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The Annals of Glen Forkovian

The Thothian Enclave

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Key Figures of the Thothian Enclave

Thalas: The High Priest of Thoth. He is the supreme authority within the enclave and is primarily focused on the restoration of ancient knowledge and the maintenance of the Great Library.

Setmose: A senior priest who often handles the more practical (and sometimes martial) defense of the temple’s interests.

Nanefer: A prominent priestess and scholar known for her deep understanding of the arcane and the history of the Arch-Mage Arden Vul himself.

Khamet: Usually encountered as a secondary official, often involved in the administration of the lower-ranking scribes and the preservation of scrolls.


Understanding Their Role

The Thothians aren't your typical "evil cult." They see themselves as the rightful inheritors of the mountain’s secrets. When dealing with them, keep these three things in mind:

Neutrality: They generally don't care about the surface world's politics unless it threatens their library.

The Thothian Scribes: Below the named priests are dozens of scribes. While mostly non-combatants, they are the "eyes and ears" of the enclave.

The Thothian Guard: They employ specialized warriors (and occasionally constructs) to ensure the Priests can study in peace.

Note for Adventurers: Bringing them lost scrolls or ancient artifacts is the fastest way to gain their favor, but be warned—they rarely let a "borrowed" book leave their sight.


Since Arden Vul is one of the most massive "mega-dungeons" ever published, the stats for these priests are quite beefy, reflecting their status as high-level masters of the Old Vothian ways.

Here is a breakdown of the key stats and the types of missions they usually hand out to "expendable" adventurers.

Common Quest Hooks If your party approaches the Enclave peacefully, they won't just give you gold; they’ll trade in Information or Magic.

The Translation Fee: The priests have the only known key to certain ancient dialects. To get a map translated, they may demand you find a fresh source of "alchemical ink" found only in the lower levels.

The Arch-Mage’s Legacy: Because they study Arden Vul (the man), they are obsessed with his personal belongings. They may hire you to recover a mundane item—like a comb or a quill—simply because it belonged to him.

The Rivalry: They have a deep-seated hatred for the Priests of Set. Any quest involving sabotaging the Setians will immediately earn you "Library Credits."

  1. The Primary Entrance: The Pyramid of Thoth (UP) The most direct way to reach the priests is via the Great Pyramid of Thoth (AV-15) on the surface.

The Trap Door: A hidden trap door inside the pyramid leads directly down into the northern section of Level 3.

The Statue Puzzle: Room 3-1 (the landing area) contains the first of many Thothian statues. Meticulous players who manipulate these statues in specific sequences can unlock hidden caches and shortcuts.

  1. The Northern Sector: The Temple Complex The northern half of Level 3 is the traditional domain of the Thothian Priests, though it is currently a "contested zone."

The Great Hall: This serves as the central artery for the Thothian ruins. To reach the actual enclave of the priests, you typically head North through the hall and West through the tombs.

The Library/Enclave: This is the most "civilized" part of the level, where the priests like Thoththas and Nanefer reside. It is heavily guarded by Thothian Guardians and stone constructs.

The Haematite Doors (177): Massive black doors inscribed with Thothian symbols. They are magically sealed and require a password (one of the "Seven Names of Thoth," such as "Light of Comprehension") to enter.

  1. Key Tactical Locations The Ziggurat/Halfling Checkpoint: Nearby, a gang of halflings (led by Roskelly) often extorts travelers coming from the surface. The Thothians tolerate them as a "buffer" against casual intruders.

The Secret Library: A highly sought-after location hidden behind illusory walls and magical wards. This is where the highest-level lore and the most powerful priests are found.

The Pillar Room (3-123): Contains a blue pillar used for teleportation to other levels of the dungeon, including the Forum of Set (Level 4) and the Obsidian Gates (Level 5).

Geographic Dangers While the Priests "own" the temple, the map is heavily encroached upon by rivals:

South: The Great Cavern of Mushrooms, ruled by a wizard claiming to be a reincarnated Thothian priest.

East: Beastmen patrols who inhabit the "H-shaped" barracks and guard the Long Stair connections.

In-Between: Small pockets of Set Cultists who hide in secret shrines, looking for any chance to assassinate a Thothian priest.

DM Tip: On this map, Graffiti is a mechanical feature. Rooms like 189 contain inscriptions that act as a "player's guide" to the level, giving directions to the Temple or warnings about the mushroom creatures.