When bringing Cerulean Jungle into play, the GM may use the following points to enrich the story by introducing artifacts, Villains, discoveries, and rewards.
A colossal tree rises at the foot of a majestic waterfall. Its trunk splits into four sections, each with different colored leaves, matching the season that rules it.
Denizens: The Sylphs (wind fairies). They are graceful and kind, always celebrating in a joyous atmosphere thanks to brightly colored flowers and reeds, and bright green leaves. Temperament: Lively and cheerful; the queen spreads joy wherever she goes and loves to watch court games.
Encounter Goal: Participate in the court games.
Reward: The PCs are rewarded with the
Rebirth Leaf, a rare accessory that increases all healing
received by 5.
Denizens: The fire Salamanders. They are famous for their exuberant and mischievous temperament, with a main color of red. Environment: A sweltering breeze makes this area extremely hot and causes the tree’s fruits to mature very quickly.
Encounter Goal: Take a rest in the hot springs.
Reward: The PCs can enjoy the hot springs, granting
Resistance to fire damage until the end of the next
conflict.
Denizens: The earth Dryads. Characterized by yellow color, they are mild-mannered, calm, generous, but very shy. They feel the deepest connection with the tree.
Encounter Goal: Help them prepare for a winter that never
comes.
Reward: The queen is mellow and agreeable, rewarding help
with a set of Gnarled Armor, which Absorbs earth damage
but makes the wearer Vulnerable to fire.
Denizens: The ice Undines. They are blue-colored, haughty, contemptuous, bold, prideful, and easy to offend. Environment: A chilling wind makes this area positively frigid; everything is covered in white snow, and the branches are withered.
Encounter Goal: Demonstrate that they meet the court’s
high standards.
Reward: If successful, they receive the
Tiara of Tears, a rare accessory that increases the
wearer’s Willpower die by one size.