Pathfinder Campaign Setting: Towns of the Inner Sea (PFRPG)

4.30/5 (based on 4 ratings)
Pathfinder Campaign Setting: Towns of the Inner Sea (PFRPG)
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Hear Ye! Hear Ye!

Whether they're the starting points of incredible campaigns, communities facing unfathomable dangers, or merely places for adventurers to rest and resupply, vibrantly detailed towns are vital to any fantasy adventure.

Towns of the Inner Sea explores six small but richly detailed settlements from the Pathfinder campaign setting. Each entry provides insights into the town's history, culture, and residents, as well as what dangers lurk in the shadows. Numerous adventure hooks, full-page maps, and stat blocks for key NPCs make these towns fully realized settings, ready for Game Masters to drop into campaigns whenever they're needed.

This book contains details on the following distincitve towns:

  • Diobel: What you can't get in Absalom, you can get in this notorious smuggler's port.
  • Falcon's Hollow: Were monsters and curses not enough, the ambitions of this town's greedy overseers would still trap its residents in mud and sawdust.
  • Ilsurian: Torn between rival city-states, this Varisian town bows to no master.
  • Pezzak: This sheltered port defies the rules of the devil-dominated nation of Cheliax, its rebel spirit burning strong despite its scheming overlords.
  • Solku: This pious fortress-town faces constant threats from nearby gnoll tribes, and while its walls stand unbreached, none can say for how much longer.
  • Trunau: Trapped on the wrong side of the border with the orcs of Belkzen, the citizens of this stronghold stand fast against savagery.

Towns of the Inner Sea is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

Written by Judy Bauer, Logan Bonner, Nicholas Logue, and Matt Vancil.
Cover Art by Steve Prescott.

ISBN-13: 978-1-60125-576-1

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4.30/5 (based on 4 ratings)

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Great Detail for a "Hometown"

4/5

Towns of the Inner Sea is a 64-page entry in the Pathfinder Campaign Setting line. The point of the book is to present detailed looks at six different towns in the fantasy world of Golarion, suitable as either "home bases" for PCs or as interesting destinations to set adventures in and around. Each town receives 10 pages of coverage that includes a drawing of it from the outside, a settlement stat block (from the Gamemastery Guide), a full-page map with keyed locations, discussion of the town's history and major landmarks, and then a one-page stat block and description of an important NPC.

The six towns covered are Diobel, Falcon's Hollow, Ilsurian, Pezzak, Solku, and Trunau. The inside front-cover is a map of the Inner Sea region of Golarion showing where each of these towns are located (the inside back-cover is just a version of the average cover art sans logo and title). The book starts with a two-page introduction that is actually quite useful as it includes a list (and one-paragraph description) of other towns in Golarion that have been fleshed out and what book they can be found in. In another clever move, it then lists several towns that are canonical but almost completely untouched in terms of established lore, giving a GM free rein to develop them without having to worry about any contradictions. Introductions aren't usually so useful!

Diobel is the first town covered. Flavourful opening text positions it nicely as a sort of smugglers' den on the same island as the metropolis of Absalom, filled with earthy, friendly folk who respect hard work and common sense and despise pretense and regulation. My first experience with Diobel was running a Pathfinder Society scenario (The Hydra's Fang Incident) which has a notoriously-confusing explanation of Diobel's geography. I'm not sure if the entry in this book really matches that scenario, but that might be for the best. There are a couple of fun ideas, like a floating pleasure barge name Wisps on the Water and an abandoned but potentially devil-haunted warehouse fittingly called Devil's Pier. One of the major themes of the entry is the role played by the Kaldroon family (proprietors of Kaldroon's Smokehouse) in lending stability to Diobel, and the featured NPC is Elvi Kaldroon, the head of the family. All in all, Diobel seems fun as a trade town suitable for a short story-arc, but I didn't get a real feel for it as a place PCs would naturally want to spend a lot of time.

