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DnD Desert Raiders Campaign DM Notes
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=== 20/10/10 - encountering freedom === while searching for the caravan the party encounters a moving city. it appears to be a giant moving hill with a town build upon it. <br> Town<br> Name: Freedom<br> Also know as: traveling fortress, breeding ground of evil and lawless isle<br> Leader: mayor<br> Population: average 300<br> The town is divided in area’s<br> - The caravan areas. these are open spaces closed off with low fences where caravans can rent a spot. <br> - The trade district. The shops, inns and entertainers are all housed around the main square. <br> - Behind the trade district is the ruling office. Here the mayor and his assistance run the. town<br> - In the back is a restricted area. Here the nobles have their homes. <br> It is unknown what the hill is made of. some people claim that it is one very ancient sand elemental, others say it’s a dust construct and some think that it’s a colony of many sand elementals. <br> The leader of the town is the mayor. Every few years a new mayor is appointed by a group of nobles. <br> The town is often seen as a lawless town or evil because there are very few laws. Anything is allowed as long as you don’t hinder the other costumers. Money truly talks here. <br> Hurting yourself is not a problem. <br> The town is often used by wealthy travelers to go safely from town to town, never in history has the town been defeated. <br> It is said that the town has a tremmorsence of a mile across and can attack any who might harm the trade. <br> The town does not follow the rules of other countries, criminals are protected within as long as they can afford to stay. Sleeping in a non-rented spot is not a option. <br> treasure: <br> * full plate +1 (medium) 2650 * comp longbow +1 (4str) 1400 * monks belt 13000 * ring of protection 2000
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