Plains of Sedia D20

Adventure Sites in Amari

Adventure Sites in Amari#

One province of Adventure Sites, which has the map of every site. Using a site says how to run one.

24 sites, levels 1 to 29. What Amari is like.

Port Carvi - The Governor's Hall

Levels 1-10 · Urban · Near Port Carvi

Governor Zael's walled compound stands on the rise above the Tariff Quarter, built around the old Carvi watchtower that once kept watch over the harbor. The tribal council gave him its halls: a gatehouse and a hot forecourt where petitioners wait in line, an audience hall with an empty chair, the council chamber with its carved seats, scribes' rooms and an archive of harbor rolls, a strongroom heavy with tariffs, and the governor's own perfumed rooms. Guards in his colors keep the one gate. The household shrine has traded its shells for the spear-and-sun, and the incense never quite covers the smell of the stables.

Port Carvi - The Tariff Quarter

Levels 1-10 · Urban · Near Port Carvi

The landward half of Port Carvi, just west of the docks, where cargo turns into money. The cart road comes in through the Landward Gate, passes a sailors' lodging house and the long ropewalk, and reaches the Tariff House, where every cargo is weighed and sealed and the governor's new special tax is taken over the clerks' objections. From the crossroads beyond it, one road climbs past the foreign factors' court to the governor's gate, and another runs west under the tavern arcade to the Carvi fence. Whitewashed fronts, shutters closed against the dust, ink and tar, and on every wall the prophet's posters, pasted up by night and torn down by day.

Port Carvi - The Tribal Quarter

Levels 1-10 · Urban · Near Port Carvi

The Carvi's own quarter sits at the jungle's edge above the port, a tangle of family compounds and longhouses of palm thatch on carved posts, joined by twisting paths of packed red earth. Totems stacked with turtles, rays and sea serpents stand at the crossings, cooking smoke hangs under the palms, and the great drums on the drum ground carry down to the harbor. The healers still set bones here the old way of Ettephemone. But the tribe is splitting: one longhouse has gone over to the prophet, its posts pasted with his handbills, and its neighbours have turned their doors away. On two sides the jungle presses in, and every wet season it takes back a little more.

Port Carvi Docks

Levels 1-10 · Urban · Near Port Carvi

The player's arrival point in Amari. Ships from across Sedia crowd the wharves of Port Carvi, where the humid air smells of salt, exotic blossoms, and tar. Foreign sailors and Carvi tribesfolk move past one another with new wariness, and a robed zealot presses propaganda leaflets into every hand.

The Pearl Market

Levels 1-10 · Urban · Near Port Carvi

The beating social heart of Port Carvi. Pearl divers haggle beside spice merchants, foreign sailors drink at the Jungle's Edge, and beneath the carved tribal totems an ancient Carvi altar sits half-forgotten. Lately the talk has turned from prices to prophecy, and the laughter has an edge to it.

The Hidden Armory

Levels 2-12 · Underground · Near Verinton

A cold stone cellar dug beneath the Zealot's Longhouse, lit by guttering lamps. Where a village should store grain, racks of weapons stand in oiled rows - and crates stamped with the Port Carvi harbor seal wait to be opened. This is no house of faith. It is an arsenal.

Verinton Village

Levels 2-12 · Temperate Forest · Near Verinton

An inland village in the forested Ogler Foothills, and a village at war with itself. On one side stand the modest huts of the old ways and Elder Maeve's door; on the other looms the Zealot's Longhouse, where armed converts keep their sermons - and their secrets. Every outsider draws a wary stare.

The Sun-Salt Flats

Levels 3-7 · Regs Desert · Near Kyra

A half-day south of Kyra down the Hunter's Trail, the Upper Meaden opens onto a seasonal salt pan the Amari call the Sun's Table. In the rains it is a shallow lake; by the dry season the water has gone back into the sky and left a white crust that blinds at noon, with brine pools at its heart, a bitter spring, and beds of clear sun-salt that Kyra's artisans cure their hides with. The rakers who worked it have stopped coming since the disciples taught that the faithful need not sweat, and their camp on the north shore is falling in. Gazelle still come to the lick at dawn, and a hill-lion lies up in the kopje to the east to meet them.

Twin River Flats

Levels 3-12 · Prairie · Near Kyra

Where the foothill road gives out, the land opens into a maze of shifting streams and grassy islets - the sacred floodplain of the Amari, where the Upper and Lower Meaden braid apart on their way to the sea. Moss-furred standing stones mark a path only the proven may walk. At the threshold an old spirit-walker tends an offering shrine, and a village forager works the outer shallows the spirits will spare.