The second town is Falcon's Hollow, a fairly famous location in Golarion as the setting of several early modules. Falcon's Hollow is a classic place for an adventuring campaign, as it's a sort of refuge for the desperate, surrounded by untamed wilderness and mysterious ruins. The town itself has a surprisingly dark history, while its present-day domination by the Lumber Consortium (headed by a fully statted NPC, Thuldrin Kreed) means it's definitely not a forgettable, sedate little town--this is the sort of "home base" that ensures the danger and excitement aren't just had once the PCs are off adventuring. The write-up is great, with tons of flavourful description and bits of intrigue I could see as the basis for hours of game-time. If I had to pick just one town in the book to use for a new campaign, it would be Falcon's Hollow.

Ilsurian, the third town in the bunch, is the one I've used most as both a minor part of Rise of the Runelords and as the setting for the Murder's Mark module. (indeed, it was for the former reason that I bought this book to begin with!) Ilsurian is a town of proud, independent folk who work hard to avoid falling under the control of any of the larger city-states in Varisia. It's notably racially intolerant of ethnic (nomadic) Varisians, however, which creates some good role-playing opportunities. The entry here is a bit dry, but it does provide some adventure hooks involving thieves guilds, shiver (a narcotic) distribution, skulks, and so forth. There are some spoilers for Murder's Mark, so GMs shouldn't allow players to read the whole entry. The major NPC detailed is Genthus Duggern, a sort of political propagandist hoping to return Ilsurian to its former glory; I don't think the concept really comes across well as a threat to PCs.

For something completely different, take a look at the fourth town: Pezzack. Pezzack is a city under siege, as it has rebelled and tried to break away from the devil-loving country of Cheliax! The reader is thrust right into the the middle of the action, as there are loyalists, insurgents, strix (!), spies, assassinations, tons of story seeds and adventure hooks, and everything else needed to make the liberation of Pezzack the focus of a very memorable campaign. A storyline involving Pezzack would be a natural fit for GMs interested in politics, espionage, and other themes a bit more sophisticated than the traditional "kill the monsters and take their stuff" approach to gaming.

Solku, the fifth town, is a fortress bastion in the deserts of Katapesh that serves as a major stopover for caravans. Due to the omnipresent danger of gnoll armies, the town has a major military function and is home to a prominent contingent of priests and paladins of Sarenrae. The locations detailed within Solku are done really well, and I think it would make a solid staging area for campaigns focussed on Indiana Jones-style "expeditions into desert ruins." It's also the first one we've seen that has a more "Middle Eastern" than "Western" aesthetic, and it's good to show off the diversity that Golarion has to offer.

The final entry is for Trunau, a town with an epic backstory as home to the lone human hold-outs in territory long since overrun by orcs. With each resident sworn never to flee or surrender, the town is in constant danger of being destroyed, but the shared danger (and isolation) also brings a real sense of community that comes across well in the entry. When you need a place for the PCs to really love and care about, Trunau could be a good choice. (or, if you want to tell a story about trying to find glimmers of hope in the face of despair, a storyline where Trunau finally falls could be suitably tragic).

Before moving on, I should go ahead and discuss the artwork. The featured NPC in each entry gets a full-figure illustration, but the other artwork (aside from the opening drawing of the town itself) are just head-shots of particular NPCs. It's frankly pretty bland from an art design perspective, and this is one area of the book that could have been improved. On the other hand, the maps are uniformly clear and easy to use.

This is definitely a book for GMs, as players will not find new character options. On the whole, I think Towns of the Inner Sea achieves its intended purpose--towns like Falcon's Hollow, Pezzack, and Trunau would all make memorable settings for a campaign. With so much of the setting work already taken care of, the GM can focus on role-playing and coming up with great adventures. I wish there were subsequent volumes of this book devoted to some of the more exotic locales in Golarion (even beyond the Inner Sea). Still, as long as any of these towns are of interest, a GM will get their money's worth from this book.


Let’s make a quick detour into town.

5/5

This book is awesome as it is simple. 6 towns, 10 pages per town. Of those 10 pages, one is a picture of the town with an introduction quote, one a full page map, one dedicated to the most likely NPC to end up in a fight with or against the players, two pages on history and atmosphere of the town, and about less of a page on rumors and adventures. The rest is dedicated to locations and people of the town. Well organized, easy and quick to read.

The first two pages of the book are a brief introduction with a small list of other towns, including their related modules and adventures. While it comes of as an advertisement catalog, it’s a good save on research.

