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Bone-Fields of the First King

Bone-Fields of the First King

Bone-Fields of the First King

Overview & Aesthetic

The Bone-Fields are a haunting and desolate tundra in the Frozen North. The ground is a mixture of permafrost and the bleached-white bones of thousands of ancient creatures—mammoths, dragons, and giants. The air is perpetually cold and filled with a mournful wind that sounds like a thousand whispering voices. The sky is often a bruised purple, illuminated by the flickering green light of the Aurora Borealis.

History & Lore

Legends say this was the site of the final battle of the Age of Ruin, where the First King of the North defeated a Great Old One at the cost of his own life and the lives of his entire army. The area is heavily haunted, and the magic of the "Void-Pocket" beneath the earth has caused many of the remains to rise as restless undead. It is a place of both great power and great danger, avoided by all but the most desperate.

Points of Interest

  • The Rib-Cage Spire: A massive structure built from the rib-bones of a prehistoric titan, used as a lookout post by the rebellion.
  • The First King's Cairn: A simple stone monument that is said to mark the spot where the King fell. It is a place of holy silence.
  • The Frozen Lake of Tears: A large, perfectly flat sheet of black ice that is said to contain the trapped souls of the fallen army.
  • The Bone-Forge: A small, hidden workshop where the rebellion crafts weapons from dragon-bone.

Local Factions & NPCs

  • The Restless Dead: Thousands of skeletons and wraiths that haunt the fields.
  • The Bone-Collectors: A group of necromancers who harvest the ancient remains for their dark rituals.
  • The Spirit of the First King: A powerful, neutral entity that occasionally offers guidance (or challenges) to travelers.

Environmental Hazards / Mechanics

  • Desecrated Ground: Undead creatures in the area have advantage on all saving throws.
  • Freezing Wind: Any character not wearing heavy furs has disadvantage on Dexterity saving throws due to shivering.
  • Psychic Static: The "whispers" in the wind can be disorienting. Every hour, characters must succeed on a DC 11 Wisdom save or be confused (as the spell) for 1 minute.