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<blockquote data-quote="Warden" data-source="post: 2299808" data-attributes="member: 11006"><p><strong>Peaceful Resolution</strong></p><p>A D&D Adventure for 3-4 Characters of Levels 4-6</p><p></p><p>For many adventurers, retirement is a foreign word. Those that do not die by the sword or the spell find themselves in a continuous state of travel and heroism, unable to put aside their skills to settle in a comfortable life. But there is an option.</p><p> </p><p>The Eternal Keep is a demiplane within the Ethereal Plane offering just such a life: residents dish out large sums of gold and artefacts to live out the rest of their lives in this sanctuary away from violence, tempted by the possibilities of never having to look over their back or sleep with a dagger under their pillow. As a demiplane, the Keep is able to rewrite the laws of reality to suit its guests – violence is strictly prohibited here and is almost impossible to accomplish. Spells that would inflict damage cannot function and individuals lashing out with a punch, a stab, or a swing must use all of their internal energies to force out their rage. In just such a place, the great swords master Jellan Forebaster retired.</p><p> </p><p>Those who might not have heard of the infamous sword master may yet have heard of his blade, Graceful, an intelligent longsword that journeyed with Jellan over his thirty-odd years across the planes in search of treasure and glory. When Jellan’s bones began to creak and his mind tired of the constant danger, he and Graceful agreed to settle down somewhere peaceful and made their way to the Eternal Keep. Today, Jellan busies himself with reading the large collection of books in the Keep’s library, while Graceful hangs within the Armoury of the Past, a display of reflection for all those who now call the Keep home.</p><p></p><p><u>Gone, But Not Forgotten</u></p><p>The legend of Jellan Forebaster and his prized sword, Graceful, have not been forgotten by many who fell victim to their interventions. While many outside of the appropriate circles have long hid the secret of the Eternal Keep, only those with sealed mouths can keep secrets. A cleric of Grummish known only as Spite wants Graceful for himself and he knows exactly where to find it, thanks to a few well-spent bottles of wine and a drunken messenger with a penchant for ethereal travel and a taste for grape. The trick for Spite now is taking the sword without arousing suspicion and causing Jellan to come out of retirement to retrieve his weapon and comrade.</p><p> </p><p>Spite has a saying: “When in doubt, send a party of hapless adventurers.”</p><p> </p><p>Spite hires a merchant to contact a band of recognized adventurers to travel to the Eternal Keep and deliver a present to Jellan Forebaster. Positive that Jellan will return to his personal quarters to open the mysterious present and provide the adventurers with a tour of the Keep, as any good-aligned person would do, Spite will enter the Ethereal Plane and the Keep through an <em>ectoplasmic corset</em>, a magic item that recreates an ethereal version of himself. After stealing Graceful, he will unleash a pair of rust monsters to destroy many of the artefacts within the Armoury, thereby leaving Jellan to assume his valuable sword was destroyed by the rust monsters. For Spite, this is the perfect crime.</p><p></p><p><u>Scene 1: Setting the Bait</u></p><p>A local merchant approaches the PCs. He has a package that needs delivering to a “unique place.” He will pay them 500 gp in total to make the deliver to “a man named Jellan on a demiplane in the Ethereal,” but cannot tell them anything further about the place. He hands them the package: it is a large tome called <em>The Equations of Neutrality</em>, a book on understanding the various alignments of the multiverse. The merchant also gives the party a single violet and a piece of paper with a poem written on it, instructing them to read the poem aloud three times in a soft voice while holding the violet towards the sky for teleporting to the demiplane.</p><p></p><p style="text-align: center"><em>The soothing wind, it touches me.</em></p> <p style="text-align: center"><em>The calming waves brush over me.</em></p> <p style="text-align: center"><em>A mother’s touch embraces me.</em></p> <p style="text-align: center"><em>To all these things that I hold dear</em></p> <p style="text-align: center"><em>A vow that steel shall ne’er steer</em></p> <p style="text-align: center"><em>My humble need for wind, wave, and tear.</em></p><p></p><p>If asked, the merchant simply explains that he was paid 2000 gp to obtain a copy of the book and have it delivered to Jellan by someone who wished to remain anonymous. “He said this man would understand when he got it,” the merchant responds. The merchant is willing to contract out the delivery to the PCs as none of his regular people has ever delivered to any place outside of their home world before.