giant enclosed fortress. Within it, one finds numerous open areas serving as residential and business districts, closed in as if the sky was made of stone. Numerous tunnels and hallways dot the walls leading to various chambers and dwellings. In addition, the Citadel also encompasses a labyrinth of underground chambers, many with access to subterranean rivers that feed the lakes.
Large windows high in the Citadel walls allow sunlight in during daytime hours, but it’s never enough to illuminate the mass of interior structures, and most citizens rely on a network of gas- fueled street lights and oil lamps.
Baroness Moorhaven makes her home high above the many markets, businesses, and citizens of the Citadel. Unknown to her subjects and military forces, the baroness
is the last of a long line of Vampire Lords of Vathak. The unique architecture of the Citadel offers her the ability to roam her city at any hour, fearless of the sun, and protected from the Old Ones who are hunting down and feasting on her kin.
Zanderhorn
LE Small city
Corruption +3; Crime +3; Economy +5; Law -5; Lore +1; Society +1
Qualities: magically attuned, notorious, prosperous,
strategic location
Danger +15; Disadvantages impoverished
155
Government: Secret Syndicate
Population: 80,000 (5,000 Vindari; 1,500 Romni;
750 Cambion; 500 Bhriota; 750 other)
Noteable NPCs
Crimelord Kamus Rix (NE male romni fighter 2/rogue 6) Merchant Lord Alamandra Talais (N female vindari blade slinger 13) Harbor Master Pavo Tumbor (LE male vindari expert 2)
MARkETPLACE
Base Value 5,600 gp; Purchase Limit 42,500 gp; Spellcasting 8th
Minor Items 4d4 ÷ 2; Medium Items 3d4 ÷ 2; Major Items 1d6 ÷ 2
Home to the largest slave market in all of Vathak, Zanderhorn thrives on black market goods, seedy back alley deals, and political corruption. This scattered and desolate port city is ruled by the heads of the most prolific merchant houses and guided by greed and profit. The main merchandise of Zanderhorn, as has been since its founding, is the robust slave markets. Slave farms on the cities outskirts bring in slaves for a multitude of needs and desires. From companions and domestic slaves to manual laborers and gladiators, a slave for every occasion can be purchased at the city’s various slave blocks. This area is quickly followed by a complex series of black markets selling numerous forbidden goods, from outlawed weapons, to arcane items of immense power. Zanderhorn is a city of violence and loose morals populated by thieves and murderers, and no place for the more fainthearted adventurer.
Kretoria
N Small city
Corruption -3; Crime -3; Economy +2; Law +3; Lore +6; Society +1
Qualities academic, holy site, superstitious, tourist
attraction
Danger +5
DEMOGRAPHICS
Government Magical
Population 6,500 (4,000 Vindari; 1,500 Romni; 20
Dhampir; 980 other)
Noteable NPCs
Keeper of Seals Hilda Weiss (LG female vindari apostle 7) Tomb Warden Rolf Werner (NG male vindari expert 3) Guide Narcil Vedt (CN male dhampir bard 6)
MARkETPLACE
Base Value 4,800 gp; Purchase Limit 25,000 gp; Spellcasting 8th
Minor Items 4d4; Medium Items 3d4; Major Items
1d6
Known as the city of the dead, Kretoria began life as the Kretoria cemetery. The necropolis was originally a
military burial ground housing the many Vathak soldiers that have fallen in the line of duty over the years. Families would make the long journey to visit their departed, often staying for days and even weeks as they mourned. Eventually permanent settlements were established, and it wasn’t long before the city and cemetery expanded both outward and upward. Currently, Kretoria is a melding of both cemetery and bustling city. Houses are constructed around graves, businesses exist in mausoleums, and tombs riddle the streets. It’s common to see the dusty remains of long forgotten soldiers placed amongst the walls of homes or find skulls and bones littering the alleys, as graves protrude from the streets.