Kyra - The Healers' Ward

Levels 3-13 · Urban · Near Kyra

The Healers' Ward lies north-west of Kyra Village, between the Old Houses and the Spear Yards: a walled ward of low mud-brick buildings round courts and gardens, where the Amari still keep Ettephemone's old ways. Its heart is the High Hall, where healing has been taught for a thousand years. Around it lie herb beds and drying lofts, a still-room, a washing court on old stone cisterns, the sick-house, a birthing house and a quiet house for the dying. The healers set the bones of anyone carried through the Mercy Gate or the Bearers' Gate, the elders' fighters and the prophet's converts alike, and ask whose side they are on afterwards. The converts resent them for it.

Kyra - The Old Houses

Levels 3-13 · Urban · Near Kyra

West of the standing stones, past the Carved Posts, the oldest families of Kyra live behind their own walls. Lanes of swept earth wind between compounds of mud brick raised on footings of dressed stone older than the fall, each entered by a single carved gate: courtyards and shade trees, cattle pens and granaries, halls with shelves for the ashes of the dead. The heads of these houses sit with the elders and own most of the herds and the land. The prophet's quarrel shows on their gates: some carry his spear-and-sun posters, some have scraped them off, and one stands shuttered on an empty house. Beyond the last compounds the fields run down to the Lower Meaden.

Kyra - The Spear Yards

Levels 3-13 · Urban · Near Kyra

North of Kyra Village, inside a plaited thorn hedge taller than a rider, lie the Spear Yards, where every Kyrian learns to fight from the age of five. Children drill with wooden spears by the gate, the warrior bands work the open drill square and the throwing lanes, and the old weapon-masters keep the armoury, the kennels of the silent war dogs and the stables of the runners. Practice blows and shouted counts carry all day. Just inside the Thorn Gate the prophet's new temple stands half built in raw timber and fresh brick, where his young converts drill apart. The masters and the zealots share the ground and watch each other.

Kyra Village

Levels 3-13 · Prairie · Near Kyra

A spiritual heart of the Amari, Kyra rises from the sun-drenched Upper Meaden around a ring of ancient standing stones and the high Ancestors' Rock. Once a place of quiet contemplation, it has become the fervent front of the new prophet's movement: Disciple Halian preaches cleansing from the Rock where elders once read gentle prophecy, his bodyguards keep his quarters sealed, and the village's open faith has been turned into a weapon. In the dim of the huts, the doubting still whisper.

The Besieged Village of Oakhaven

Levels 4-14 · Prairie · In the wilds of Amari

A small, hardy village of herders and farmers set among the maquis-clad Rolling Hills, now braced for slaughter. Duke Xorcos's mercenaries close from the ridges, meaning to wipe Oakhaven from the earth and call it a tribal raid. Headman Garret rallies a defence of old men and children behind a shored-up gate, while the high Shepherd's Rock looks north over the killing ground. The hills offer cover to attacker and defender alike.

The Parting of the Meaden

Levels 4-14 · River Delta · Near Kyra

The heart of the trial, where the Meaden breaks on a spit of black rock and tears in two, the Upper Meaden and the Lower, in a roar of white water. The trail down from the hills meets the spirit-haunted rapids first, where the rivers' lesser kin rise to drive back the unproven. Below them the current at the parting runs treacherous and braided, crossable only by one who has read the markers and balanced the flow, and south of it the Lower Meaden runs on toward the flats and the Sunstone Shrine at their heart.

The Sunstone Shrine

Levels 5-14 · Wetland Fen · Near Kyra

A small, tranquil islet at the very heart of the flats, between the arms of the Upper and Lower Meaden, where their waters run quiet again. At its center stands an ancient stone shrine, and within it forms the Sunstone - guarded by the greater spirit of the rivers, who suffers no unproven hand to take it.

Duke Xorcos's Command Camp

Levels 5-15 · Prairie · Near Thurgis

The high, windswept Balthier Prominence - where an Amari chieftain once broke a foreign army - now bristles with one. Duke Xorcos has pitched a large, disciplined camp across the plateau: watchtowers and checkpoints, drilling grounds, a quartermaster's stores fat with Port Carvi 'grain and textiles,' and at its heart the command tent where the Duke himself moves among his officers. An infiltrator must cross it all unseen, for the open ground that makes the camp defensible leaves nowhere to hide.