</p><p></p><p><u>Scene 2: Arriving at the Keep</u></p><p>The demiplane known as the Eternal Keep appears to be an ordinary, yet exceptionally beautiful hillside set under a perfect blue sky. Arriving into the Keep through the recital of the poem is as peaceful as the setting itself – each PC’s vision clouds over and they suddenly find themselves standing in a field of violets, as described below.</p><p></p><p><em>The sight lay before you takes your breath away. A white-blue sky rises beyond a tall, lean stone keep, where a soothing breeze whistles out to pass gently over your face. Around your feet are hundreds upon thousands of violets, much like the one you hold in your hand, waving back and forth in unison to the summer wind that covers the landscape. There are no other sights in the distance, as the field looks to stretch for miles and miles undisturbed.</em></p><p><em> </em></p><p><em>The poem has been altered and reads the following message: “Welcome, visitors. Please make your entry to the main doors of the Keep and take care to respect the wishes of our guests. The courtesy of checking your weapons with your host is greatly appreciated. Peace is with you.”</em></p><p></p><p><strong>The Eternal Keep Demiplane</strong></p><p>The demiplane of the Eternal Keep has the following traits.</p><p>- Normal gravity</p><p>- Alterable morphic</p><p>- Strongly neutral-aligned: All characters are welcome within the Keep so long as they do not commit violence, suffering the standard penalties for having an opposing alignment (both types) on a strongly-aligned plane (-2 penalty on all Intelligence- and Wisdom-based checks and a –4 penalty on all Charisma-based checks). In addition, all characters attempting to commit any type of violent act (commonly described as one that will result in any type of damage result) must make a Will save (DC 27) or else find them unable to complete the act. This save throw must be repeated every round.</p><p>- Mildly positive-dominant</p><p>- Impeded magic: All spells causing damage (hit points, ability scores, etc.) cannot function and are considered lost as if the caster had failed a Concentration check.</p><p></p><p>When the PCs arrive at the front doors of the Keep, a bald-headed male human greets them, speaking in a courteous and relaxing voice. He welcomes them to the Eternal Keep and asks how he can assist them. When asked about Jellan Forebaster, the host ponders his thoughts for a moment and remembers seeing the retired sword master in the garden – he will gladly take them there after the PCs have relinquished their weapons. Each PC’s gear is stored within a sealed iron box and given the only key for their safekeeping. Should anyone wish to keep their weapons alongside, they are asked to wait within the Armoury of the Past while the rest of the party is taken to meet Jellan in the garden. Should all of the character refuse to give up their weapons or choose to remain in the Armoury with anyone else that does, the host states that he will have Jellan meet them in the Armoury instead.</p><p> </p><p>When Jellan Forebaster is introduced to the PCs, he is found to be a well-tanned, scarred, elderly man with a strangely pleasant disposition to him – he even wears a violet in his hair and will be Friendly with them at the start. Should he meet any PCs with visible weapons or be asked questions regarding his past exploits, he will become grim and dissatisfied at his break with peace and speak to these individuals as little as possible. In truth, the very presence of the PCs may be enough to disrupt him altogether and make him cold or elusive to deal with. He is a man that he seen and dealt out death for a living and found himself weary of it. While he is visibly old and battle-hearty, he feels like a young man again and will have a rise to his voice and a slight skip to his step when not reminded of his past.</p><p> </p><p>As the PCs hand over the <em>Equations of Neutrality</em> book to Jellan, he is very pleased and surprised, begging to know who would have sent him such a glorious gift. If the PCs have been able to remain Friendly with Jellan, he will insist they stay for dinner as his guests and enjoy the luxuries of the Keep in appreciation for bringing this anonymous gift. Otherwise, unless the PCs have made Jellan agitated to become Unfriendly or even Upset, he will at least offer to take them on a tour of the Keep. As mentioned above, if anyone should ask about his past, he will bid them a good day and send them on their way.</p><p></p><p><u>Scene 3: Theft in Progress</u></p><p>From his temple on the Material Plane, Spite monitors the <em>Equations of Neutrality</em> book through a scrying spell. As soon as he sees it in the hands of Jellan, he activates his <em>ectoplasmic corset</em> to create an ethereal version of himself in the Keep, as if he had cast <em>ethereal jaunt</em>. Just as with anyone else, Spite must pass through the front doors, be greeted by the same host (to which he proclaims to be interested in retiring to the demiplane himself), and sneak his way towards the Armoury of the Past. Once there, it will not take him long to discover Graceful, pry it from its glass case, and make a hasty retreat back to the Material Plane.