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# Sanctum of the Crumbling Wall This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. ## Location and Appearance ### Built into a mountainside, circa 127. To enter the Sanctum, one must cross the Shadowed Bluff, a treacherous pass through the mountains. There are two ways through: crossing a suspension rope bridge, or navigating through the chasm floor and climbing the mountainside. The few survivors of the latter option died within days of reaching the Sanctum due to fatigue and/or the wounds inflicted by the horrors of the depths. ### Foundation of the Sanctum The monastery was built by the founder of the Long Death Order, Grandmaster Irunn (the first Grandmaster of the order; see _Notable Grandmasters_). Despite its unyielding geographic surroundings, the Sanctum sustains moderate agriculture. Crowning the upper half of the mountain – affectionately dubbed the “Somber Peak” – are lush terrace farms which feed the Sanctum’s inhabitants all year round. Both plants and animals are raised atop the Somber Peak for the monks to consume, study, and barter with outsiders. Though essentially self-sufficient, the Sanctum mainly relies on barter and quests to obtain new specimens to study. The Sanctum itself is a massive stone temple complex with chaitya style architecture. It shows signs of decay after being around for centuries – truly living up to its name. Nevertheless, its inhabitants are determined to repair any weaknesses to ensure the monastery will be around for ages to come. Several types of rock now make up the Sanctum’s outer walls. They are aesthetically pleasing, practical, and teach the monks – notably the dwarven members – of the intricacies of stonework. Inside the Sanctum are numerous research rooms dedicated to understanding death. Like most of the Sanctum, these research rooms are full of animal and plant specimens, each at various stages of death and decay. Thus, the monks endlessly seek new specimens. Deep within the Mountain, there is a large meditation room in which no light can survive. It is simply called the Umbra, and it provides monks with clarity and mindfulness. It also provides its visitors with resilience to the fears of pain and death. According to legend, the Umbra was first hollowed out by Earth Elementals who later befriended Grandmaster Irunn. In time, the Umbra showed Irunn a glimpse of the shadow of death. With this enhanced understanding of mortality, Irunn learned how to terrify those around her at will; after she passed this skill on to her pupils, the Sanctum instilled the "Hour of Reaping” (level 6 subclass feature) into its regular monk training. Though taught to all monks, meditation in the Umbra eventually became an honor reserved for Masters. ## Ways of the Sanctum ### Obtaining Specimens Most of the monastery’s specimens are acquired from travelers and merchants at seasonal and yearly markets. These are typically smaller specimens which can be commonly purchased and easily preserved. Such specimens include insects, small beasts, and various species of plants. Other samples are secured via hired adventurers who are given “retrieval quests” by the Sanctum. These quests might involve delivering decaying yeti carcases or captured ankhegs defeated in battle. Whatever the case may be, these specimens are difficult to track down, much less recover. Finally, a select few are directly tasked with obtaining rare specimens, especially those which are difficult to find or secure. Since this work is not offered to adventurers, these dangerous and daunting retrieval missions are assigned to monks. Specimens recovered in these missions might include a long dead troll or even a living dragon. The Sanctum quickly learned that adventurers were more likely to accept a retrieval quest if tasked with delivering dead or non-sentient creatures. It seemed few adventurers, if any, were willing to provide intelligent humanoid creatures to be studied and made the subject of experimentation. They were similarly disinclined to provide decaying corpses from grave sites. Adventurers who respond to the Sanctum’s quests are specifically given instruction to bring back monsters or other non-sentient creatures; they are paid up to twice as much for providing live specimens. Monks dispatched by the Sanctum are therefore only given quests to retrieve long-dead creatures and living, sentient ones. Not only do the Sanctum’s philosophies prevent a moral quandary, these assignments are exclusively given and viewed as a great accolade for aspiring monks and masters alike. ### Sanctum Philosophies and Teachings Rather than a deity of death, those at the Sanctum revere the principle of death. They seek the secrets of life by studying both anatomy and death itself, particularly in regard to intelligent creatures. On occasion, groups of monks will journey beyond the Sanctum to record the grip of diseases and witness death in its natural state. Not being inhuman, the Sanctum’s monks provide a sort of euthanasia to those who request it. The monks view death as the greatest gift that