The Diegan Cave

Levels 5-16 · Neritic Zone · In the wilds of Amari

An anchialine cave on the Amari coast: a labyrinth of brackish pools and crystalline water beneath stalactites that glow with living light. Once a sacred place where Amari shamans came to commune with ocean spirits, it has been dressed by a charlatan into a stage - whispering tunnels for false spirit-voices, glow-powder for divine light, miracle-oil to make the pools shimmer. Past the theatre, in the cathedral vastness of the Tidehart Chamber, the false prophet Lyron holds court over a faith built entirely of pipes and powder.

Fugitives' Overlook

Levels 6-16 · Sitka Spruce Forest · In the wilds of Amari

Deep in the dense Sitka spruce forest of the Amari hinterlands, where the scattered wreck of Duke Xorcos's army has gone to ground. The rugged woods hide makeshift mercenary camps, squabbling deserters, and one last fanatic dug in on a defensible hilltop overlook. The Amari have always used these hinterlands to test their elite warriors against the cold and the beasts; now a tribal warrior and an outsider walk them together, hunting the remnants of a broken war before they can fester into a bandit plague.

The Scholar's Cove

Levels 6-16 · Sandy Beach · In the wilds of Amari

A serene, secluded cove on Jade Beach, where smooth greenish stones wash up on white sand and the cliffs hold small old shrines to Ettephemone, Avatar of Life. Its remoteness makes it the perfect place for a clandestine debriefing: here Scholar Varis has set up his cipher-desk to draw a single name out of a campaign's worth of stolen evidence, and here Elder Maeve comes to give the tribes' final thanks. After a long, hard season, the cove is mostly, blessedly, at peace - and from its overlook the trail climbs north to the sea-road that bends, at the last, down toward Narsis, and whatever comes next.

The Ruins of Ft. Kilner

Levels 6-18 · Sagebrush Steppe · In the wilds of Amari

The vine-choked ruins of a colonial fort the Amari burned out a century ago, after its builders desecrated a tribal burial ground in their hunt for what lay beneath. The crumbling keep has collapsed into a rubble pit, and the pit has opened the way down into the thing the fort was always built to reach: an ancient Amari vault, and on its central plinth the dark, pulsing Artifact of Binding. Here Duke Xorcos has come to claim it - and here the heretic's whole long shadow comes to an end.

The Northern Pass

Levels 8-14 · Mountain · In the wilds of Amari

The last climb of the desert chapter: the trail up the Tiegans Belt, the rugged eastern wall of Dumasque, where the soft sand of the Roahn stiffens into cold scree and the long ascent to the Northern Pass begins. From lichen-scarred foothills the path threads past Tiegans' thousand-year guide-cairns and a hidden Geni shrine, up through wind-scoured high peaks guarded by a stone colossus and a monstrous roc, to a summit where the air goes thin and biting and the desert finally falls away. Stand at the vista there and the whole next chapter opens at your feet: green hills and dark forests rolling away north and east past the shine of Lake Meade, and far on the horizon the snow-capped, cloud-shrouded peaks of Jewall. A travel-and-reflection finale, walked alone, the way the crossing demands.

The Betrayal Plateau

Levels 9-14 · Canyon · In the wilds of Amari

Traitors Pass: the cursed cut where the Tiegans Belt buckles into a winding throat of broken rock, shunned for a thousand years since a troll tribe led an enemy army through it to the oasis. The road climbs from the shunned mouth past frost-shed boulders and pitoned rock-faces to the Choke Point, a stone gullet thick with Chieftain Varg’s lookouts, and beyond it to the hidden shelf the outlaws call the Betrayal Plateau. There the Conductor’s emissary trades Geni steel and the water of the tribes for the trapped souls of the dead, while above the shelf a cold vantage offers the one place to watch it all unseen. The pass is a graveyard no kin was ever allowed to tend, and it knows the smell of treachery.

The Ruined Waystation

Levels 23-29 · Prairie · Near Thurgis

The Ruined Waystation on the Plains of Sedia: a burned-out coaching house at the prairie crossroads, the climactic ground of the courier’s run south. The golden grass of the plains rolls to every horizon under a wide sky, and across it runs the road south to the Morian border, fouled with Choir roadblocks and watched by a wide net of patrols. The map runs from the open plains road and a stalled refugee caravan, past a golden-grass field and a hidden gully that bypasses the Choir’s outer pickets, to the ruined waystation itself: its broken walls and toppled wagons the only defensible ground for miles, its stable yard and well to the sides, its warded roadblock sealing the road on, and its half-fallen roof the high ground where the hunter, Interceptor Malchor, waits to force the final duel. It is a map built for an ambush and a stand: open killing-ground, scattered cover, hidden snares in the deep grass, and one ruined building to hold against the cavalry of a relentless hunter, with the most dangerous secret on the continent the prize and the Morian border, and the waiting Avatar, just beyond.