Editing
User:Bill/Magocracy of Dholavira
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Threats=== Dire rats infest the underground portions of the city. The eldrich council has enacted a bounty of a half silver for every carcass. Every year at midwinter, the Gnoll tribes that stalk the salt marshes and barren plains surrounding Dholavira invest the city for one phase of the moon. It is said that they are testing the resolve of her defenders and offering the gift of carnage to their twisted god, Karaan. See my [[User:Bill/Gnoll_Revision|Gnoll Revision]] for additional details on how gnolls will be depicted in this game. Immigrants are a common sight in Dholavira. Many people of many races come to the great city seeking fortune and fame. Some come seeking power. The charter of the Eldrich College permits anyone, regardless of race, gender, country of birth, to attain membership. This attracts creatures with dark ambitions to seek apprenticeship. Fortunately most Masters of the College are scrupulous enough to deny these monsters their desire. Sadly, not all are immune to the lure of power that some of these creatures offer and others are down on their luck. Mohenjo-daro, a Yuan-ti city to the north of Dholavira, attempted an invasion of the city twenty years ago. While their representatives are now welcome to trade in the markets of Dholavira, the relationship is not yet amicable. The serpent people are not trusted by those who remember the war and their adoration of Merrshaulk fills many with dread. Poverty amongst the residents of the lower town drives many to crime and the worship of evil beings. The eldrich council attempts to stamp out criminal syndicates and destructive cults with haste, but locating them can be a challenge and for every group put down by the secret police and their allies another two seem to appear. Shambling mounds, large crocodiles, and will-o-wisps flourish in the marshes during monsoon season. Summoned Outsiders do not always go home. Either due to poorly worded contracts or the being's desire to remain on the material plane the city has become home to many entities that simply do not belong to this world. The eldrich council turns a blind eye to those it perceives to be beneficial and those that maintain a low profile, but occasionally must rouse itself to banish the more destructive and disruptive outsiders. Officially, summoning is forbidden within the city itself due to the carnage caused by animals and other entities that may run amok. Undead stalk the streets of the lower town. Reports of ghouls attacking lone travelers in the night have spurred paranoia among the population and few dare move about without a companion. Those suspected of having been bitten by one of the monsters have been beaten to death. Wraiths menace the trade routes. Seldom killing more than a person per night, wraiths are a common threat to traders moving to or from Dholavira. Frequently they will attack a sleeper and carry away her soul before any alarm can be raised.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
User page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
User contributions
Logs
View user groups
Special pages
Page information