Sundabar

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The city of Sundabar is the largest population center in the Sundabar valley, located right at the confluence of the Rauvin River and the Icespear River. It was originally an old dwarven fortress.

The city's central square is known as the Circle. The Circle is an enormous plaza; at its center rises the Hall of Masters, a tall, well-equipped and fortified keep that dominates the skyline. It is the seat of the Order of the Eternal Fire and of the Ikuisen Tulen ritarikunta. Catapults and heavy ballistae can be seen on its walls and towers.

A tall double wall built of black basalt surrounds the city, with the deep and wide Tarnar moat in between.

Thick smoke rises up from deep within the earth, where the dormant volcano Ikutuli (Eternal Fire) lies, an ancient dwarven forge.

Sundabar is currently ruled by Grand Master Sibrand.

Streets

  • Lanthalar Street
  • North Wind Street, from the River Gate to the Circle
  • Antar Street, north from North Wind Street, along the inner wall
  • Undle Street (directly south of the Circle)

Quick Notes / GM Hooks

The players are heading toward Sundabar to find Samuel Grimm.

  • Samuel doesn't know the characters and hasn't heard of them
  • He is initially neutral toward the characters; his goal is to find a group heading toward the High Forest to explore old ruins.
    • What does Samuel actually want to find?
  • If Samuel feels threatened, his attitude toward the players turns negative
    • Does he try to lure the party into a trap?

Other Sundabar news?

Cold Wood & Giles Lightfoot

Deep in Cold Wood lives a small coven of witches who rule Cold Wood as their own. The witches control an ancient portal to the Feywild, which they guard possessively. They themselves were once, centuries ago, residents of the Feywild, but have since been driven out of it.

Long, years ago, Giles Lightfoot managed to outwit the witches and got to use the portal, after which he became the druid of Thistleberry village in the Feywild. For this reason, the witches hate gnomes especially deeply.

The forest: The entire forest is gloomy. The trees are tall, gnarled, grow crooked, and block out the sky. The air is heavy and oppressive. The terrain is swampy and treacherous underfoot. The snow is deep and cold. The plants are thorny, the trees have large gnarled roots, the bushes cling to clothing.

Outside the forest are a few small villages, whose residents know to warn that one shouldn't sleep in the forest, shouldn't stray into it. The villagers, however, regularly go into the forest to deliver the witches' share of everything. If one must reach the witches, one should not deviate from the path at all. Some of the residents are missing an eye.

The witches keep about a dozen children, given to them as payment for services.

Bettie Clotmouth: Night Hag: Just Corrupts Viola Dustjoint: Green Hag: Loves tragedies Elva Webheart: Annis Hag: Corrupts children

Deals:

  • Gives something in exchange for a piece of the player's luck.
  • Needs children
  • Wants power / knowledge
  • Needs eyes