Talisman of Baator

Activating talismans

 * 1-2 can open a fissure and consume a creature and send them to the layer of hell the Talisman corresponds to.


 * 3-5 can open a fissure and consume a small, medium, or large city.
 * 6-8 can open a fissure and consume a small, medium, or large continent.
 * If all nine are brought together, it will open a fissure and consume all of Estria, merging the material plane with the Nine Hells.

Guardians of the Talismans

 * 5 guardians for 5 Talismans that were recovered or found over the years
 * Oberon (near Pirask) --- With the Party
 * Alard (Orusar) --- Found reference in Moloch contract
 * The Queen (Marid, the capital) --- Mentioned by Oleander
 * The Oracle (Isle of the Oracle) --- Mentioned by Oleander
 * Dugver the Cloud Giant (in a cloud) (not mentioned in game because I need to organize my notes better. but Oleander would have told you the right info) --- Mentioned by Oleander
 * 4 missing/lost Talismans
 * Under the Lady of Craith's keep --- With the Party
 * Possible lost Talisman in a lake in Pirask --- Mentioned by Oleander
 * TBD
 * TBD

Oleander's Guidance

 * Don't touch the Talismans.
 * The only way to destroy the Talismans is to throw them into the lava of Mount G'mar.
 * Anyone who can hold a Talisman without dying is not a good person.

Gardine's Guidance

 * Island near Mount G'mar called the Isle of Ra where the cultists are based from
 * There's a secret tunnel under Craith that leads north---to Mount G'mar and the Island. She hasn't taken it before and has only gone to the island by ship.
 * Werewolf gang in Pirask works for the cult and was tasked with taking Oberon's Talisman and bringing it to Morda
 * There's an imp that claims to be Moloch, Moloch wants to use the Talismans to complete a ritual, but she doesn't know what the ritual entails