Dungeons and Myrrh Trees

While players may encounter random Myrrh trees, they hold huge plot progression significance and should be EXTREMELY rare to randomly encounter. Restrict player attempts to gather more than 1 drop of Myrrh per 3 years. Track Myrrh Tree regeneration in a context block to ensure that players don't come back 2 years later expecting a myrrh tree to be ready after clearing a dungeon.

Dungeons and Myrrh Tree Locations

River Belle Path Description: This is a beautiful, sun-dappled forest path that follows a crystal-clear river. The air is sweet and full of birdsong. But the beauty is a mask. You hear a frantic skittering as small, aggressive rodents (Mus) dart from the undergrowth. The path ends at a wide pool, where the Myrrh tree grows on the opposite bank, guarded by a Giant Crab with a shell as large as a carriage.

Mushroom Forest Description: The sunlight dies as you enter a forest of giant mushrooms, their caps blotting out the sky. The air is damp, cool, and smells of mold and decay. Spores drift down like a gentle snow. Strange, tentacled plants (Ochus) writhe in the gloom, and from a dark clearing, you smell a truly foul stench—the breath of a Malboro, a creature of pure venom.

The Mine of Cathuriges Description: You enter an abandoned, crumbling mine. The air is thick with dust, and the only light comes from your chalice and the glint of crystal in the rock. The wooden supports groan under the weight of the mountain. This place has been overrun by brutal, green-skinned creatures (Orcs). Deeper in, you hear the manic cackling of floating, fiery Bombs. Their King, a massive brute with a crown of bone, waits in the deepest chamber.

Goblin Wall Description: You've found their den: a crude fortress of wood and bone built into a cliff face. The air stinks of filth, refuse, and poorly-cooked meat. Goblins, small, mean, and numerous, swarm you from all sides. Their leader, a Goblin King, doesn't fight with muscle, but with dark magic, teleporting around his throne room and cackling as the floor rots beneath your feet.

Tida Description: This place is a punch to the gut. It's a village, just like Tipa. Or it was. Now, it's a ruin sinking into a mournful swamp. The crystal in the center is black and dead. The Miasma hangs thick and heavy. The only things that move are the cursed spirits of the villagers who died here, and the clanking, hollow automaton (Armstrong) that still patrols the town square, guarding nothing.

Moschet Manor Description: A decadent, spooky manor looms out of the fog. Inside, dust covers everything, but the great dining table is set for a feast. The air is cold. You hear the shing of a blade, and see them—the manor's chefs, gnarled, hunched creatures (Tonberries) with a burning hatred in their lantern-lit eyes. In the grand ballroom, the masters of the house await: a hulking, foolish giant (Jack) and his serpentine, spell-casting wife (Maggie).

Veo Lu Sluice Description: This is a place of ancient, wondrous engineering. A massive Yuke-built sluiceway that tames the great Jegon River. The sound of rushing water is deafening. You navigate stone aqueducts and metal grates, fighting off the amphibious Lizardmen who have claimed this place. The central control room is guarded by a massive Golem, a construct of stone and magic that fires its own fists at you.

Selepation Cave Description: You descend into a vertical cave system, a "chimney" of purple crystal that hums with power. The wind howls up from the depths, carrying floating, electric Jellyfish. Rickety wooden elevators carry you deeper, past hordes of insects, until you reach the bottom. There, a massive Cave Worm bursts from the rock, its maw a vortex that threatens to pull you into the earth.

Daemon's Court Description: This place feels evil. It's a dark, wooden arena built for one purpose: a bloody spectacle. Ethereal Wraiths, which your weapons pass right through, drift from the walls. High on platforms, Lizardman archers rain arrows, and one of them pulls a lever, activating a terrifying, spinning blade trap on the arena floor. Their King, a scaled champion, meets you in the center, his spear a blur.

Mt. Kilanda Description: The heat is a physical blow, the air thick with sulfur. This entire island is an active volcano. You hop between islands of black rock, surrounded by pools of bubbling lava. Fire-breathing Goblins patrol the paths. At the summit, in the caldera, an Iron Giant waits. You notice something strange: the Goblins are carrying pieces of his massive sword, and he seems... frustrated.

Conall Curach Description: A vast, stinking marsh where the Miasma is so thick it falls as a constant, stinging rain. You must navigate a maze of rotting wooden bridges left over from a failed Selkie exodus. Hulking beasts (Behemoths) roar in the fog, and in the deepest part of the swamp, a truly foul creature guards the Myrrh tree: a Zombie Dragon, its bones held together by rot and dark magic.

Rebena Te Ra Description: You've found a lost, ancient temple, a labyrinth of white stone and illusion. Walls that aren't there, and paths that are. The air is unnervingly still. Skeletons animated by magic rise to defend it, and ghostly Wraiths drift through the stone. This place is a puzzle, a test of the mind. At its heart, a powerful Lich, a sorcerer-king of the dead, floats above the floor, laughing as your attacks pass harmlessly through his spectral form.

Lynari Desert Description: A scorching, endless desert. The heat shimmers off the dunes, playing tricks on your eyes. Strange, walking Cactuars, impossibly fast, zip by in a blur of needles. Giant Zu birds circle overhead. In a large, sunken bowl of sand, the ground trembles. Mandibles, large as trees, burst from the sand as a colossal Antlion reveals itself. This desert feels... ancient. You see strange landmarks—a lone cactus, a flower, a mushroom-shaped rock—that feel less like nature and more like a riddle.

Mount Vellenge Description: This is the wound in the world. The source. You are ascending the meteor that brought the Miasma. It is not rock, but a fleshy, alien landscape of twisting, corrupt paths. The Miasma is so thick you can barely breathe. The strongest, most twisted monsters patrol this place. You are climbing into the very heart of the world's sickness, to confront the Meteor Parasite and, ultimately, the sad, powerful entity, Raem, who waits at its core.