Wild Places Test Banner
1
8
2
4
2
3
7
THE STRANGE AND BEAUTIFUL NATURAL WONDERS OF VARZUUN
The natural power, beauty, and magicality of Varzuun has captured the imagination of its peoples since the dawn of time. Though fraught with perils, natural, man-made, or supernatural, the magnificent wilderness of the world featured in
the gothic sword-and-sorcery fantasy adventure THE VARZUUN SAGA is guaranteed to impress, dazzle, and stimulate the mind of the reader.
In the first installment, PALADIN, several of these majestic landmarks are mentioned.
Seruncil Yellow

PICTURE COMING SOON
Photoshop™ --- 2021


SeruncilThumb

The ELEGANT, ENCHANTED SERUNCIL FOREST:

     This strange magically enchanted wood is a secret home to the Unicorn Oracle, The Faerie Queen, The Great Tree with its Dryad Oona, and the viDruid enclave of MÜ'n'Dru (Moon-Drew) & her tribe.

     Long, long ago, a strange and wonderous magic settled on the beautiful pristine forest on the border between Eirhanon and Srantinon. The powerful magic prevents trespassers and defilers from entering (or escaping) these woods, thus preserving the sylvan idyll of the wondrous mystical inhabitants of this marvelous place.
Cudgel of MU'n'Dru

Cudgel of
MÜ'n'Dru


MÜ'n'Dru is a viDruid Mystic who will often make observations of the natural world as a form of divination, then interpret them to assist planning of future events.



GUEST BOOK:
Guest book
Please sign.
Ruins
Rugged and austere:
A Sundered Wasteland


FlavRuins

     Vythunia, once inhabited by humans or Vaqlorii, and cosidered by most to be 'ground zero' of the second rending, catastrophically altered by that event, is now desolate, haunted and populated only by ruin-faeries or strange monsters.





Zones of Wild Magic

Ruins of Vythunia

     The very nature of magic is CHAOS, but in areas of great upheaval or disaster, a zone of wild magic may be created. Here, the area (the very fabric of reality) is permeated with magical energy, and wild unpredictable surges may occur at random, producing unusual events. Anyone attempting to use magic in one of these zones will be prone to a strange or unexpected result, sometimes vastly different than anything they imagined or hoped for.
Devastated by the Rending:
Harbingers of things to come


FlavRuins

The Second Rending is believed to be an aftershock of the original rending, the much more devastating apocalyps that destroyed the prehistoric world of the Oublions, the Forgotten Ones. Legend holds that several (or maybe just one) of that ancient race attempted to flee the original event by travelling in time, but the last wave followed and caught up with them, and laid waste to most of the rich and prosperous land of Vythunia, from which it never recovered.


Zones of Dead Magic

Ruins of Vythunia II

     As with the zones of wild magic, there are also zones completely devoid of magical energy. Here, magic is likely to falter, produce poor or limited results, or most likely fail entirely. The zones can even disempower magically enchanted items, armour, or weaponry, rendering them "normal" or non-magical until they are removed from the zone.
WyrmtthMtnsLtYelTHE

Wyrmtooth Mtns

     Ben Ravock is the highest mountain in all Scrantinon, but to the north of it lies Scrantinon's second-largest mountain range, a jagged and formidable series of sharp-faced peaks strongly resembling the teeth of a dragon. Thus, the name.

WYRMTOOTH MOUNTAINS
L. O'Khoula

L.O'K

     North of the Kilravock Dragon Reach, nestled in a hidden valley high in the Wyrmtooth mountains, lies a tiny spring-fed lake accessible only by air, such that no one can reach it except by riding in on a dragon. One day, Draven, on his dragon Korvalis, discovered this mini-paradise, named it after his mother, and set up his own special place of retreat and rest, where he and Korvalis can get away from all the problems of the rest of the world.


LAKE O'KHOULA & DRAVEN'S BASTION OF SOLITUDE
KrvkVLtYelTHE

Kilravock

     In the rugged mountains of west Scrantinon lies a pastoral and fertile vally called Kilravock. Once a vibrant community existed there, but an ogre and a rogue dragon laid claim to the area The town fell into near-ruin, until one day a courageous and intrepid knight, one Flavius Franciscus, came to town lead by a vision of a sword of holy power.


THE KILRAVOCK VALLEY
GreatTree

GreatTreeThumb

     Hidden in the ever-shifting depths of the magical Seruncil Forest dwells the oldest and most massive living thing in all Varzuun: A colossal Oak Tree some nine hundred stryde tall (about one seventh of a league). This ancient tree is believed to be at least twelve thousand years old, meaning it may predate the Second Rending, making it the only living thing to have survived that catastrophic event. The Great Tree is full of magic and wonder, and has its spirit manifested in the Dryad Oona.


THE GREAT TREE
The Sentinels of Eternity

SentinelA

     There are twelve ancient Sentinels of Eternity. These Sentinels are the everlasting entities which monitor the doorways of the Nexus Omniversum, the Gateway to All the Worlds. Here, Sir Flavius encounters and investigates one of the Sentinels.
Telltale Signs of the Presence of the Fae (Faeries)

Shroom Ring

Mushroom Circles
The Grove of the Patriarchs

Circle of Trees

Circles of Trees
Text

PIC

Text
Text

PIC

Text
Text

PIC

Text
Text

PIC

Text
Text

PIC

Text
 

Signature of Chilam
This page (fantasy/WildPlaces.html) last updated 2021:07:29 - 21:58:43 UT.
Copyright © MCMXC CHILAM. All rights reserved.