Lore: History, nature, or religion This area is a place of worship for elves and other fey creatures They congregate here to feel closer to the being who created the presence of nature (DC 20): Placing an effigy of the fey lord who created the presence is enough to consecrate the area, as the spell Praying to an effigy already placed there grants a simple boon from the benefits described below (DC 25): Acting in accordance with the fey lord’s alignment can grant a moderate boon Bringing proof of the destruction of one of the lord’s enemies grants one a major boon (DC 30): Once per month, a single creature with a direct tie to the fey (including most elves, druids, and pythia, as well as clerics and oracles who revere nature) can use the presence of nature to commune with the fey lord, as the spell Prerequisite: Any non-chaotic Activation: A creature with the proper knowledge (see above) whose character level is at least twice the spell level of the boon to be gained knows how to activate the listed benefits Recharge: A total of 10 spell levels’ worth of boons can be active at a time (0-level spells count as 1) Benefit: A boon is any druid spell with a target of personal or one creature, a range of touch, and a duration of at least round Minor boons are and 1st-level spells, moderate boons are 2nd and 3rd-level, and major boons are 4th and 5th-level If the boon’s duration is usually rounds, it is days; minutes is weeks, and hours is months, and the creature’s effective caster level is equal to its character level Aura: Strong abjuration Descruction: A dispel magic cast by a creature with at least 11 hit dice against DC 30 suppresses all boons for week The DC is reduced by for every spell-level of boons currently being used If a creature succeeds against the DC by 10 or more, the presence of nature is destroyed entirely A desecrate spell cast on an effigy within the area reduces the DC by 5, as does the presence of an effigy dedicated to a being with an opposing alignment Value: 50,000 gp (10th) Sanctum of the Sorcerer King Description: A structure unlike any previously seen looms ahead At first, the building appears to be pyramid-like in its shape, but watching it long enough reveals another presence, more akin to a large keep or a small castle complete with battlements and ramparts Skeletal archers and pike-wielding pig creatures 164 scurry about, preparing to deal with those not welcomed by the sorcerer king Lore: Local, planes, or religion The building looks to have been constructed on Zaelin; a magical realm of beautiful, playful fairies; brave, daring elfkin; and other powerful, mystical races Of those races, the fiari are most likely to craft something like this (DC 15): This is the sanctum of the sorcerer king It acts as a gateway between the worlds of light and darkness that exist on Zaelin (DC 25): Practically a dungeon in its own right, the sanctum is believed to hold at its center the remains of the sorcerer king A being worthy of the great thief’s notice may claim some of his treasure as its own, but risks possession by doing so (DC 30): The more worthy a creature who gets past the guards, the easier it is for that creature to locate the center of the sanctum Whether the entrance leads in a straight stair case down, or a multitude of rooms mask and obscure its passages depends on the creatures entering Prerequisite: Visage of Courage, Visage of Power, or Visage of Wisdom A creature that does not meet these prerequisites can still enter the sanctum, but must survive at least encounters with a CR equal to or higher than its level unless it is accompanied by a creature that meets the prerequisite Activation: A creature who meets the prerequisite can stay within the area for at least round actively seeking its power It then rolls a save against magic jar (DC 20) Success indicates that the creature gains the benefit, but takes on aspects of the sorcerer king (change of personality, viewpoints, and so on) A creature that fails its save can attempt a new saving throw once per month Any number of creatures can be affected by this version of the spell at a time Recharge: A creature that stays away from the sanctum for at least week must save again to avoid possession Possessed creatures are treated as bonded allies of the sorcerer king (see Chapter 7) and are sent out to seek a true resurrection spell with which to return him to life Benefit: The creature gains The True Nature of Courage, The True Nature of Power, and The True Nature of Wisdom as bonus feats It does not need to meet the prerequisites The benefits of those feats last for month If the creature meets the prerequisites of one of those feats, the benefits of the greater feat is permanent, while the benefits of the other two last for months For example, an elfling with Visage of Courage would gain The True Nature of Courage permanently as a bonus feat The other two feats gained would last for months, and he could return to the sanctum of the sorcerer king to gain them again (assuming he is not possessed upon his return) Aura: Overwhelming necromancy, strong enchantment and transmutation Descruction: Destroying either the light or dark representation of the sanctum does nothing, but destroying both removes any possession currently affecting creatures and also negates the benefits on all creatures Regardless, both representations of the sanctum are rebuilt in year Removing the remains of the sorcerer king negates the benefits of the sanctum and compels possessed creatures to find and return them Value: 200,000 gp (9th) The Throne of Stone Bone of stone, upon the throne From his throne, he rules stone and bone - Inscription