The Dragonleaf Keep in [[Rumblecusp]] consists of three structures:
- wizard's tower (75%)
- watchtower
- castle/main structure (75%, but second level is 50%)
- ruins of extended castle area
- ruins of another watchtower
The Dragonleaf Keep used to be called Stormhold Keep, which was a functioning keep about 1000 years ago. The people who inhabited [[Rumblecusp]], then called [[Irion]]. The people had come from a place called [[The Shattered Teeth]].
## Storm Lord's Statue
On the northern coast of [[Rumblecusp]] is a statue of [[Kord]], the storm lord. He is nude, with a beard and short, curled hair. The statue depicts him mid-flight, wrestling a dragon.
## Secrets and Clues about the Dragonleaf Keep
- [x] It used to be called Stormhold Keep, after its ruler, [[Aron Stormhold]], a noble lord from [[The Shattered Teeth]]. He was concerned with setting up a safe haven for refugees of some sort.
- [x] Dragonleaf Keep housed 700 people, most of them from the Shattered Teeth, but some [[Ki'Nau]] locals from surrounding islands.
- [ ] The people from beyond the Shattered Teeth are called [[Zuhri]]. The Zuhri lived in desert lands beyond the Shattered Teeth that were filled with magic: most people are able to cast cantrips at least. However, one of the most powerful wizards of the land, [[Lady Kina Stormhold]], was doing arcane experiments that backfired.
- [ ] Lady Kina Stormhold was attempting to institute a form of climate control by creating a type of magic that had intelligence. Instead, the arcane intelligence she created began to knit the islands of the Zuhri together, with sand slowly swallowing up the ocean itself.
- [ ] The place where the sand "eats up" the waters is called the Shattered Teeth. It is an arcane rift that is partially a living thing, but also partially sentient. It's easy to get *into* the Shattered Teeth and into Zuhri territory, but it's not easy to get out.
- [ ] Aron Stormhold dreamed of a place where water was abundant. While most of the Zuhri took Kinda's magic as a good thing, because Zuhri territory was extended, Aron recognized the ecological effect it would have on the rest of the world, and sought to warn the rest of Exandria.
- [ ] The Zuhri are a magocracy, and among them are many arcane specialists in weather, specifically storm and fire mages.
- [ ] The Zuhri and the Ki'Nau initially had armed conflicts as the Zuhri moved into Ki'Nau territory. Aron tried to negotiate with them, but he didn't get very far until he tapped into Ki'Nau's superstition and exploited a prophecy they had of a people "of the land" being instrumental in the future of the Ki'Nau. The Zuhri brought magic and arcane technology to the Ki'Nau, and the Ki'Nau gave them the knowledge to live among the waters.
- [ ] Unfortunately, the Zuhri also carried a magical disease as a result of [[The Shattering]]. Within a few generations, the pure Zuhri developed an arcane defect that consumed their life energy after adolescence. Only the Ki'Nau that they bred with survived.
- [ ] The Shattering is a result of Kina's experimentation, and is actually the birth of a precursor of [[ttrpgs/The Slayers Five/The Luxon]]: a magic that thinks for itself.