I just wanted to read up on my favorites Falcon’s Hollow and Solku, but then found Trunau and Ilsurian as fascinating detours to the crimson throne adventure path. Finally we have a map of Solku, which was never included in the Guide to Katapesh. And Thuldrin Kreed is back in all his evil glory with 3 extra rogue levels. The NPCs are as colorful and lively as ever. There is enough intrigue in every town. But I can’t tell if the portrait of Chankings on page 39 is his face or his full body in printing mode.

The lore is fixed up a bit here and there, but nothing damaging. Solku is no longer in the mountains. Falcon’s Hollow now has gates, east wall and a huge outer manor. Some good old NPCs have a livelier background.

If there is a town on the list you want to read up about, buy the book, as the other towns are worth your attention. Hope they make new modules with this book.


Excellent resource

4/5

Read my full review on Of Dice and Pen.

Towns of the Inner Sea is an excellent book, and it brings to life six very different, but equally fascinating locations. All six can be the basis of entire campaigns or just interesting places to pass through on the way to someplace else. Whatever the case, these towns will provide GMs with the means to create hours of fun for their campaigns.


Surprisingly Solid

4/5

I'll admit, when this title came up in my Campaign Setting subscription, I rolled my eyes a little. But what is under the covers is a surprising little treasure! 6 creative and thorough characterizations of hometown life across Golarion, each with its mix of rumor and excitement that can be easily adapted to be any campaign.

The towns are creative and vary wildly in setting. We have Solku, Seelah's hometown surrounded gnoll-infested desert; Trunau, the lean survivor community in one of the last non-orc settlements in Belkzen; Pezzack, besieged by the Chelish Navy, filled with hidden tunnels and insurgent bards (!); Diobel, the harbor town next door to Absalom and a smugglers' paradise; Falcon's Hollow, a cruel, company owned logging town in Darkmoon Vale, and Ilsurian, the closest thing to a peaceful hometown you'll find in this book.

If I have one minor complaint, it is that there aren't enough adventure hooks per town. Yes, I know there is a small sidebar of adventure leads per town, but a full page of "Things for your characters to do in ..." wouldn't have been out of place. Greedy, I know.

So! Stay your skepticism. A surprisingly strong book for any GM's Golarion home campaign.


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The Exchange

Pathfinder Lost Omens, Rulebook Subscriber
Quote:
scheming overlods.

Interesting typo.

Overlods? Is that new monster race? Beware the Overlods! Dangerous Oafish beasts!

Contributor, RPG Superstar 2010 Top 4

I am pleased to see Ilsurian, which is a neat town I worked with in the module Murder's Mark.

Lantern Lodge RPG Superstar 2014 Top 4

Pezzak??

This just went from "intriguing" to "must purchase!"


Looks like Greengold's been left out though...

Webstore Gninja Minion

TheLoneCleric wrote:
Quote:
scheming overlods.

Interesting typo.

Overlods? Is that new monster race? Beware the Overlods! Dangerous Oafish beasts!

Fixed!

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Looking forward to getting my hands on this. I enjoyed both Cities of Golarion and this seems right in line with that book. If it's as good, I hope we'll see both Cities and Towns become an ongoing series to develop other towns and cities.


One small error in the description: the cover art is by Steve Prescott, not Jesper Ejsing. You can see Prescott's signature in the corner of the painting. Both great artists, though!

Webstore Gninja Minion

James Keegan wrote:
One small error in the description: the cover art is by Steve Prescott, not Jesper Ejsing. You can see Prescott's signature in the corner of the painting. Both great artists, though!

Fixed!


Pathfinder Adventure Path Subscriber

How's the info on Falcon's Hollow with this one? How much is new/updated vs. reprint of what's already been printed elsewhere?


1 person marked this as a favorite.
Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Much of the information about Falcon’s Hollow is new, including a new map. In short, I recommend picking it up if you plan to run a game in Falcon’s Hollow. However, there is a bit of material that appears to contradict prior published materials set in the Vale: Guide to Darkmoon Vale (GtDV), Crown of the Kobold King (CotKK), Carnival of Tears (CoT), and Hungry are the Dead(HatD).

The new map eliminates the “gaps” in the town walls found in prior maps. Most striking to me is the addition of two new features: 1) an enormous, sprawling residence/compound/fortress for Kreed and 2) a stone tower for Vade. While these new features make sense, their size and locations strike me as odd.

