Velthmir Isle

Velthmir Isle


General Description

Velthmir Isle is a cursed phantom island that defies natural laws, phasing in and out of existence across the waters of Dort. Surrounded by an impenetrable fog, it appears randomly in specific locations for one week at a time before vanishing again. Its eerie reputation has earned it nicknames like "The Wandering Grave" or "The Isle of Lost Souls." Many ships have encountered it by accident, while others search for it purposefully, guided by whispers of ancient treasures, cursed artifacts, and forbidden knowledge.


Appearance and Geography

  • Size: Roughly 5 square miles, with jagged cliffs on its western side and soft, pebble-strewn beaches to the east.
  • Climate: A mix of cold to temperate, depending on its current location. Fog blankets the island day and night, and the air is always damp and chill.
  • Terrain:
    • A dense forest of evergreens and skeletal oaks dominates the center.
    • A crystal-clear lake sits near the middle of the island, though its waters are said to have an unsettling taste.
    • Rolling hills and caves on the southern side lead to an expansive underground cavern system filled with undead and other dangers.

Unique Features

  1. The Fog Barrier:

    • The island is surrounded by a thick, magical fog.
    • Effects:
      • Navigation within the fog requires Survival (DC 15) checks every hour. Failure disorients the crew and risks shipwreck.
      • The fog suppresses light beyond 30 feet, making it easy to become lost.
  2. Phasing Mechanism:

    • At the end of each week, the island disappears in a flash of light visible through the fog.
    • It always reappears in one of five fixed locations across Dort's seas but never in the same place twice in a row.
  3. The "Time Loop" Effect:

    • People who stay on the island when it phases cannot leave until it reappears in the same spot in the future.
    • Ships Abandoning Survivors: Any crew left behind will find their ship mysteriously drifting off into the fog.

Inhabitants

Villages (Population ~400 total)

  • Velthmir Isle has four isolated villages, each with its own quirks.
  • Most inhabitants are descendants of people trapped on the island centuries ago. They are resigned to their cursed existence and view outsiders with both curiosity and suspicion.
  1. Ravencross:

    • The largest village (pop. ~150), located near the cliffs. Known for its rugged hunters and fishermen.
    • Leader: Halan Faer, an aging human who believes outsiders may one day lift the curse.
  2. Shadewood Hollow:

    • Hidden deep within the forest (pop. ~100). Its people are superstitious and distrustful, practicing strange rites to appease the island's undead.
    • Leader: Altha Mora, a tiefling herbalist and rumored witch.
  3. Fogveil:

    • A coastal village (pop. ~75), specializing in salvaging wrecked ships caught in the fog.
    • Leader: Esrin Trask, a half-orc with an eye patch who runs a black-market trade in stolen goods.
  4. Gravemire:

    • A haunted settlement (pop. ~75) built near an ancient burial ground. Many inhabitants have eerie pale complexions and claim to hear voices from the ground.
    • Leader: Father Krell, a human cleric of an unknown god who preaches doom.

Monsters and Fauna

  1. Surface Creatures:

    • Dire Wolves: Silent predators with pale, ghostly fur that blend with the fog.
    • Will-o'-Wisps: Lure travelers deeper into the forest or toward dangerous cliffs.
    • Phantom Hawks: Carnivorous birds that attack in the mist, vanishing after striking.
  2. Underground Monsters:

    • Undead Guardians: Skeletons, wights, and shadows roam the caverns, protecting long-forgotten treasures.
    • Phase Spider Colony: Found near cracks in the cavern walls, feeding on anything that moves.
    • Shadow Elementals: These creatures seem drawn to the cursed magic of the island.
  3. Unique Fauna:

    • Velthmir Deer: Ghostly white deer with glowing eyes, said to bring fortune to those who spare them.
    • Frost Ferns: Plants that emit a chill and are used by villagers in remedies for fever.
    • Glowcaps: Luminescent mushrooms found in caves, often harvested for light or potion ingredients.

Underground Ruins

The caverns beneath the island are the remnants of an ancient temple built by a long-lost civilization.

  • Key Features:
    • Crumbling statues, faded murals, and cursed treasure.
    • A massive central chamber with a sealed portal rumored to connect to the Shadowfell.
  • Guardian:
    • The Lich Tyranor: A malevolent undead sorcerer who commands the undead hordes. Tyranor is bound to the island and maintains its curse, but his phylactery is hidden deep in the ruins.

Treasure and Secrets

  1. The Map’s Secret:

    • The party’s map reveals the locations where Velthmir Isle reappears, giving them an edge in tracking its movements.
  2. The Lich’s Phylactery:

    • Destroying the lich would theoretically end the curse, but finding and destroying the phylactery is no small feat.
  3. Villager Artifacts:

    • Relics of the past, like enchanted weapons or items, are scattered across the island and hoarded by villagers.
    • Examples:
      • Fogcaller’s Amulet: Controls the fog for a short period (1/day, lasts 1 hour).
      • Phantom Blade: A longsword that deals additional psychic damage.
  4. Treasure of Velthmir:

    • Hidden deep in the ruins is a hoard of gold, gemstones, and enchanted items. However, removing the treasure without breaking the curse could bring dire consequences.

Adventure Hooks

  1. Lure of Treasure:

    • The map leads the party to the island, but they must survive its dangers and outwit rivals also hunting for the treasure.
  2. Rescue Mission:

    • A merchant’s son has been stranded on the island for months, and the party is hired to retrieve him.
  3. Breaking the Curse:

    • Villagers beg the party to destroy Tyranor and free them from the island’s curse, offering valuable rewards.
  4. Rival Party:

    • Another adventuring group is also hunting for the island, leading to tense confrontations or outright combat.