Locations

The cities, ruins, and stretches of desert through which the troupe will travel.

Each location below has a player-facing summary. Some carry GM-only notes that will reveal themselves when their secrets are no longer secret.


Wati, the Half-Dead City

Wati is two cities sharing one name. The living city — the small bustle of merchants, dock workers, and Pharasmin priests — clings to the banks of the Asp River. Across a low wall, the necropolis stretches: streets of tombs, mausoleums, and the silent districts of the dead. For four hundred years the necropolis has been sealed. The Church of Pharasma has just announced it will open.

Quick Facts

Region
Northern Osirion, on the Asp River.
Population (Living City)
Modest. A few thousand souls.
Government
Church of Pharasma, in concert with the city's voivode.
Notable For
The necropolis. The recent opening of the necropolis. The terror, when it comes, that follows the recent opening of the necropolis.
GM Notes: Wati

Add anything here that the players shouldn't see yet — agents of the Eyes Beneath the Sand operating from the docks, the cult cell embedded in the priesthood, etc. This <details class="spoiler"> block is closed by default and only opens when clicked.


The Necropolis

Sealed for four centuries by Pharasmin decree. Recently opened, district by district, to licensed adventuring parties willing to pay a tithe and respect the dead. Rumor has it that the seals were not placed there by the Church alone — that something older had a hand in their making.

Quick Facts

Status
Recently opened. Heavily regulated.
Districts
Multiple, opened in stages by lottery.
Hazards
Trap-makers were thorough. The dead are not always still.

Add Your Own

Copy the pattern above for each new location. The structure — heading, lead paragraph, "Quick Facts" stat block, optional GM spoiler — works for cities, ruins, dungeons, and wilderness alike.