Barasi Points - Holy Groves

Much of the inspiration and details is derived from Colombia Games.

Barasi Points are natural transportation portals scattered across Hârn Island. The elves refer to them as Taur-im-Aina, or holy groves. 

They are usually found in deep forests or utilize other natural features. They appear to be powered by natural energies. Occasional "Dead" Barasi points can be found in urban environments or near civilization.

These Barasi Points are difficult to control, requiring exceptional Psionic or innate magical abilities to operate reliably. They enable instant travel to other Barasi Points scattered throughout Hârn or, to a lesser extent, across the known world. Sometimes, the portals can open to other realms such as Midgard, the Realms of the Fey, and various parallel worlds.

Manifestation

These are not obvious and require innate magical or psionic sensitivity to detect and use. Occasionally, a portal may open randomly, and an unfortunate person might not realize they've been transported to another location.

Localization

Dozens of Barasi Points are scattered across the isle of Hârn; however, the largest concentration is in the Shava forest (Kingdom of Evael).

Known Barasi Points

The following Barasi points were encountered during the campaign:

Neoma

An ancient stand of trees, near Neoma Castle in the Kingdom of Emelrene. This gove is currently dormant.

Vara

Located in the western hilly forests of Melderyn, Vara is a large Henge Culture site with several stone circles, numerous standing stones, and Tombs.

There are three Barasi Points at Vara that open and close on their own, and their destinations are highly variable.

The Rekene

The Rekene is located on Glenoth Island. It is a maze carved into a large flat stone, roughly 30 feet square. Legend has it that walking the maze activates a Barasi Point.

The Rekene requires a hard Arcana or Occult skill check to open. Alternatively, a person can walk the maze with a 50% chance of opening the Barasi Point.

The Undercut

Located near the washed-out walls of the City of Shiran at the beginnings of the River Thard, in the Thardic Republic, this site has an Elemental Water Focus and a randomly opening gateway to the so-called Land of Dragons. The ancient elves have created a magical seal that reduces the gateway's opening frequency. If attuned to it, the Magical Seal can be used for a limited number of magical effects.

Alithani

Located on a small islet off Herkely Island, near Sarkum. This grove is directly linked to another located on a marsh on another world, possibly Yashain, the World of the Gods. The gateway opens randomly but infrequently.

Those with the Psionic Talent of Transference can attune to this grove and be aware if anything significant passes through it in addition to gaining the use of two druid cantrips, Infestation and Thorn Whip.

The Visitant

This earthen mound is roughly shaped like a flying bird, with wings outstretched and a series of monoliths along its spine. It is located on Ikom Island, near Zudani Village, in Melderyn.

Bromela

Located on the eastern side of Lake Valona, in the central Kingdom of Kaldor, Bromela is an ancient elven gateway submerged 20 feet underwater. Many creatures have been known to pass through; some drown, and others can be very dangerous. It is the responsibility of the Warden of Fyaslor Forest, located at the nearby Ascur Abbey, to deal with these threats.

Bromela requires a hard Arcana or very hard Nature skill checks to open.

Orgael Wood

A small wood located just north of the City of Tashal city walls. This site is haunted by the Ghost of an executed Kath barbarian who cursed the woods with his dying breath. The site is linked to a similar site (Sprucethorn's Grove) on the Feywild, and occasionally creatures from the fairy realm sneak through to cause havoc.

Orgael Wood requires a very hard Arcana skill check to open.

The Spider Lodge

Located in a natural cavern under the city of Coranan, accessible via the cities Cistern. This is considered a burnt-out site and can only be traveled to with difficulty. The barrier with the Ethereal plane is fragile here, and all manner of plane-shifting arachnids visit.

Hefiosa Hills

A well-hidden site is located in the infamous monster and bandit-infested Hefiosan Hills in the central Thardic Republic. The Drûghu know of this holy grove and often use it in their travels.

Sprucethorn's Grove

Located in the Feywild and linked to Orgael Wood, this grove of trees is dominated by a Treant called Sprucethorn.

Morn Thalore

Located among the old Corani Empire ruins in Hohban Marshes near Boka Bay in central Rethem.

Saellenor

Named for its two statues of rearing stallions. Located in a creepy bog in the Setha Hearth. This dangerous wilderness is dominated by the Pagaelin Barbarians. Nearby is the ancient elven forge of Thale Asari.

Felag o dúr nen

The Cave of Dark Water is located in Northern Rethem in the Quarien Forest. This gateway is used by the Nithra-Dante in their war against the Morsindari or Dark Elves.

Type
Metaphysical, Supernatural

D&D 5E and PF2E Notes

Barasi points can be identified through divination magic, like See Invisibility and Detect Magic.

An Arcana check can open or close a portal, but the user has little control over the destination. It might be random or influenced by a nearby fey creature. 

 Many Elves possess the Psionic talent of Transference, giving them the innate ability to detect and use Barasi Points.

Drûghu shaman also have similar abilities.


Earthmaster Godstones

Earthmasters godstones, which are also used for instantaneous transportation work on completely different magical/psionic principles to Barasi Points. There appears to be no relationship.

The Rekene

The Rekene, art by Attacus



Cover image: Forest Header by Attacus

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