Editing D&D 5E: Trickster's Gambit - Setting Elements
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[[File:The Shattered Coast 00002.png|400px]] | [[File:The Shattered Coast 00002.png|400px]] | ||
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===Bar Kesh: City of Swords=== | ===Bar Kesh: City of Swords=== | ||
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Bar Kesh is the Capitol of the Empire. A great trade city on the coast at the mouth of the Blood River, the City of Swords is perhaps the most cosmopolitan city north of the Tiefling Confederacy, with races from all over the Empire, the Confederacy, and the Reach represented. | Bar Kesh is the Capitol of the Empire. A great trade city on the coast at the mouth of the Blood River, the City of Swords is perhaps the most cosmopolitan city north of the Tiefling Confederacy, with races from all over the Empire, the Confederacy, and the Reach represented. | ||
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===Ruvyntarn=== | ===Ruvyntarn=== | ||
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Beginning in the forges deep within the Hall of the Mountain King, a great crack in the earth runs through the mountain bedrock east to the sea, a wound in the earth from the peaks to the depths of Treacher's Deep. | Beginning in the forges deep within the Hall of the Mountain King, a great crack in the earth runs through the mountain bedrock east to the sea, a wound in the earth from the peaks to the depths of Treacher's Deep. | ||
− | + | The Chasm connects the Hall with Bar Kesh. | |
===The Blood River=== | ===The Blood River=== | ||
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Now it is the haven of the Blackhand, guildmaster of the Dwarven assassin's guild. Any outsider found in the Vale after dark is either murdered in the night or survives until morning and takes the brand of the hand. | Now it is the haven of the Blackhand, guildmaster of the Dwarven assassin's guild. Any outsider found in the Vale after dark is either murdered in the night or survives until morning and takes the brand of the hand. | ||
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=The Tiefling Confederacy= | =The Tiefling Confederacy= | ||
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The Wind Road may only be reilably traversed by sextant and star. | The Wind Road may only be reilably traversed by sextant and star. | ||
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=The Dragon Archipelago= | =The Dragon Archipelago= | ||
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Torn is the only one of the inner isles that is home to a dragon. | Torn is the only one of the inner isles that is home to a dragon. | ||
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=The Clanlands= | =The Clanlands= | ||
North and east of the Dwarven Empire stretch the endless grasslands of the barbarian Clanlands. Between the White river and the Trade river are the clans of the Thundering Plains. These clans hold truce with the Empire and actively trade with it. Horse, Hart, Rabbit, Badger, Crab, and Gull Clans occupy this area. | North and east of the Dwarven Empire stretch the endless grasslands of the barbarian Clanlands. Between the White river and the Trade river are the clans of the Thundering Plains. These clans hold truce with the Empire and actively trade with it. Horse, Hart, Rabbit, Badger, Crab, and Gull Clans occupy this area. | ||
− | North of the White river where the grasslands turn to steppes, the clans interact very little with the empire, never trading, and sometimes engaging in light raids when the opportunity presents. Wolf, Bear, Raven, Fox, and Orca | + | North of the White river where the grasslands turn to steppes, the clans interact very little with the empire, never trading, and sometimes engaging in light raids when the opportunity presents. Wolf, Bear, Raven, Fox, and Orca clan occupy this area. |
==The Horse Gate== | ==The Horse Gate== | ||
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==Thundering Plain== | ==Thundering Plain== | ||
− | The land between the rivers is known as the Thundering Plains, a refference to the thousands of both wild and kept horses who | + | The land between the rivers is known as the Thundering Plains, a refference to the thousands of both wild and kept horses who lived beside the clans and called that land home. |
===The White River=== | ===The White River=== | ||
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==The Sundered Steppes== | ==The Sundered Steppes== | ||
North of the White River, the harder and more warlike of the clans make their home. Like their southern kinsmen, they are herders of horses, but the steppe horses are stouter and more enduring if not as fleet as the plains breeds. | North of the White River, the harder and more warlike of the clans make their home. Like their southern kinsmen, they are herders of horses, but the steppe horses are stouter and more enduring if not as fleet as the plains breeds. | ||
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