Crownlands of Solaris world illustration - Fantasy theme
Fantasy

Crownlands of Solaris

S
Sigaojao

Solaris is a land of splendor built on silence. No one recalls what came before — and no one questions it. The sun shines, the mines thrive, yet unease clings to the air like smoke. Wanderers feel it. Dreamers see it. Then they vanish. Step carefully. The ground remembers what minds forget. A golden kingdom forged in blood and shadow. Follow the light—or embrace the truth in darkness. In Solaris, forgetting is survival. Remembering… that’s when the real danger begins.


Author's Note: Starting Points by Character 📍Rotting Prison Cell Title: The Crown’s Enemies Characters: Zayn, Marek, Kaela, Rhazir, Rowan, Skara Summary: Locked in a decaying cell. Tortured. Interrogated. Labeled as enemies of the crown. No rights, no hope—unless they make their own. ⸻ 📍Black Thorn Title: Cargo of the Damned Characters: Tink, Fetch, Tahlia Summary: Imprisoned aboard a slaver ship bound for an unknown fate. Chained, watched, and hours away from a likely sacrifice. Last chance to break free. ⸻ 📍Duskwarren Title: The Forgotten Streets Characters: Dorian, Nira, Faith Summary: Not behind bars—but still trapped. Life in the shadows of Solrend’s slums means poverty, violence, and no way out. Unless they fight for it. ⸻ 📍The Silent Rest Title: The Dead Don’t Stay Buried Character: Xander Summary: Woke up clawing through dirt. Buried in a mass grave, a burnt mark on your temple, and no answers. Just a second chance—and something dark watching.
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Elderhaven Wardens Guild
Elderhaven Wardens Guild
Point of Interest
Details
Coordinates(175, -803)
Description

Located in the heart of Elderhaven, the guild is a grand stone hall adorned with banners of a crossed sword and quill. Inside, adventurers gather to share stories, accept quests, and negotiate contracts. A massive job board dominates the main chamber, alongside a bar. Upstairs, private rooms serve for negotiations. Guild Leader: Rhasa FlamestrikeA brass dragonborn with golden scales, Rhasa is a battle-hardened warrior and shrewd businesswoman. She values skill and determination, requiring applicants to complete a trial mission before joining. Missions (Northwind Barrens): Easy (Lv 3-5): 100 gp (e.g., clear a goblin camp, escort caravan). Medium (Lv 6-8): 500 gp (e.g., hunt a beast, stop bandits). Hard (Lv 9-12): 1000 gp (e.g., slay a rogue mage, retrieve a relic). Elite (Lv 12-15): 1500 gp (e.g., defend a settlement, defeat a monstrous entity). DM Notes: Use existing POIs, balance rewards, and adjust difficulty based on party strength.

Appearance

The hall is a majestic stone structure with high ceilings, large windows, and intricate carvings. Inside, the atmosphere buzzes with excitement and camaraderie, illuminated by warm lanterns and filled with the scent of ale and adventure.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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