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.
In Antioch, the Inn and Tavern is an institution. You hit the corner or neighborhood tavern a couple of nights a week, if not every night. You go, eat, drink, socialize.
An average city of the Midlands
A vast city nearly built in ages past by a long-lost race of giants. Now the vast stone structure contains no less then three seperate kingdoms.
Fort Port started as a military fortification on the mouth of the Antioch River at the Known Sea, three days West of Antioch (the city). Slowly a small community had sprung up around the Fort and its tiny port. After decades of watching for Wapti, the militia was pulled leaving the few River Clanners behind. The Rat Clan took The Fort for their own, making it their clan house. However things were not grand as the farming was poor and the fishing not much better. But, there is always ships along the waters here. A great deal of traffic in and out of the river and along the coast. And so many things seemed to just "fall off" the deck and docks in these waters… finding their way here. And well, someone has to sell them.
The creation of intelligent magical weapons is not an exact science and there are occasional failures, as such think of causing a little more stress to your players by "rewarding" them with an insane magical weapon
Agrophobic, refuses to come out of the scabbard without a strength check to draw it.
Haemaphobic: afraid of blood, fight at a penalty against any blooded creatures but really good against undead, elementals etc
Schizophrenic, not just one mind in your sword, lets have half a dozen minds in there, all different and bound to cause confusion
the possibilities are endless