</p><p> </p><p>If any of the PCs should wait within the Armoury, they discover the ethereal form of Spite, a half-orc cleric wearing an eye patch over his right eye emanating through a greenish haze, enter the room and make towards Graceful, the intelligence longsword of Jellan Forebaster. Using an amulet worn around his neck, the ethereal form of Spite summons a pair of rust monsters (which can be done since the act of summoning the rust monsters themselves is not considered violent). Surrounded by nothing but armour, swords, and precious metal artefacts, the rust monsters go wild and disintegrate everything in their path.</p><p> </p><p>The challenge to the PCs is to stop the rust monsters from destroying the valuables in the Armoury of the Past without resorting to violence, as doing so would probably become more difficult. As rust monsters are neutral creatures seeking only food, the nature of the demiplane will not disrupt their actions (unless they should attempt to knock over items, but the reach of their antennae should make such an act unnecessary). Spells such as <em>sleep, hold monster</em>, and others that do not involve violence are possible, if available, or the rust monsters can be lured out of the Armoury with a tempting “treat.” Nothing in the PCs imaginations can be ruled out, but it will have to be done from a safe distance so that their own equipment will not be eaten.</p><p> </p><p>The next challenge is to stop Spite from escaping the demiplane with the sword, Graceful. While his body is ethereal (and able to interact normally within the Ethereal Plane), he cannot simply teleport this form back to the Material Plane with the sword in hand. There is a portal on the demiplane used by some residents to return home to visit families and friends, which is exactly where Spite races toward.</p><p> </p><p>Just 2000 feet north of the stone structure, a pair of curved oak trees rises out of the soil with two thick branches wrapped around each other to form an arch. Passing through the arch while speaking the name of a home world will teleport the person to that location. As soon as Spite’s ethereal form is able to exit the interior of the Keep, he will make a full sprint (moving at 120 feet per round) to the portal, reaching it just shy of 17 rounds. Including the time that passes from when he steals Graceful and summons the rust monsters, he will have escaped in 20 rounds.</p><p> </p><p>Spite, for obvious reasons, will want to put up a struggle and make his escape should he be chased, but will have just as much difficulty fighting back against a PC as they will to tackle him to the ground. Just as with the rust monsters, the PCs must find a way to stop Spite from reaching the portal without using violence.</p><p> </p><p>As soon as Jellan enters the Armoury after the commotion of the rust monsters is discovered, he will immediately look for Graceful. If no one was able to witness Spite’s arrival in the Armoury and know that he is responsible for the theft, Jellan will likely assume that the rust monsters destroyed his precious sword and friend. A Search check (DC 20) with the Track feat will reveal a slight trace of ectoplasmic residue, shaped like footprints, leading towards and away from Graceful’s glass case.</p><p></p><p><u>Concluding the Adventure</u></p><p>If the PCs were able to stop the rust monsters and prevent Spite from escaping with Graceful, Spite will cause his ethereal duplicate to dissolve and remove all chance of tracking him down to the Material Plane. If Jellan should see the ethereal clone of Spite, however, he will recognize the cleric and inform the PCs of his identity. The PCs should gain a 50% bonus to any XP gained from defeating the rust monsters and Spite without using violence. As soon as a PC has to make a Will save attempt on an attack roll or attempts to cast a spell that is prohibited on the demiplane, they miss the XP bonus.</p><p> </p><p>If the PCs were able to stop the rust monsters but not Spite, Graceful may be lost forever. Once again, if Jellan is able to see the ethereal clone of Spite, he will be able to identify the perpetrator and assist the PCs in tracking him down. Jellan would even be willing to step out of retirement and join the PCs in a quest to free his sword from captivity. The PCs should still receive the XP bonus for the rust monsters if they were stopped without violence. </p><p></p><p>If the PCs are unable to stop the rust monsters before they lay ruin to the entire Armoury, there will be almost 100,000 gp in rare weapons, shields, armour, and artefacts completely destroyed and never to be seen again. They should hang their heads in shame.</p><p></p><p><u>List of Ingredients</u></p><p>Ectoplasmic corset: The name of the magic item, which Spite uses to enter the Eternal Keep and steal Graceful.</p><p>Violet: The flower used in the teleportation of the PCs to the Eternal Keep. Also found spread across the landscape of the Keep and worn in Jellan’s hair.</p><p>Famous swordsman: Jellan Forebaster, who sought to retire from his days of battle and retreated to the Eternal Keep on the Ethereal Plane.</p><p>Ethereal keep: The demiplane, located on the Ethereal Plane, in which retired adventurers can live out the rest of their lives without war and death to finish them.</p><p>Pacifism: The Eternal Keep prohibits the use of violence, including attacks and spells, and promotes a terrain of peace and respect within its limited territory.</p></blockquote><p></p>
