Electric Wizard
First Post
Antar (22.29)
This town towers above the desert. Its mudbrick edifices - some of which stand ten stories high - contain residences, shops, warehouses and civic offices, often on different floors of the same structure. Vegetable gardens survive on the sunbaked rooftops. Bridges connect the tightly-packed buildings at various levels. Its unusual arcitecture deters brigands and gnoll raiders, but each annual rainstorm saturates the bricks so much that every building's facade must be rebuilt.
Jahuris (19.31) founded Antar when Bergolast still stood, and it thrived as a wealthy border town. The empire's fall reduced it to a dusty trading post vulnerable to gnoll attacks. However, because the town lies beyond the Scent Barrier (21.29), it is not subject to most of Jahur's duties and tariffs. This draws many merchants and customers. Few stay permanently, preferring to retreat behind the safety of the Scent Barrier when their business is finished. It is a diverse town, home to nearly as many dwarves as Jahuris.
Connections
-The Supreme Mother (51.29) wishes to establish a consulate here despite fervent resistance.
-The Bronze Ass, an ancient inn lying in the center of town, has a staff of doppelgangers employed by Viceroy Orhan (19.31). They believe his attempted assassin is a Smiling Man who fled towards Azurney (24.26) days after the attack. The doppelganger who followed him has not returned. Unfortunately, Viceroy Orhan has forgotten the existence of these agents and they are reluctant to act without his orders.
-Antari bucket kelp chewers (26.33) enjoy getting high and watching lizard races in slow motion. Those who host these rooftop events will pay well for brightly-colored or unusual-looking lizards.
Hooks
-What exotic or illicit goods can be obtained here?
-Many towers stand vacant. Thieves, smugglers and heretics use these crumbling buildings as bases of operation.
-What less obvious defenses does Antar possess?
-What happened during the last gnoll raid?
-Why do so many dwarves live here?
This town towers above the desert. Its mudbrick edifices - some of which stand ten stories high - contain residences, shops, warehouses and civic offices, often on different floors of the same structure. Vegetable gardens survive on the sunbaked rooftops. Bridges connect the tightly-packed buildings at various levels. Its unusual arcitecture deters brigands and gnoll raiders, but each annual rainstorm saturates the bricks so much that every building's facade must be rebuilt.
Jahuris (19.31) founded Antar when Bergolast still stood, and it thrived as a wealthy border town. The empire's fall reduced it to a dusty trading post vulnerable to gnoll attacks. However, because the town lies beyond the Scent Barrier (21.29), it is not subject to most of Jahur's duties and tariffs. This draws many merchants and customers. Few stay permanently, preferring to retreat behind the safety of the Scent Barrier when their business is finished. It is a diverse town, home to nearly as many dwarves as Jahuris.
Connections
-The Supreme Mother (51.29) wishes to establish a consulate here despite fervent resistance.
-The Bronze Ass, an ancient inn lying in the center of town, has a staff of doppelgangers employed by Viceroy Orhan (19.31). They believe his attempted assassin is a Smiling Man who fled towards Azurney (24.26) days after the attack. The doppelganger who followed him has not returned. Unfortunately, Viceroy Orhan has forgotten the existence of these agents and they are reluctant to act without his orders.
-Antari bucket kelp chewers (26.33) enjoy getting high and watching lizard races in slow motion. Those who host these rooftop events will pay well for brightly-colored or unusual-looking lizards.
Hooks
-What exotic or illicit goods can be obtained here?
-Many towers stand vacant. Thieves, smugglers and heretics use these crumbling buildings as bases of operation.
-What less obvious defenses does Antar possess?
-What happened during the last gnoll raid?
-Why do so many dwarves live here?