they bequeath, though only to those who they consider to be ready to receive it. Though seldom, they will provide healing and aid to \pagebreak someone who is deemed "unready" to die -- be that because that person has more to live for, or because they have not earned the holy transcendence of death. Usually, aid and healing are only provided to the monks who return from training or retrieval quests. On a rare occasion, they will provide aid to outsiders, but only if directly asked and made to believe the world would benefit from the continued life. Crucially, each monk has their own criteria to ascertain a person's readiness for death. #### Teachings The Sanctum provides a thorough education for its inhabitants (mainly monks, with some clergy of death-related deities). Over the centuries, this education evolved to focus on three major topics: __Science:__ At its core, the Sanctum exists to engender a better understanding of the essence and logistics of death and dying. Its scientific teachings include the anatomy of all known creatures and the quickest way to provide them with the gift of death. It is common for monks to greet and even impress each other with death-related factoids. __Martial Arts:__ By studying the mechanics of death, the monks train in six deadly forms of combat (see _Martial Arts Styles_). Certain fighting styles are more effective against specific opponents and in particular environ-ments, so accomplished Masters teach the monks flexibility in combat. __Philosophy:__ Due to the Sanctum’s large size and remote location, it developed its own culture based on its philosophies. Though clergy have called the Sanctum home for centuries, its teachings remain secular. The main tenets of the Sanctum’s philosophies are below: + _Death:_ Do not hesitate to grant the gift of death; it is the most natural thing in the world. Death is a sacred, vital constant which balances the multiverse. + _Directness:_ Without direct action, you will be defeated physically, mentally, and spiritually. You must communicate and act directly if you are to truly understand others, and if they are to understand you. + _Honesty:_ Even the most beautiful lie is a detriment, as it corrupts the truth of reality. Take comfort in Truth, no matter its impact, to be of divine conviction. + _Service:_ All creatures are imperfect, and thus require aid from time to time. If directly asked for aid, you must provide your services. Service to the Sanctum takes many forms including maintenance, research, mutual aid, and obedience. To live and die in service to these philosophic principles is considered a thoroughly holy enlightenment. ### Notable Grandmasters There have been many grandmasters since the order’s inception, with eight prominent figures: + __Grandmaster Irunn__, the founder and longest reigning Grandmaster (r. 127-302). Female wood elf known for her huge pet vultures, which became the monastery’s symbol. + __Grandmaster Naivara__, who incorporated the kama as the main weapon of the order (r. 302-438). Female Drow Elf renowned for her combat prowess. + __Grandmaster Kumar__, who recruited the first acolytes of death deities to the Sanctum to learn from a non-secular perspective (r. 438-512). Male wood elf. + __Grandmaster Yaromir__, who mandated the teaching of multiple martial arts styles- see _Martial Art Styles_ (r. 540-692). Male hill dwarf known for his insight. + __Grandmaster Otilia__, who began the sanctum’s isolationist period to avoid being drawn into war, which limited the ways the Sanctum could obtain specimens and knowledge of the outside world (r. 994-1072). Female human with a controversial legacy – some monks see her as the savior of the Sanctum, while others view her as a paranoid fool who prevented years of study and progress. + __Grandmaster Varg__, the youngest person to become a Grandmaster (r. 1103- 1143). Nonbinary half orc who specialized in both Karkrana (brutal style) and Breelec’dri (energetic style) martial arts. + __Grandmaster Hoku__, who ended the sanctum’s isolationist period and expanded the Divine Library within the Sanctum (r. 1143-1190). Male half elf known for his unbreakable will; specialized in Xol’gomak (sinister style) martial arts. + __Grandmaster Chioma__, who has been the Sanctum’s Grandmaster for the last few decades (r. 1276- present). Female wood elf who specializes in Norzei’Ryy (effortless style) martial arts who trained many Masters, including the formidable Master Suluk. When a Grandmaster dies, their death is magically and thoroughly detailed in the Hallowed Tome, a book containing the legacies of each Grandmaster. Their bodies are entombed in stone ossuaries and placed within the Umbra to strengthen it as a spiritual center of wisdom and clarity. The Masters then confer in the Umbra to elect the next Grandmaster. They remain there until the decision is made, having food and water brought to them if needed. To alert the rest of the Sanctum of the newly elected Grandmaster, white incense is burned and brass gongs are played. The decision is final; a Grandmaster keeps their title even posthumously.