[QUOTE="Warden, post: 2299808, member: 11006"] [B]Peaceful Resolution[/B] A D&D Adventure for 3-4 Characters of Levels 4-6 For many adventurers, retirement is a foreign word. Those that do not die by the sword or the spell find themselves in a continuous state of travel and heroism, unable to put aside their skills to settle in a comfortable life. But there is an option. The Eternal Keep is a demiplane within the Ethereal Plane offering just such a life: residents dish out large sums of gold and artefacts to live out the rest of their lives in this sanctuary away from violence, tempted by the possibilities of never having to look over their back or sleep with a dagger under their pillow. As a demiplane, the Keep is able to rewrite the laws of reality to suit its guests – violence is strictly prohibited here and is almost impossible to accomplish. Spells that would inflict damage cannot function and individuals lashing out with a punch, a stab, or a swing must use all of their internal energies to force out their rage. In just such a place, the great swords master Jellan Forebaster retired. Those who might not have heard of the infamous sword master may yet have heard of his blade, Graceful, an intelligent longsword that journeyed with Jellan over his thirty-odd years across the planes in search of treasure and glory. When Jellan’s bones began to creak and his mind tired of the constant danger, he and Graceful agreed to settle down somewhere peaceful and made their way to the Eternal Keep. Today, Jellan busies himself with reading the large collection of books in the Keep’s library, while Graceful hangs within the Armoury of the Past, a display of reflection for all those who now call the Keep home. [U]Gone, But Not Forgotten[/U] The legend of Jellan Forebaster and his prized sword, Graceful, have not been forgotten by many who fell victim to their interventions. While many outside of the appropriate circles have long hid the secret of the Eternal Keep, only those with sealed mouths can keep secrets. A cleric of Grummish known only as Spite wants Graceful for himself and he knows exactly where to find it, thanks to a few well-spent bottles of wine and a drunken messenger with a penchant for ethereal travel and a taste for grape. The trick for Spite now is taking the sword without arousing suspicion and causing Jellan to come out of retirement to retrieve his weapon and comrade. Spite has a saying: “When in doubt, send a party of hapless adventurers.” Spite hires a merchant to contact a band of recognized adventurers to travel to the Eternal Keep and deliver a present to Jellan Forebaster. Positive that Jellan will return to his personal quarters to open the mysterious present and provide the adventurers with a tour of the Keep, as any good-aligned person would do, Spite will enter the Ethereal Plane and the Keep through an [I]ectoplasmic corset[/I], a magic item that recreates an ethereal version of himself. After stealing Graceful, he will unleash a pair of rust monsters to destroy many of the artefacts within the Armoury, thereby leaving Jellan to assume his valuable sword was destroyed by the rust monsters. For Spite, this is the perfect crime. [U]Scene 1: Setting the Bait[/U] A local merchant approaches the PCs. He has a package that needs delivering to a “unique place.” He will pay them 500 gp in total to make the deliver to “a man named Jellan on a demiplane in the Ethereal,” but cannot tell them anything further about the place. He hands them the package: it is a large tome called [I]The Equations of Neutrality[/I], a book on understanding the various alignments of the multiverse. The merchant also gives the party a single violet and a piece of paper with a poem written on it, instructing them to read the poem aloud three times in a soft voice while holding the violet towards the sky for teleporting to the demiplane. [CENTER][I]The soothing wind, it touches me. The calming waves brush over me. A mother’s touch embraces me. To all these things that I hold dear A vow that steel shall ne’er steer My humble need for wind, wave, and tear.