Map Issues:
Kreed’s complex just seems far to large (given the state of his finances described in GtDV). It also seems unusual to have it built outside the town walls.

Vade’s upgrade to a stone tower makes more sense than the “two-story shack” described in HatD, but the location removed from High Market to the south of town, further away from the town cemetery described as being to the north in HatD also strikes me as unusual.

The more detailed town history is appreciated, but the date given for the Night of Silver Blood and the burning of Elara’s Half-way House raises questions. I suspect it is a typo.

History Issues:
It is revealed that Elara’s Half-way House burned down “shortly” after the Night of Silver Blood. This makes sense. However, the book gives a new date for the Night of Silver Blood of 4712, which contradicts the 4707 date given in GtDV. Since the burning of the half-way house occurred “months” before CofKK, it suggests that CotKK and HatD occurred in 4712, or more likely in 4713. As some time must have occurred between HatD and the Carrion Crown adventure path, the date appears to be unlikely.

Some of the other changes/additions correct apparent errors in prior products or open up adventuring opportunities.

New Additions:
Laurel and Lady Cirthana both now have last names.

Laurel has expert levels, not cleric as in GtDV.

Full stats given for Thuldrin Kreed.

Sharvaros Vade is no longer a 10th-level necromancer as in GtDV, but has a CR more in line with that of the average party level for the modules CotKK & HaTD.

Vamros Harg has a more intimate and perhaps more compelling reason to consider standing up to Kreed.
Ulizmila is alive despite the reference to her corpse in GtDV.

However, some of the changes/additions appear to contradict prior publications that could potentially alter the published modules, diminish the player character’s accomplishments, or just seem unnecessary.

Other Issues:
Shavaros Vade’s involvement in necromancy now appears to be broadly known to the populace instead of to the “few” referenced in GtDV. The mother of Savram Vade now “remains a mystery” and rumored to be “a dead consort” in contradiction to the tragic tale of Amele Vade that drove Vade to necromancy described in GtDV. This, coupled with the book’s new rumors about Sharvaros’ mother, makes Sharvaros less sympathetic and more disturbing. Given the threat to Falcon’s Hollow in HatD, Vade is now much more likely to be an adversary/red herring than a possible ally/source of information for the player characters.

Savram Vade is now a dhampir. When found by the player characters in CofKK, Savram’s arm is severely cut. Given a dhampir’s negative energy affinity, the player characters could potentially kill Savram by attempting to heal him during the events of CofKK potentially altering the outcome of the adventure and the other kid’s views of the player characters.

The new priorGavel was Kreed’s father, Thalsin Kreed, instead of Kaxel Thaulrose mentioned in GtDV. I always thought of the Lumber Consortium as a faceless corporate enemy. It seems odd to suggest that the position of gavel may be hereditary.


1 person marked this as a favorite.
Freehold DM wrote:
Actually I really would like to see a book on taverns and bars and inns for golarion...

Seconded. Necromancer Games' 'The Book of Taverns' tried too hard to be unique or bizarre, but it was a cool idea. A book of establishments like Darkmoon Vale's Gold Falls Inn would really have some mileage. The Campaign Setting line would benefit from an inns/tavern tome.

Liberty's Edge

2 people marked this as a favorite.
Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Taverns and Inns would be wonderful... heck, bring on the Brothels and Feasthalls too!

I would still like to see these books continue as a series with additional volumes.


Okay I wasn't expecting to be too interested in this volume but after sitting down and reading through the PDF I have to say that I found the material in here to be fascinating. I am particularly intrigued by Falcon's Hollow and Diobell. I'm not in the habit of creating adventures myself (not enough hours in the day and so on), but I may have to use both these locations for something in the future.

Webstore Gninja Minion

SirUrza wrote:
Taverns and Inns would be wonderful...

From Slugfest Games. :D

Liberty's Edge

Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Liz Courts wrote:
SirUrza wrote:
Taverns and Inns would be wonderful...
From Slugfest Games. :D

Looks cool, I'll check it out, but I was referring to an Inner Sea guide. ;)

Contributor

atheral wrote:
Okay I wasn't expecting to be too interested in this volume but after sitting down and reading through the PDF I have to say that I found the material in here to be fascinating. I am particularly intrigued by Falcon's Hollow and Diobell. I'm not in the habit of creating adventures myself (not enough hours in the day and so on), but I may have to use both these locations for something in the future.

