands and are surprisingly active. For reasons unknown, there are very few restful corpses in Seneferu, though many undead here are not aggressive. Mostly skeletons and zombies, the ancient jackals mill about in the seemingly endless necropolis, some even seeming to go about their normal lives. It is from here that much of what Creed knows about the Khenra society originates (as little as that is). However, there are still many undead here that thirst for mortal blood (or worse), and a disturbing plethora of diseases, traps, and hazards make every hallway an unknown danger. Many adventurers have claimed countless treasures from these halls, some spending their entire career hunting here. Fire-Feather knows a roughly 9 mile radius of where it is, though finding one of the entrances to the underground can be tricky.
Brightwing: Fire-Feather’s Order contact passed on an interesting report. Apparently a rare golden sand barioth has been spotted hunting near Ovjirakthend. It appears to have developed a taste for orcs, though it happily kills ogres as well. While the scouting group didn’t approach it, they swear it saw them and let them be. Golden barioths are usually some degree of sentient (at least as compared to their normal cousins), so this behavior might actually have purpose. The Order is passingly interested in making an ally of this powerful creature, if at all possible. It’s not exactly what the party was looking for, as there doesn’t seem to be any financial gain to be had, but Fire-Feather thought it interesting enough to pass on. Fire-Feather knows it was seen on the north-eastern side of the city, though that was a couple months back.
Meet the Mahamoti: The viashino long told the story of a mysterious and malcontent djinn that lived in the desert, known as the Mahamoti. He was a creature of trickery and misdirection and would sweep into viashino cities like a great storm – swindling copper and confidence from the rich and the poor, seducing wives into breaking their binding vows, and bedeviling even the most stoic mystics. However, as malicious as he might seem, he fiercely loved the viashino, and many times acted to defend them from more vile threats. Unfortunately, one day he crossed a great family of mages when he slept with the patriarch’s eldest daughter. The family tried killing him, many times, but nothing stuck. Ultimately, they were able to bind him, sealing his essence in an oasis somewhere in the desert. They made a vessel to control him, move him, or even free him if need be – a golden lamp, after the ancient fables – but divided it into 3 pieces. One they kept for themselves, in Ovokthari, another gifted to the eldest prince and kept in the vaults of Rhyza Varus, and the final gifted to the Sandstalkers in Ovklarvym. If the pieces could be reunited, and his binding undone, an ancient protector of the viashino could be awoken. But, this might be more of an undertaking than what the party is looking for right now.
The Salt Barge: An ancient story that Fire-Feather isn’t sure is true, but could be of interest. Supposedly, an ancient viashino ghost ship sails the salt-flats that run up into the north-eastern cliffs. It’s supposed to be a royal vessel from back when the area – thousands of years ago – was a salt lake. Adventurers claim to have boarded the swiftly moving spectral vessel and were greatly challenged and greatly rewarded by the crew. Fire-Feather knows where the salt flats are, but the roughly 20 mile radius the salt flats exist in certainly wouldn’t be easy to search.
A Black Beast: Fire-Feather’s sister was accosted by an adult massacre wurm when she was scouting in the southern dunes. Fortunately, the wurm was just posturing at a great distance, so her sister was able to escape. While they’re rare in the region, massacre wurms can occasionally be born from death wurms and can thrive here thanks to the cursed black sands. These things are damn powerful, but can be harvested for some substantial reward. Wurm hide for wurms this large and powerful can be fashioned into a set of armor – even full plate – that offers some measure of resistance against negative energy. This was a few months back and wasn’t near any black sands, so Fire-Feather would suggest at least a 16 mile search radius from where her sister saw it. Though, it might be more of an undertaking that the party is looking for right now, and anyone felled by the wurm would likely need a Resurrection spell considering the amount of necrotic energy it attacks with.
Academic Abductions: Many things were lost with the fall of Rhyza Varus, most of which can never be reclaimed. But, in the heart of Ovokthari, there lies a prize that might yet be reclaimed – Oktharianku, The Academy of the Thought Shapers. While long thought destroyed, Fire-Feather has heard through the Order that this building yet stands. Unfortunately, it seems to have been turned into a research hub for sangromancers and other ogre magi, though the Order believes the O-bakemano have mostly left the place be. The Oktharianku holds countless books detailing the history, arts, magics, and many works of the viashino. It additionally holds countless secrets, many of which Fire-Feather doubts the guileless ogres would have found even in two hundred years. It would be dangerous – very dangerous – but it could be incredibly rewarding for the party, for the viashino people,...and for the many people no doubt trapped within they might rescue. Though, it might be more of an undertaking that the party is looking for right now.
