Broken Keep: Once a stronghold perched on the banks of the Roundstone River, it now sits abandoned after being gutted by a horde of Gnollish raiders many years ago. The ruins and everything further north are considered "lost" to the Gnollish.
Milling: The second largest community, site of the only functioning water powered grain mill, and largely focused on agriculture. Heavily defended by a strong garrison, but boasts only basic defensive structures.
Coldford: The largest community in the Shielding. Near the source of the Cold River. Defended by a balanced mix of troops and battlements. If there is a "Capital" of The Shielding, it is Coldford.
Quarry: Smallest of the three communities, made up of mostly miners and stone workers. Defended by a small garrison of warriors, but most of its protection comes from its elaborate system of tunnels and underground battlements.
The Tower: The Arch-Druid has stood atop the Tower, unmoving, for 417 years. A pulsating aura surrounds him and arcs upwards to the highest peak of the Prominence Mountains to the northeast. There, a serpentine structure of mirrored crystals collects and distributes the energy to an array of eight similar spikes. This pattern forms an effect known as "The Shielding", which creates enhanced protection from the attention of Devils and Angels.
The lower levels of The Tower host a library and laboratory, and are where the most learned among the inhabitants of The Shielding can be found.
Lunar Power Cycles and Astrological Events
Lunar Phase Effects on Schools of Magic and Divine or Psionic powers: *Full moon - Advantage to concentration, targets have disadvantage to saves vs spell/power. *New Moon - Disadvantage to concentration, targets have advantage to saves vs spell/power. *Other phases - No modifiers. Astrological Events: *Shooting Star - All day party effect = roll 1d4 for movement bonus (1-2 = +5/3-4 = +10) *Aurora - All day party effect = roll +1d4 for AC bonus. *Lunar Eclipse - All day world effect = Specific Magic/Psionic/Divine Power unavailable. *Evening Star - All day world effect = Advantage/Disadvantage from noon to midnight, determined by Light or Dark lunar dominance of day. *Morning Star - All day world effect = Advantage/Disadvantage from midnight to noon, determined by Light or Dark lunar dominance of day. *Wanderers Gather - All day party effect = roll +1d4 for ability check bonus. *Fireball - All day party effect= roll +1d4 for damage bonus. *Meteor Shower - All day party effect = roll +1d4 for Save bonus. *Comet Appears - All day party effect = roll 1d4-1 for XP multiplier. *Solar Eclipse - All day world effect = All Schools of Magic and Divine or Psionic powers gain advantage to concentration checks, targets have disadvantage to saves vs spell/power.