Awesome atheral! Glad you enjoyed the Hollow and Diobel stuffs. I had a wonderful time writing them, and the development/editing team just took my stuff and added in more awesome-sauce.

I am enjoying the other towns in there tremendously, I gotta say, and might have to make sure my home game group pays them each a visit sometime soon.

Sovereign Court

I love the Gyr/Arnson stuff.

Silver Crusade

Just now got a chance to start reading. Went for Trunau first, because of course I would go for Trunau first.

It didn't exactly have what I was hoping for, but admittedly those hopes were pretty high and against the party line for Belkzen. Was really hoping there would be something on an odd tribe(likely Gorumite) that actually had peacable, if uncomfortable relations with the town.

Still, what was there was still good, and it sets the tone for expectations out of the rest of the book. I've always loved detailed village write-ups like the old Sandpoint original, so a whole book of that is really appealing. Trunau's tight-knit community is sold and delivered really well, along with the character and attitude of the populace. Like the notes on the hopeknives, which actually come across here as less defeatist and morbid than in Trunau's debut. And the siegestone both explains a lot and comes across as deeply unappetizing, which seems the point.

There's a very nice cast of characters introduced here, and a lot of drama, entanglements, and conflict primed to happen, compounded by just how well everyone knows everyone and their shared situation. There's quite a bit of possible escalating conflicts between people the PCs like and other people they like, even moreso when those rumors start flying. The Iomedaeans from Lastwall are a really good source for that. Really like how Trunau's fierce independence from everyone even applies to their closest allies, for better or worse. It really completes the mindset.

Also, love Agrit Staginsdar and Sara Morninghawk to death. Dwarf wizard X Shoanti half-orc barbarian couple? I want that book, Mr. Sutter! :)

And while Trunau may have not had anything solid to deliver in the way of non-evil orcs, there sure is a hell of a lot to read in-between the lines with all the things going on with Halgra of the Blackened Blades, especially if Hundux turns out to be her child by a an orc lover. Taking that with all her half-orc children, there's something waiting to be told there. :)

edit-Also, Halgra is awesome. We need more badass old ladies in fantasy, period. That description coupled with that portrait along with whatever is going on with her really makes her stand out. :)

Rabus Clarenston, responsible drunk, was a very nice touch too. Even he's dependable(though the city council gave him plenty of motivation).

Well, Solku next it seems. :)

Silver Crusade

Kinda in love with Solku now. :)

Went in mainly knowing it for being Seelah's hometwon and a focal point for Sarenrae worship in Katapesh. Came out feeling like it was honestly the nicest place to live in Katapesh, even with all the dangers.

Loved the cultural details that went into this, from the windcatchers to the cupbearer courtesans to the coffee rituals to all of those holidays. The description of the Lambent Citadel's dome makes for a visual that really needs to be tackled someday in art.

Being much larger than Trunau, Solku's NPCs and their hooks aren't quite as intertwined as much, but there's still a lot of conflict brewing, and it's honestly hard to pick a side in the largest. Honestly, it's highly likely most parties will be split on conflicts between the religious leadership and the secular government(we're talking very-light-gray vs very-light-gray at points). And then there's all the smaller conflicts taking place around that, many of them spinning out of the historic siege that gave us Seelah's backstory. I wasn't expecting the Siege of Solku to have as big an impact as it did, and it was neat to see just how big and lasting a footprint that event actually had.

It's interesting that many of the idealists have had that idealism damaged by those events, and though they're still trucking on they seem set up for fresh-faced PCs to come in and remind them of what they were.(particularly Lady Cynore and Semira Brehan).

I get the feeling that careless Andoren/Eagle Knight PCs are going to walk right by Serpentine Blades to get entangled with Condor Company. Liked the nice spectrum of competing guard/mercenary services operating out of Solku.