Hydranaburg
NG Large town
Corruption +0; Crime -5; Economy +0; Law +1; Lore -1; Society +7
Qualities insular, racially intolerant (vindari),
superstitious
Danger +5
DEMOGRAPHICS
Moorhaven Regional Traits
Regional traits are keyed to specific regions. In order to select a Moorhaven regional trait, your character must have been born in Moorhaven or lived in the region long enough to call it his homeland.
Drafted Soldier
You’ve been recruited to the Imperial Army of the vindari.
Benefit: Choose one of the following skills: Heal,
Intimidate, or Ride. You gain a +1 trait bonus on that skill, and it is always a class skill for you.
Delvarian Miner
You were a slave working in the Delvarian Mines, and your nerves have hardened to horrors others can hardly fathom.
Benefit: You gain a +2 trait bonus on saving throws
against fear effects. Privileged Slave
You’ve spent most of your life as a slave and obeyed your masters dutifully, turning your back on comrades in order to find favor with your slavers—all the while plotting your escape.
Benefit: You gain a +1 trait bonus on Bluff checks, and
156
Government Council
Population 3,500 (1,800 Romni; 1,500 Bhriota; 200
other)
Noteable NPCs
Asylum Master Lucan Gry (LG male romni alchemist 12) Council Elder Malia Mescro (N female romni oracle 6) Militia Captain Zhekkar (NG male bhriota fighter 4)
MARkETPLACE
Base Value 2,000 gp; Purchase Limit 10,000 gp; Spellcasting 3rd
Minor Items 3d4; Medium Items 2d4; Major Items
1d4
This weather-beaten city lies on a rocky island of the coast of Moorhaven. The buildings are made of stone, often stretching many feet in the air forming large towers. Hydranaburg is a city of a proud people, descendants of both bhriota and romni. Because bhriota blood is now mixed with that of the romni, the people celebrate a mixture of traditions from both cultures, often with a more modern interpretation. Also known in Hydranaburg is the Hospital of Eternal Forgiveness; this is presently an institution for the
confinement and treatment of the insane and mentally ill, most often from those suffering from the horrors of war. The Hospital is massive, overwhelming, and old. It hides many secrets and in its decrepitude, it instills fear on the mere visitors.
Vandalburg
NG Village
Corruption -1; Crime -2; Economy -1; Law +0; Lore
+1; Society -5
Qualities insular, rumor mongering citizens Danger +0; Disadvantages cursed
DEMOGRAPHICS
Government Autocracy
Population 180 (110 Vindari, 50 Romni, 20
Svirfneblin)
Noteable NPCs
Mayor Ollan Rill (LG male vindari ranger 3) Town Gossip Jessika Alter (CN female vindari bard 1) Coven Leader Ana (N female romni witch 4)
MARkETPLACE
Base Value 500 gp; Purchase Limit 2,500 gp; Spellcasting 3rd
Minor Items 2d4; Medium Items 1d4; Major Items
None
The city lies in a small valley between the Grizuk Highlands and Vanturarita, the impenetrable forest, which has religious importance to the small romni community living in Vandalburg. On the Grizuk Highlands, over the ruins of an ancient temple, the romni secretly conduct their religious rituals to their ancestors. An ancient belief holds that participation in a romni ancestral ceremony can protect and drive out evil spirits. Over the centuries, a few have sought out the romni just for this purpose.
Near the city are the ruins of an old inn where travelers and caravans used to rest when traveling through Moorhaven. The inn is now in ruins, burned down, and abandoned. Not much is known as to what happened there, but if anybody ever mentions the inn, it is always in whispers and in obvious fear of the horrific occurrence. Such atrocities were committed in that inn that all of the city’s inhabitants: vindari, romni, and svirfneblin, usually in discordance, joined together and burned the place down.
Lands
Covered by large rolling plains and small dense forests, Moorhaven is a sparse land fed by three dominant rivers. With a crisp winds and a chill in the air, farmers toil at the black earth in order to provide as much harvest as possible. Generally, coastal fishing is sparse, but necessary, and many of the daily needs are met by import from local nations.