[/I][/CENTER] If asked, the merchant simply explains that he was paid 2000 gp to obtain a copy of the book and have it delivered to Jellan by someone who wished to remain anonymous. “He said this man would understand when he got it,” the merchant responds. The merchant is willing to contract out the delivery to the PCs as none of his regular people has ever delivered to any place outside of their home world before. [U]Scene 2: Arriving at the Keep[/U] The demiplane known as the Eternal Keep appears to be an ordinary, yet exceptionally beautiful hillside set under a perfect blue sky. Arriving into the Keep through the recital of the poem is as peaceful as the setting itself – each PC’s vision clouds over and they suddenly find themselves standing in a field of violets, as described below. [I]The sight lay before you takes your breath away. A white-blue sky rises beyond a tall, lean stone keep, where a soothing breeze whistles out to pass gently over your face. Around your feet are hundreds upon thousands of violets, much like the one you hold in your hand, waving back and forth in unison to the summer wind that covers the landscape. There are no other sights in the distance, as the field looks to stretch for miles and miles undisturbed. The poem has been altered and reads the following message: “Welcome, visitors. Please make your entry to the main doors of the Keep and take care to respect the wishes of our guests. The courtesy of checking your weapons with your host is greatly appreciated. Peace is with you.”[/I] [B]The Eternal Keep Demiplane[/B] The demiplane of the Eternal Keep has the following traits. - Normal gravity - Alterable morphic - Strongly neutral-aligned: All characters are welcome within the Keep so long as they do not commit violence, suffering the standard penalties for having an opposing alignment (both types) on a strongly-aligned plane (-2 penalty on all Intelligence- and Wisdom-based checks and a –4 penalty on all Charisma-based checks). In addition, all characters attempting to commit any type of violent act (commonly described as one that will result in any type of damage result) must make a Will save (DC 27) or else find them unable to complete the act. This save throw must be repeated every round. - Mildly positive-dominant - Impeded magic: All spells causing damage (hit points, ability scores, etc.) cannot function and are considered lost as if the caster had failed a Concentration check. When the PCs arrive at the front doors of the Keep, a bald-headed male human greets them, speaking in a courteous and relaxing voice. He welcomes them to the Eternal Keep and asks how he can assist them. When asked about Jellan Forebaster, the host ponders his thoughts for a moment and remembers seeing the retired sword master in the garden – he will gladly take them there after the PCs have relinquished their weapons. Each PC’s gear is stored within a sealed iron box and given the only key for their safekeeping. Should anyone wish to keep their weapons alongside, they are asked to wait within the Armoury of the Past while the rest of the party is taken to meet Jellan in the garden. Should all of the character refuse to give up their weapons or choose to remain in the Armoury with anyone else that does, the host states that he will have Jellan meet them in the Armoury instead. When Jellan Forebaster is introduced to the PCs, he is found to be a well-tanned, scarred, elderly man with a strangely pleasant disposition to him – he even wears a violet in his hair and will be Friendly with them at the start. Should he meet any PCs with visible weapons or be asked questions regarding his past exploits, he will become grim and dissatisfied at his break with peace and speak to these individuals as little as possible. In truth, the very presence of the PCs may be enough to disrupt him altogether and make him cold or elusive to deal with. He is a man that he seen and dealt out death for a living and found himself weary of it. While he is visibly old and battle-hearty, he feels like a young man again and will have a rise to his voice and a slight skip to his step when not reminded of his past. As the PCs hand over the [I]Equations of Neutrality[/I] book to Jellan, he is very pleased and surprised, begging to know who would have sent him such a glorious gift. If the PCs have been able to remain Friendly with Jellan, he will insist they stay for dinner as his guests and enjoy the luxuries of the Keep in appreciation for bringing this anonymous gift. Otherwise, unless the PCs have made Jellan agitated to become Unfriendly or even Upset, he will at least offer to take them on a tour of the Keep. As mentioned above, if anyone should ask about his past, he will bid them a good day and send them on their way. [U]Scene 3: Theft in Progress[/U] From his temple on the Material Plane, Spite monitors the [I]Equations of Neutrality[/I] book through a scrying spell. As soon as he sees it in the hands of Jellan, he activates his [I]ectoplasmic corset[/I] to create an ethereal version of himself in the Keep, as if he had cast [I]ethereal jaunt[/I]. Just as with anyone else, Spite must pass through the front doors, be greeted by the same host (to which he proclaims to be interested in retiring to the demiplane himself), and sneak his way towards the Armoury of the Past. Once there, it will not take him long to discover Graceful, pry it from its glass case, and make a hasty retreat back to the Material Plane. If any of the PCs should wait within the Armoury, they discover the ethereal form of Spite, a half-orc cleric wearing an eye patch over his right eye emanating through a greenish haze, enter the room and make towards Graceful, the intelligence