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Act Overviews
Act III: Kurast
Objective - Track Mephisto, the Lord of Hatred, to the Eastern Jungles in hopes of destroying both his physical form, and his soulstone, banishing him from the mortal world forever.
Background - Over the summit of the Great Mountains, through the scorching deserts of Aranoch, across the Northern Twin Sea, up the winding River Argentek, and deep into the Eastern Jungles of Kehjistan lies Kurast. Steeped in ancient lore, and surrounded with the ruins of a once-mighty civilization, Kurast lies as a dark emblem of evil, symbolic in that it rests at the very heart of the wrong-doings of the Three Prime Evils. In a time before the presence of the overwhelming Darkness that fell over Sanctuary so long ago, Kurast was a proud empire of activity, lush in the cultures and ways of the people of the East. Used mainly as an open-ended attraction for travelers, the sprawling cities belonging to the larger metropolis were established for the sole purpose of recreation, trade, and a place for beings from all parts of the realm of Sanctuary to do business, and communicate with one another.
From the time of it's original construction, Kurast was known for the various feats of architectural wonder within it's borders, most evident in the amazing detail involved in the construction of six temples devoted to worship of the gods looking over the realm. These temples, alongside the large part of the other structures within the city, were laid waste to during the Coming of the Three. Diablo, the Lord of Terror, alongside his brothers, Mephisto and Baal, left a trail of destruction wherever they appeared within the city's walls for several days, in search of an item or individual still unknown to this day. During that time, the few surviving denizens of the region banded together, going into hiding for many weeks deep within the jungles surrounding the city. It is heavily rumored that these people were assisted by a rogue clan of mages during the time they spent evading the Three Prime Evils.
Description - The remains of Kurast are constructed mainly atop a dynamic network of docks and moors, previously used to house the dozens of boats whose owners traveled in and out of the old city regularly. While it may seem a bit run-down, and quite unstable, rest assured that the powerful magicians still residing within Kurast have quite a hold on things, and with your help will only be able to strengthen the magical ward protecting the docks from collapsing into the swampy waters surrounding the area or falling victim to the beasts hiding among the tropical forests flourishing outside the walls.
Notice that the small hovels and platforms scattered throughout the remaining village are rather elaborately set up, decorated with what appear to be symbols, idols, and wards of protection. Be sure to take care not to run into any of the spiked barricades protecting the entrance to the docks, as these could leave behind a nasty injury. They are designed in the event that a powerful warlock or other shamanistic beast is able to counteract the spells bestowed upon Kurast, allowing a full-scale attack to mobilize against the surviving residents. Most remaining citizens have become a part of the Iron Wolves, an elite band of hunters and gatherers established for the sole purpose of holding a military resistance against evil. Expect to see them wandering about, conducting business and keeping watch over the important vendors within the perimeter of the village.
Weather - Much like the Rogue Encampment, the village of Kurast is engrossed in darkness, partly as a result of the Three Prime Evils' powers, and their control over much of Sanctuary, but mainly because of the thick, lush canopy surrounding most of the city. While night and day are hard to distinguish between, expect day to be slightly brighter than night, and vendors to speak much more cheerfully, with a stronger hint of safety in their voices.
Security - As was mentioned earlier, security is an important issue in a place like Kehjistan, and therefore, the Iron Wolves have been established, led by Asheara. Expect the members of this guild of warriors to roam the docks in a patrolling fashion. Nothing is to be taken lightly in Kurast, or more importantly, outside the protective ward holding the demongs of the jungle at bay. Take heed to the fact that danger lurks around most every corner. Learn this, and know it. Burn it into your mind, as it very well may save you from the Darkness cast down upon Sanctuary by the Lord of Terror.
Townsfolk - Driving on the powers of the powerful magicians who still reside within the small village of Kurast and dependant on the strengths of the Iron Wolves, the only mercenary or military force available, the people of Kurast live in constant fear; Fear of being fallen upon as the prey of the horrendous creatures of the surrounding jungles. Long-without the luxuries of their trades, and rather unaccustomed to the presence of travelers, don't expect the warmest of welcomes to the village. Many of the merchants would rather be left alone at first, and will take some time to get to know, and form a bonded trust with. While the people would, in theory, be plagued with disease and the torments of the evils surrounding them, the powerful wards cast upon their souls seem to have kept them safe during the time prior to your presence. Expect decent, yet capital-based prices, and quite a wide array of unique services from each of the townsfolk, although they may not always seem as happy as most to be helping you. |
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