Fans of the play in Sixfold Trial might want to take a close look at the arts in Solku. Besides the idea of Soaring Illusions(which is really neat), the plot hook about the Chimera Tear's Players and their attempts to find the right time, people, and play to recreate the Battle of Red Hail would make for a great social campaign all on its own or inserted into another campaign. Loved the "too soon" dilemma and that the leader of the troupe wasn't against the idea period but rather focused on doing it right.

Oh man, thinking about it some more, pulling off that play might very well be the climax of a Solku campaign if it can heal many of the various rifts left since the siege. Some might see that as an anticlimactic way to wrap up a campaign, but for the right group the emotional payoff would be fantastic.

I still can't decide if Gamar Deshta is hilariously/dangerously(hilarihazardously?) insane or if there's actually something to his theories after Distant Worlds. ;)

And then there's slavery thing. We all know it's a common thing throughout the Inner Sea and we've all seen the furious debate threads over it, alignment, deliberate values dissonance vs. absolutism, etc. Solku isn't going to put that discussion to rest but it does illustrate how an idealistic and generally goodly town has to get by in Katapesh, particularly in the details about the Pens.

(speaking of values dissonance and those holidays mentioned earlier, there is a lot to play with here concerning the concept of sacred hospitality, from Bastion Day to Dawnflower's Pure Rest to the rules regarding the Pens)

Lord Hazic Kel-Kalaar's portrait reminds me of someone and it's really bugging me that I can't recall exactly who. :)

And man, @#$% Okeno. Seriously.

Silver Crusade

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Three words: Goblin. Noodle. Cart.

Silver Crusade

Mikaze wrote:


Lord Hazic Kel-Kalaar's portrait reminds me of someone and it's really bugging me that I can't recall exactly who. :)

Samuel the boatman from Dishonored?

Silver Crusade

Rysky wrote:
Three words: Goblin. Noodle. Cart.

Well that's certainly something to look forward to while reading the book back to front. :)

Rysky wrote:
Mikaze wrote:


Lord Hazic Kel-Kalaar's portrait reminds me of someone and it's really bugging me that I can't recall exactly who. :)
Samuel the boatman from Dishonored?

I want to say "no" on a precise level but man, that portait really reminds me of that game's art style now, in a totally good way.

Silver Crusade

1 person marked this as a favorite.

Okay yes, Madge and Snapjack are adorable. (non-evil goblin!) :D


3 people marked this as a favorite.

PEZZACK RULES!

Unfortunately it may be burned to the ground as a result of goings on in the darklight sisterhood game.

Senior Editor/Fiction Editor

2 people marked this as a favorite.
Mikaze wrote:
Just now got a chance to start reading. Went for Trunau first, because of course I would go for Trunau first.

Really glad you enjoyed Trunau! Mr. Logue and I ended up working together on that one (since I introduced it originally and had some *strong opinions* on where it should go), and I'm really happy with how it turned out.

And folks who like Solku should give mad props to our own Judy Bauer, as that was her first foray into freelance writing, and she totally knocked it out of the park!


Oh wow, Diobel seems like a great place to start a low level adventure. Maybe the PCs get hired to stop harpies from kidnapping the town's children, but it turns out they're actually being captured by the Locostas and sold in the flesh markets.

Dark Archive

This seems to be a great book; got it on friday, but I'm busy with work and writing stuff for my 10th level campaign, so I haven't had a chance to properly delve into it. I did skim through it, and I have to say I really love the maps of each town! :)

Silver Crusade

James Sutter wrote:
Mikaze wrote:
Just now got a chance to start reading. Went for Trunau first, because of course I would go for Trunau first.

Really glad you enjoyed Trunau! Mr. Logue and I ended up working together on that one (since I introduced it originally and had some *strong opinions* on where it should go), and I'm really happy with how it turned out.

And folks who like Solku should give mad props to our own Judy Bauer, as that was her first foray into freelance writing, and she totally knocked it out of the park!

Done! :)

And still really hopeful about those implications with Halgra.


I've noticed there's two buildings marked 20 (The Throne Defiant) on the Pezzack city map, one east of the river over a large building, the other next to a tower adjacent to the Academy of Applied Magic on the west side. Is this intentional?

Spoiler:
The building's description sort of suggests one of those buildings could be Valia Wain's burned chapel; if it's intentional, I'm guessing that would be the western tower.

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