The Treasury of Pyrehoard

A vast underground vault complex beneath the palace, dedicated solely to holding the crown’s wealth — enchanted gems, pyrestone reserves, ancient relics, and hoarded treasures of Embergarde.

Purpose / Function

Built as the royal treasury from the start, it has never served another function. Over time, its wards have been strengthened and expanded to hold not just material wealth but also dangerous relics.

Design

A network of high-ceilinged basalt vault halls with heavy iron gates. Each chamber is illuminated by gentle rune panels and marked with sigils specifying its contents.

Entries

Accessible only via a single guarded spiral stair, sealed by triple rune locks and a silent mind-sign sequence that must be performed perfectly to allow entrance.

Sensory & Appearance

A deep quiet hums through the air. The temperature is cool, with occasional faint flashes of light from warded gemstones. Smells faintly of old stone and something sharper — raw ley energy.

Denizens

Usually empty of living beings beyond the Emberguard rotation and a few trusted vault scribes from the Order who keep mental inventories.

Contents & Furnishings

  • Row upon row of stone plinths holding chests of gems.
  • Racks of ceremonial weapons and crowns.
  • Wall alcoves housing enchanted relics in containment fields.
  • Runic census stones that update inventory lists telepathically.

Valuables

  • Vaults of pyrestone ingots that pulse with latent ley energy, ready to fuel immense enchantments or serve as reserve currency.
  • Chests of cut gems in organized arrays, many already partially rune-latticed to hold spells or store willpower for future use.
  • Ceremonial crowns and scepters of past flame elf monarchs, adorned with rare sunblood opals and emberline filigree.
  • Ancient rune tablets from the earliest days of Embergarde, some containing proto-runes so powerful they’re kept under layered containment fields.
  • War trophies and tribute gifts from alliances with dragonborn houses and molten dwarf clans — such as engraved mithril shields and blood-pledge torcs.
  • Sealed reliquaries holding shards of what is believed to be the first forge ever struck by a sentient hand in the Ember Range, wrapped in psychic ward bands.
  • A hidden chamber (known only to Ignis and the highest members of the Order) that houses volatile relics — including crystal matrices from failed or abandoned ley experiments, too dangerous to destroy.

Hazards & Traps

Every chamber is layered with devastating rune traps designed to ignite intruders or lock them in temporal stasis until recovered by palace forces.

Special Properties

Any attempt to forcibly teleport into or out of the vault fails violently, backfiring on the caster. The very walls resist scrying, clouding even divine sight.

Alterations

Gradually expanded over centuries as Embergarde’s wealth grew, with older sections sealed behind additional barriers holding the most volatile or dangerous artifacts.

Architecture

True fortress style — minimal ornament beyond functional runes and sigils of ownership. Built entirely of dense basalt interwoven with ley conduits.

Defenses

  • Triple rune-locked entrances.
  • Layered flame and stasis wards.
  • Embedded ley pulse alarms that silently alert Ignis and palace defenders.

History

YearEvent
~700 years agoFirst vaults dug at palace’s founding.
~400 years agoSignificant expansions to hold tributes from new allies.
~150 years agoReinforced after sabotage attempts tied to the Emberbloom Conflict.

Type
Underground / Vault
Parent Location
Environmental Effects

Cooler than most palace spaces, kept stable by intricate ley wards. A subtle hum of contained power permeates the chambers, and anyone attuned to magic can feel the immense stored energy.

Owning Organization

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