### TYPICAL FEATURES

The typical Remote Ruin should include at least one of these features:

- A unique defensive or cloaking system.
- An unbelievably ancient creature that protects part of the location.
- Great mosaics or paintings depicting the history of the world.
- An artifact that should have never been unearthed.

### POSITION

A Remote Ruin is a classic turning point – inaccessible to the protagonists for a good chunk of the story. Reaching it means finding a new perspective upon the world… and discovering its most ancient shadows.

This is rarely the end point of the adventure; on the contrary, this is where the protagonists fully realize the magnitude of their task, but they might come back here once they find a solution.

### THE VILLAINS’ PLANS

Usually, the Remote Ruin and its amazing secrets are the main objectives of one or more Villains from the beginning of the campaign. This could be the lair of some ancient evil, but it’s also possible that the entity living here is just gloomy and in pain, easy prey for the Villain’s deceptions.

If such a creature realizes that they have been used again, rage and desperation might turn them into a terrible scourge. Only the Player Characters can find a way to save the creature and the world.

### POSSIBLE QUESTIONS FOR THE GROUP

- What allows this place to float among the clouds? Why did time never touch the remains of this ancient civilization?
- A keeper ensures that none squander the secrets of the ancients by wasting them on deaf ears. Who are they? How do they fulfill their duty?
- This place reawakens some lost memories in you. Which one of you has been here before? If this was once your home, why did you leave?
- Strangers are forbidden to enter the city. How did you get in here? What is the penalty for trespassers?
- A deep sense of emptiness and gloom hangs in the air. What caused it? How do the inhabitants cope with it?