The Toxic Womb: Kikanuti is an ancient volcano that rises tall among the cliffs east of the Verlorex. Hundreds of years ago – before the ogre wars even – a number of flamekin came to experiment on the cooling heart of the volcano. Seeking ways to reignite the cooling Tanufel, these flamekin and their allies undertook deeply experimental and often dangerous experiments – both mystical and mundane. Ultimately, their research backfired, and an underground river was accidentally let into the core. The resulting explosion killed those present and set wild the experimental magics they were working with. A small group of researchers out hunting for new supplies were the only survivors. Today, the core of kikanuti – now called the Womb of Kikanuti – is filled with a toxic lake and scores of deadly mutant flora and fauna, along with the many valuable tools, materials, and magic items the researchers were using that survived the explosion. Fortunately, the force collapsed the eastern cliffs around the cavern, so deadly inhabitants have been largely kept within the mountain, and few actually know of the caverns existence. While Fire-Feather has heard rumors of adventurers heading to find and explore the caverns, it seems most who enter do not exit. Fire-Feather knows where the entrance to the cavern is, though finding a way through the earthquake and avalanche-prone region can be a trick. Fire-Feather advises against exploring here unless the adventurers wants a truly deadly challenge, and even then might want to bring more powerful allies for such an excursion.
Bake an O-Bakemano: The Order has identified an ogre O-Bakemano, Zusizig, that seems to have broken off from his peers and taken a small number of students, a good number of oni, and a yet larger number of slaves with him. He has created a new home some miles east down the Olvaradies River, by Ovklarvym. He has been separated for some years now and the Order thinks he may be a ripe candidate for capture or, if not possible, assassination. That said, he seems to be quite powerful, as all o-bakemano are, and it might be beyond what the party is currently thinking about taking on, and even then might want to bring more powerful allies.
The Black City of Jenraza: Many ancient ruins are difficult to find and easily walked right past, and those easily found are rarely worth visiting for treasure hunters. This is not true for the Black City. Jenraza was once the heart of the Khenra people’s nation, long ago destroyed by some apocalyptic and accursed force. Today the ruins peak out from a sea of black sand, a well of darkness in the heart of the Velorex. The Khenra Horrors seem to make their home here, along with hordes of skeletons and other aberrations and undead. The raw quantities of negative energy here make the use of positive energy difficult if not impossible. Most treasure hunters give Jenraza a wide berth. However, in the very heart of the city rises a massive black pyramid, so large that even the greatest of sandstorms cannot cover it entirely. Some of the greatest treasure hunters and adventurers in Creed’s history have tested themselves against this place, and those who exit come bearing unimaginable riches and terrible stories. Fire-Feather knows exactly where the Black City is, as her father shows it to every one of his children and makes them swear to avoid it at all costs. Fire-Feather advises against exploring here unless the adventurers wants a truly deadly challenge, and even then might want to bring more powerful allies, especially if exploring the central pyramid.
The Primeval Tomb: According to Fire-Feather’s father, the Verlorex was long ago a flourishing rainforest protected by the primeval father Rith. Countless millennia before even her father’s own birth, Rith was slain by mortal hands, and the rainforest disappeared shortly thereafter. Some stories claim the rainforest mourned his passing so long and so powerfully, that it wept out every drop of water the land had to offer, and the Great Desert was born. Whatever the truth, Rith’s tomb is supposedly somewhere along the western cliffs. Many explorers (and even some more boisterous dragons) have claimed to have “found” the primeval’s tomb, but such claims have always been proven false from what Fire-Feather has heard. Usually, they are the tombs of other dragons, seeking to rest eternal in the same area as their primal father. Finding one of these tombs, or even the Primeval Tomb itself, could be an incredibly lucrative discovery, though also an incredibly dangerous one. Additionally, there may be draconic items within such a tomb that her father or siblings could reactivate (or a way to find such items). As much as this is a hunt Fire-Feather has always been interested in undertaking, the potential danger may be far beyond what the party is looking for – or even capable of – and such a hunt may take a very long time and may never actually pay off.