longsword of Jellan Forebaster. Using an amulet worn around his neck, the ethereal form of Spite summons a pair of rust monsters (which can be done since the act of summoning the rust monsters themselves is not considered violent). Surrounded by nothing but armour, swords, and precious metal artefacts, the rust monsters go wild and disintegrate everything in their path. The challenge to the PCs is to stop the rust monsters from destroying the valuables in the Armoury of the Past without resorting to violence, as doing so would probably become more difficult. As rust monsters are neutral creatures seeking only food, the nature of the demiplane will not disrupt their actions (unless they should attempt to knock over items, but the reach of their antennae should make such an act unnecessary). Spells such as [I]sleep, hold monster[/I], and others that do not involve violence are possible, if available, or the rust monsters can be lured out of the Armoury with a tempting “treat.” Nothing in the PCs imaginations can be ruled out, but it will have to be done from a safe distance so that their own equipment will not be eaten. The next challenge is to stop Spite from escaping the demiplane with the sword, Graceful. While his body is ethereal (and able to interact normally within the Ethereal Plane), he cannot simply teleport this form back to the Material Plane with the sword in hand. There is a portal on the demiplane used by some residents to return home to visit families and friends, which is exactly where Spite races toward. Just 2000 feet north of the stone structure, a pair of curved oak trees rises out of the soil with two thick branches wrapped around each other to form an arch. Passing through the arch while speaking the name of a home world will teleport the person to that location. As soon as Spite’s ethereal form is able to exit the interior of the Keep, he will make a full sprint (moving at 120 feet per round) to the portal, reaching it just shy of 17 rounds. Including the time that passes from when he steals Graceful and summons the rust monsters, he will have escaped in 20 rounds. Spite, for obvious reasons, will want to put up a struggle and make his escape should he be chased, but will have just as much difficulty fighting back against a PC as they will to tackle him to the ground. Just as with the rust monsters, the PCs must find a way to stop Spite from reaching the portal without using violence. As soon as Jellan enters the Armoury after the commotion of the rust monsters is discovered, he will immediately look for Graceful. If no one was able to witness Spite’s arrival in the Armoury and know that he is responsible for the theft, Jellan will likely assume that the rust monsters destroyed his precious sword and friend. A Search check (DC 20) with the Track feat will reveal a slight trace of ectoplasmic residue, shaped like footprints, leading towards and away from Graceful’s glass case. [u]Concluding the Adventure[/U] If the PCs were able to stop the rust monsters and prevent Spite from escaping with Graceful, Spite will cause his ethereal duplicate to dissolve and remove all chance of tracking him down to the Material Plane. If Jellan should see the ethereal clone of Spite, however, he will recognize the cleric and inform the PCs of his identity. The PCs should gain a 50% bonus to any XP gained from defeating the rust monsters and Spite without using violence. As soon as a PC has to make a Will save attempt on an attack roll or attempts to cast a spell that is prohibited on the demiplane, they miss the XP bonus. If the PCs were able to stop the rust monsters but not Spite, Graceful may be lost forever. Once again, if Jellan is able to see the ethereal clone of Spite, he will be able to identify the perpetrator and assist the PCs in tracking him down. Jellan would even be willing to step out of retirement and join the PCs in a quest to free his sword from captivity. The PCs should still receive the XP bonus for the rust monsters if they were stopped without violence. If the PCs are unable to stop the rust monsters before they lay ruin to the entire Armoury, there will be almost 100,000 gp in rare weapons, shields, armour, and artefacts completely destroyed and never to be seen again. They should hang their heads in shame. [U]List of Ingredients[/U] Ectoplasmic corset: The name of the magic item, which Spite uses to enter the Eternal Keep and steal Graceful. Violet: The flower used in the teleportation of the PCs to the Eternal Keep. Also found spread across the landscape of the Keep and worn in Jellan’s hair. Famous swordsman: Jellan Forebaster, who sought to retire from his days of battle and retreated to the Eternal Keep on the Ethereal Plane. Ethereal keep: The demiplane, located on the Ethereal Plane, in which retired adventurers can live out the rest of their lives without war and death to finish them. Pacifism: The Eternal Keep prohibits the use of violence, including attacks and spells, and promotes a terrain of peace and respect within its limited territory. [/QUOTE]
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