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===Straasha's Temple=== Numerous churches to the gods of Law dot the city of Bakshaan. However, only a few know that there also exists a Temple to the Elemental God Straasha, deep beneath the streets of Bakshaan. Although the elemental gods are weakly worshipped in much of Ilmiora, only in Galeazzo is there a public church. If Bakshaan's semi-secret church were made public knowledge, it is likely there would be some strife with the temples of law. Straasha's Temple is reached through a labyrinth of connecting passages and sewers beneath Bakshaan. Unfortunately, these passages are the same ones which ultimately lead to the Mereghn headquarters, and so the occasional worshipper of Straasha disappears beneath the streets. The actual temple is located in a huge natural cavern, several hundred feet across and thirty feet high. The majority of the cavern is filled by a lake of fresh water. It connects to both the Barlimm and Vador Rivers, and so the water is kept constantly circulating. '''Residents of the Temple:''' The high priest of Straasha here is Guisso, a 43 year-old ex-Sailor (see above). On any day, he leads 3d6 natives of Bakshaan and 1d6-3 foreigners in worship of Straasha (use assorted stats for the foreigners; most of the natives are Sailors [Elric! pg. 112], Peasants [Elric! pg. 113], or Merchants [Use Decadent Noble Stats, Elric! pg. 112]). Very notably, the Temple also regularly has 1d6-3 Undines (Elric! pg. 98-99) in attendence. These Undines are very loyal to Guisso, and bring him word on happenings all along the Ilmar, Barlimm, Vador and Miniato Rivers. If Guisso wished to take advantage of this knowledge, he would have considerable clout in Bakshaan politics. '''Properties of the Temple:''' * Water spells are easier to cast in the Temple. All fixed cost water-related spells cost one less MP, to a minimum of 1. All variable cost water-related spells act at one point higher than the number of magic points expended, to a maximum of 1 higher than the normal limit. * Drinking water from the lake in the Temple imbues the drinker with Breath of Life [''Elric!'', pg. 77] for 4d6 minutes. If water is removed from the lake, it will retain these properties for 4d6 minutes. * Water elementals can be summoned at the Temple even if the caster does not know the water elemental pathway spell (Bounty of Straasha). Each of the water elemental's stats will be at +1 when rolled. * Fire elements may not be summoned in the Temple. '''Story Ideas:''' * A greedy merchant has heard of the magical properties of the water in Straasha's Temple. He wishes the players to gain a sample by whatever means then deem appropriate. * The Mereghn have grown tired of Straasha worshipers tromping through their tunnels, and hire the players to wipe out the Temple. The ensuing battle will involve melee with Guisso, undines and innocent worshipers. The Mereghn will move in to clean things up when the melee has died down. * The waters of the Lake have begun to foul due to industries upstream, at Barlimm's dam. Players are hired to destroy Barlimm's dam, and return the river to its natural state. Clever players might gain aid from Raalston, who also has reason to hate the Barlimm dam.
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