Deep beneath the surfaces of the seas lie the shattered remains of once great galleons, caravels, and the like. Sunken treasures and fearsome dangers lie hidden within.
Nestled against the eastern slope of the imposing Silberquel Ridge, the gnomish city of Hupperdook emerges amidst a symphony of billowing smoke and swirling steam.
Crossing the threshold of this yurt, the sound of howling winds is quelled, enveloping you in a shield of warmth. The scent of incense fills the air, its aroma weaving through the room. Vibrant hues of paint adorn the walls that shimmer softly in the flickering light.
Front gate guards, especially in smaller towns, simply need a small, fortified building to suit their needs.
Sprawling across the landscape like a patchwork quilt, Blumenthal unveils a tapestry of rural farmsteads seamlessly connected by sturdy administration buildings.
Orcs, goblins, and gnolls among other monstrous enemies love to raid unsuspecting villages and hamlets. Of course, a base of operations is a critical locale to stage their attacks and store their plunders.
Feolinn, the Garden City, may be smaller in size compared to its coastal brethren, but its rustic allure and well-tended gardens have earned it that cherished title.
Hidden within the Vermaloc Wildwood, Dumaran, the hobgoblin fortress, stands defiant against the Penumbra Range.
Deep in the stinking and rotting marshlands, hags and witches often make their lairs.
Zadash, once the grand capital of the Julous Dominion, now stands as a testament to the indomitable spirit of the Dwendalian Empire.
Every town needs a cemetery.