1. Locations

Ziggurat of Zo-Kalar (Thieves Guild)

Repurposed Seven Sins

The Ziggurat of Zo-Kalar stands as a relic of an ancient and almost forgotten deity, distinct from the more cryptic Old Ones. Unlike its neighbors, the Ziggurat of Ubbo-Sathla and Ziggurat of Niggurath, the Ziggurat of Zo-Kalar exudes a different kind of mystery, one tied to life, growth, and the ever-present march of time. Its structure is covered in creeping vines and patches of moss, giving it a somewhat organic appearance as if the stone itself is alive.

The ziggurat's iconography reflects Zo-Kalar’s association with life and decay, depicting the god as a massive, towering mushroom, with tendrils of fungus spreading out from its base. Carvings on the ziggurat's surface illustrate scenes of myconid worshippers gathering in vast halls, their heads bowed in reverence as they inhale the sweet, intoxicating incense that once filled the air.

The Seven Sins, ever resourceful, has claimed one of the ziggurat’s six levels as their own, transforming it into a hub of clandestine activity. The ancient stone walls now echo with the sound of whispered deals, clinking coins, and the occasional footfall of a guild member on a secretive errand. Despite their occupation, the remaining five levels of the ziggurat remain sealed, untouched since ancient times. The guild has tried to explore these levels, but the ziggurat's ancient defenses, both mystical and physical, have kept them at bay.

Legends abound of the treasures and secrets that lie within the sealed chambers—vast halls filled with gold, relics of the Elder Gods, and perhaps even the long-lost shrines of Zo-Kalar, still shrouded in the god’s sacred incense. Yet, for now, these remain the stuff of stories, waiting for someone brave or foolish enough to unlock the ziggurat's deeper mysteries.

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Who Might Be Interested

Character Backgrounds Likely to Have a Connection to the Ziggurat of Zo-Kalar

  1. Criminal or Spy
    Characters with a background as thieves, spies, or smugglers are naturally drawn to the Ziggurat of Zo-Kalar. As the headquarters of the Seven Sins thieves guild, it represents an opportunity to network with the most powerful criminal organization in Seregon. Such characters may have ties to the guild as members, informants, or rivals, seeking to rise in the underworld or navigate its treacherous politics.

  2. Urban Bounty Hunter or Mercenary
    Mercenaries and bounty hunters who specialize in tracking down criminals might have a vested interest in visiting the ziggurat, either to gather information, negotiate terms for capturing runaway marks, or fulfill contracts directly linked to the Seven Sins. Alternatively, they could be hired muscle, assisting in the guild's operations or acting as troubleshooters for difficult jobs.


Reasons Why Characters May Wish to Visit the Ziggurat of Zo-Kalar

  1. Seeking Work or Alliances
    The Seven Sins dominate much of Seregon's criminal activities, making the ziggurat a prime location for characters looking to secure illicit work, negotiate partnerships, or obtain resources unavailable through legitimate channels. From smuggling to heists, the ziggurat is where deals are made and alliances forged.

  2. Exploration of the Sealed Chambers
    The five sealed levels of the ziggurat promise ancient treasures and arcane secrets from the time of Zo-Kalar. Characters who are adventurers, treasure hunters, or scholars may be drawn to these uncharted levels, seeking glory, riches, or forbidden knowledge hidden behind the ziggurat’s mystical defenses.

  3. Settling a Score or Making a Stand
    For those with a vendetta against the Seven Sins or a grudge against Mandrill, the ziggurat is a symbol of the guild’s power. Whether seeking revenge, retrieving stolen goods, or dismantling the guild’s influence, the ziggurat is the heart of their enemy’s operations and the ultimate battleground for daring confrontations.