If Akoro existed anywhere but in the depths of hell, it would have torn itself apart centuries ago.
30 Cities with their teeming multitudes and famous landmarks.
A rundown shop of old joys, now just a wreck, with a little touch of mystery.
A small village situated near a medium lake,with inhabitants and history that is more unique than one might expect. Suitable for any fantasy/low tech setting.
Of old, this city was the home of a coven of the Sarkukai, foul devotees of Sarku, Lord of Worms, the God of Rising From The Grave. Though they were driven out, the city remains tainted by the memory of that ghastly cult.
The headquarters of the WhoresÃ‚Â´ Guild
101 plug and play communities in 10 sub-categories
30 villages ready at the disposal of the Gamemaster.
The greatest city on Neyathis - not built by the hand of man, but by long-gone giants. It is a city of superlatives and place of new beginnings.
Celebrations can be found everywhere: from the big city to your local township. Sometimes the smaller locales can have the richest of all celebrations since they are more personal. Dayern’s Hamlet is one of those places.
In The Wastes the prospectors look for valuable substances. When they need some respite, they look for Deadman’s Rock.
A city large enough to contain kingdoms.
Deep in the frozen north, facing the northern sea lies Corpsehaven a city built into a sheer cliff, a walled city that extends to the sea. This city is a silent place, filled with the dead and those that would consort with such creatures.
The Spires of Stoneholt are tremendous needle-like structures visible for many miles before the rest of the city.
An exotic and oddly beautiful city unlike any other.
As you come near the Songpit, the sounds of sweet angelic bardic singing as if from heaven mix with the sounds of screams of agony. Your guard grins and turns to you. “You’ll either entertain us with your voice or with your pain, but either way we are going to have some fun with you.”
The villagers paid dearly after they slew the stuttering old crone!
Life in the Two Kingdoms is polarized between the now seemingly endless conflict between the noble elves of Elvindorm and the ruthless Sidious Prax and her allies. While this is the dominant conflict, by no means is it the only one. East of these two powers, beyond the paling of the Jokulsmorder, the land is desolate and savage, with survival being a greater concern that ideals and politics. This is the hardscrabble soil that the township of Draachenhaur grew from.
Christmas type holiday that can be thrown into any city/town.
The addition of “irrelevant” details adds local colour to a campaign world, giving the impression that the DM has thought very deeply about the history of even the smallest architectural feature.
The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.