| Sanctum of the Crumbling Wall |
\pagebreak ### Miscellaneous Aspects of the Sanctum The Sanctum’s emblem is the vulture. Vultures are native to the Mountain; Grandmaster Irunn herself kept giant vultures as pets. Moreover, the kama (the official weapon of the Sanctum) was chosen in part for its beaklike appearance. Along with delivering the gift of death, monks use the kama to dissect and disembowel bodies, much like the vulture. Calligraphy is taught to all monks at the Sanctum. This allows researchers to easily record their own studies and read the analyses of their peers. Proper penmanship is essential; most monks are proficient with calligrapher's tools. All monks have access to the books within the Divine Library, along with the Hallowed Tome (which cannot leave the Umbra). These books can be checked out of the Library by monks who wish to cite sources or conduct experiments with a direct source on hand. It is commonplace to find bits of parchment covered with findings, theories, and improvements on experiments within the pages of any given book from the Divine Library. Some of the Sanctum’s monks specialize in one form of martial arts, while others remain "generalists" and spread their focus among all six styles. Grandmaster Varg was the first to specialize in two styles of martial arts. It is an unofficial tradition for Masters to specialize in at least one martial art style within a month after their ascension to the rank. Some Masters already have a specialized martial art style. For example, Master Suluk is an accomplished master of the Xol’gomak combat style. ## Martial Arts Styles If one martial arts style is not the obvious choice in a given combat situation, roll a d6 and pick based on the options below. ### (1) Karkrana (Brutal style) (car-KRAH-nah) A strictly offensive martial art that focuses on hammering your opponent through quick and swift strikes and utilizing different centers of gravity. + _Primary focus:_ Both open hand techniques and weapon uses; often relies on the endurance and agility of both the attacker and defender. + _Biggest strength:_ Effective use of all limbs and body parts. By taking advantage of your own pressure points, your opponent has no choice but to change their stance, which puts them right where you want them to be. + _Biggest weakness:_ It lacks ground techniques. Once you're on the ground, the fight may already be over. ### (2) Wojaeš (Cunning style) (woah-JAYSH) A partially offensive and partially defensive martial art that focuses on crushing your opponent through exploiting weak and vulnerable areas of the body. + _Primary focus:_ Both blocks and speed, and it often relies on the reflexes and speed of the attacker. + _Biggest strength:_ Combination of both strength and speed, resulting in powerful strikes. Exploiting your opponent's sense of balance frustrates them and gives you the perfect opportunities to retaliate. + _Biggest weakness:_ Opposing styles tend to gain the upper hand more easily. ### (3) Norzei’Ryy (Effortless style) (nor-zay-RYE) A mostly defensive martial art that focuses on incapacitating your opponent by studying and taking advantage of every opening in your opponent's defense. + _Primary focus:_ Both elbow jabs and quick movements, and it often relies on the agility and strength of yourself against your opponent. + _Biggest strength:_ It only takes one solid retaliation to deal with your opponent. By exploiting the sidesteps of both fighters, your opponent can be driven into a position in which you want them to be, making it easier to overcome their strengths. + _Biggest weakness:_ Multiple opponents at once quickly becomes overwhelming. ### (4) Breelec’dri (Energetic style) (BRIE-leck-DREE) An offensive martial art that focuses on dicing your opponent by exploiting weakness using your own body’s strengths. + _Primary focus:_ Both punches and speed, and it often relies on quick responses and stamina (and the lack thereof of your opponent). + _Biggest strength:_ High endurance and acrobatics make sure you’ll be able to outlast your opponent. By capitalizing on the shifts in balance of both fighters, your opponent is often unable to respond in time, allowing you to become an overwhelming force. + _Biggest weakness:_ Its many moves are predictable to a knowledgeable opponent. ### (5) Yim-Tehn (Elegant style) (yihm-TEN) A strictly defensive martial art that focuses on undermining your opponent by dodging attacks and thus exhausting your opponent and causing an exploitable opening. + _Primary focus:_ Both blocks and deflection, and it often relies on stamina and agility (or lack thereof of your opponent). + _Biggest strength:_ Knowledge of when and where to strike with precision. By exploiting the blocks of both fighters, your opponent tends to overexert themself, giving you the perfect opportunities to retaliate. + _Biggest weakness:_ Requires incredibly fast reactions or else you get caught off guard. ### (6) Xol’gomak (Sinister style) (SHOHL-go-mahk) An offensive martial art that focuses on demolishing your opponent through swift dodges, quick \pagebreak
movements, and even faster attacks. + _Primary focus:_ Both joint locks and kicks, and it often relies on the agility & flexibility of the attacker. + _Biggest strength:_ Flexibility, allowing you to move and give punishments in ways others cannot. By exploiting your opponent's sense of rhythm, they have no choice but to change their stance, making them easy to defeat. + _Biggest weakness:_ It lacks more circular movements. If you're up against an opponent who dances around you, you'll have to rely on a different bag of tricks. ## Where Credit is Due A special thanks to Dinosaur2962 for the inspiration and encouragement to create this document for a campaign involving a dwarven monk. Yokum Axefoot and his fellow adventures could not exist without your brilliant world building, DM style, and storytelling. Thank you. This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC. Source: "Avian Guardian of Arnak" by [Yirikus](https://www.deviantart.com/yirikus/art/Avian-Guardian-of-Arnak-875922130) Concept Idea by [TheElderWorm](https://www.gmbinder.com/profile/theelderworm)