Book 2: They Watched the Stars
Chapter 4: Ruins of Domora
Or, The NEW and IMPROVED Gatewalkers!
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Session Summary
Zeah, the leader of the Reclaimers, explains that Domora is about 150 miles from their current location. However, the area in between has become a hotbed of demon activity recently. “You’d need an army of crusaders to reach Domora now.” she says sadly. “Traveling there would be a death sentence for us all.”
Hector perceives an intact Aiudara outside of Valmar’s well. Sakuachi proposes they use it to travel to Domora. “Don’t you see?” she says, “My dream, the falling star, and now the gate? The stars have led us here and now they’re showing us the way forward!” She suggests using the glowing green meteorite to activate the Aiudara. As soon as it touches the gate, the archway fills with a roiling purple ectoplasm. Though it might be the Gatewalkers’ minds playing tricks on them, they each hear a chorus of demonic screams echoing from somewhere beyond.
The Gatewalkers, accompanied by Reclaimer druid Droog, travel through the Aiudara gate to the ruined city of Domora. They camp by the dried lakebed that was once Hume’s Pool and learn Sarkoris lore. Investigating the Holobrim Library they battle gibbering demontangles which cause Sammakko to become confused and attack Hector. They uncover the history of the great godcaller Domora Hume summoning the water spirit Dyzad.
The next day at the Hall of Gods they fight the massive ten-headed hydra Alkoasha. Hector smashes the hydra so hard it lands on its back, and Sammakko and Droog blast it with magic spells from a safe distance. They hear ghostly voices and gain insight into Domora’s nature-worshipping pantheon. They rest at camp, planning further explorations amid demonic threats.
Timeline
- Travel through Aiudara gate to Domora ruins, emerging at dried up Hume’s Pool.
- Camp setup and introductions with Droog the druid, sharing abilities and banter.
- Recall Knowledge on Sarkoris history and Worldwound invasion.
- Sakuachi has a vision of Groetus, God of the End Times and it frightens her.
- Investigate Holobrim Library: Defeat three Demontangles using spells, toppled shelves, and melee.
- Learn of Domora Hume summoning Dyzad from a sacred lake.
- Search of the library yields no treasure but historical tablets.
- Return to camp, discuss findings on water spirit.
- The next day, explore Hall of Gods: Hear ancestral whispers and nature sounds.
- Defeat Alkoasha hydra-like beast after intense combat.
- Acquire scrolls of Summon Animal and Animal Vision.
- Combined lore: Domorans revered multiple nature deities from sacred Hume’s Pool.
Investigating the Ruins
Holobrim Library Lore
Hieroglyphic inscriptions on the walls tell the story of how Domora’s first god caller, Domora Hume, summoned the goddess Dyzad to repel a massive party of invading raiders. A series of stone tablets detail ancient Sarkorian god-calling rites performed on the shores of Hume’s Pool that far predate Domora Hume’s legendary feat, suggesting that the body of water had long been known to have sacred properties.
Hall of Gods Lore
The characters hear wispy fragments of Domoran phrases echoing among the ruins, each word spoken by an invisible spirit. These whispers come from dozens of god callers from Domora’s past. The people of Domora clearly didn’t just worship one deity—they had many. Sounds of nature intermingle with the murmured voices: susurrations become leaves rustling in the wind, and low chants morph into the creaking of an old tree. Clearly, forces of nature were integral to Domoran spirituality.
Domora’s Deities Lore
Domora’s founder, Domora Hume, saved his people from violent raiders by summoning a powerful water spirit named Dyzad from the lake just outside town. Henceforth, the water was called Hume’s Pool, and the people of Domora revered Dyzad and Domora Hume as goddess and god caller. Future generations of Domorans continued the tradition of god calling, summoning Dyzad and other spirits to guide and protect the city. Many of the deities summoned by Domora’s god callers were spirit guides. Spirit guides are phantasmal creatures that represent various aspects of the natural world. They often manifest as chimeric beasts that combine features from multiple animals or elements of nature such as plants and weather phenomena.
Treasure
- Scroll of Summon Animal
- Scroll of Animal Vision

