Playing a one-on-one D&D game at home with Janaki. The Bingo XP Variant doesn’t work for 1 player, so I whipped up a milestone XP sheet that we’ll use to futz with the timing of leveling up. As we do with the Bingo board, we’ll use it to open up that discussion of what we’d like to see in game and how we’d like to see Makaris the Druid challenged.
Makaris is a Tiefling Druid returning to her birthplace, the Tiefling capital of Asmodeen. Makaris has been away from her home for a decade after a job for her criminal family went bad. During that decade was a war with the Dragonborn and the treaty ending that war has just been inked.
After stealing the last of the puzzle-cubes from the Yuan-ti, the players had to decide if they were going to kill the Red Wizards in their sleep while their spells were depleted.
The discussion took about 40 minutes and was really interesting. Jusko said something interesting: “Who are we? Are we people who crawl into our allies’ camp and slit their throats while they sleep?”
Drew (who players Jusko) did something cool and prompted everyone to step out of character and also discuss this purely on the terms of what would be fun. That is a veteran-gamer move right there.
I added that they could make this decision based on what their characters would do, based on the strategic advantages of having 4 Red Wizards and their 20 guards on their side and the general fun of who will betray who first.
In the end, they decided not to attack the wizards and continue this frenemyship.
Jusko gave Mykal, the leader of the Zhentarim thugs employed by the Red Wizards a small fortune in gold to switch sides when the time was right in exchange for not only the gold but safe passage out of Omu.
Mykal, leader of the Red Wizards’ thugs, let them know that no one can figure out how the team got in and out of the Yuan-ti nest. The Red Wizards think Bugwump might be Arch-Mage Bugwump and is hiding his power levels from them. Jusko made an Insight Check to see if she would keep to her word. “Probably…”
The group marched up the main boulevard towards the tomb entrance on the northern cliff-face. Kuru and Trundle (Rogue and Ranger) scouted it out and saw the Queen of Feathers dragging some kind of beast westward. Kuru used an illusion of a wounded pterodactyl to send the Legendary T-Rex northward to flush out any enemies who might be in their path.
Trundle marked the hidden kobold cave entrances in case the wizards need to target them in the future.
The Queen of Feathers was driven away by kobolds. A kobold in a wooden Acererak mask spoke to her in draconic; having tried killing kobolds in the past and finding them too difficult an effort for the scant meat, she headed westward.
The kobold in the mask told the approaching adventurers that they should be honored to die in the Great Acererak’s tomb, where their bones will surely turn to dust as the ages spin by. Bugwump destroyed the kobold with a spell.
They made their way through the True Door and into the Tomb. I cut the dungeon WAY back, using only one final level. They solved the Trial of the Triangle by accident, surrounding the blocked lever they had to switch to open one of the five locks on the door and forming a triangle.
I hate puzzles but enjoy seeing this posse interact with it all. one level will be more than enough. They know that Acererak’s godling and soulmonger engine fueling its birth is on the other side.
No levels this week but they are close to getting bingo on a few different axes.
Playing a one-on-one D&D game at home with Janaki. The Bingo XP Variant doesn’t work for 1 player, so I whipped up a milestone XP sheet that we’ll use to futz with the timing of leveling up. As we do with the Bingo board, we’ll use it to open up that discussion of what we’d […]
Aabria Iyengar is doing an amazing job as the DM of Critical Role’s latest mini-series, Exandria Unlimited. There was a moment I want to highlight as a technique that newbie DM’s need to know and veteran DM’s need to remember. The moment is small, blink and you might miss it. It isn’t a moment where […]
I don’t want to make a map and outline a world made of countless islands. I am already doing this in my head but I don’t want to make anything official until the players starting rolling up characters. Here’s what I know about what I want in a pirate D&D game: As the Alexandrian said, […]
Listen here and come to know how Gentleman Bill Jaggard, the most polite pirate to ever sail the Summer Ocean, became a consort to a Storm Goddess, a pawn of the Mists and a wraith on the Dread Seas.
When he was living Gentleman Jaggard robbed the Summer Queen’s ships for the better part of a year from his ship, The Forbidden Folio. Her majesty put a price on his head, demanding that he be brought to her alive. The Queen wanted him alive as a courtesy for his mindful manners, as a method to enrage her jealous husband – the King, and as a centerpiece for one of her famous parties.
The King’s most leal captain was irate that he could not kill the pirate outright. Captain Robin “Puck” Goodfellow set a trap for Bill and captured him aboard the H.M.S. Merry Wanderer but could not kill him because of the Queen’s powerful magic. Instead, he took the captured pirate to a fell shrine honoring the Mother of Storms, a vicious stone statue of a mermaid as tall as a castle tower made of sharp stone and coral. The shrine was a finger of land only inhabited by vicious crabs and mocking seagulls. Captain Goodfellow put Bill in a crow’s cage hanging from the Storm Goddess’ trident. Puck spilled blood to the Mother, asking her to destroy any ships that approached to try and save the pirate.
And they tried. Pirates from every corner of the sea came to try and save Bill. Starving, dehydrated, hanging on the crow’s cage, Bill’s hope died as he watched familiar sails approach on the horizon and unnatural storms sink them one by one.
Finally, a young captain named Petra Quince, guiding his ship, the Roaring Lion, got closer than anyone had yet. Petra had been born on Bill’s ship and had come up through the pirate ranks and now had her own ship. When the Roaring Lion set anchor, an ugly laughter tried to escape Bill’s dry throat. The bloody laughter turned to agonizing sobs as a storm approached and smashed the rowboats into the Mother of Storm’s shrine, sinking the Roaring Lion under the waves.
As the crabs ate the last of his friends who had given their lives to try and save him, the Mists rolled in and Captain Jaggard’s Fleet was born. The Jaggard Fleet is made of the dead friends he watched sink trying to save him, now his undead armada.
They say he is not a gentleman no more. He likes to say that he is the Mother of Storm’s consort and often makes sacrifices to her, turning prisoners without use into chum.
There is no known way to kill Captain Jaggard or keep his fell fleet sunk. Since the Mists have adopted him he has been drawn and quartered, tossed into a Leviathan’s mouth, cut into pieces and fed to a Dragon Turtle and beheaded by a named Holy Avenger whose blade’s edge had been kissed by an angel. The only way to exorcise him and his fleet from the seas forever would be to capture him and bring him to the Queen of the Feywild.
But what crew could take and hold an undead pirate and what ship could survive the Mother of Storm’s wrath? It is said all of the elements of Jaggard’s bloody path to Ravenloft were captured by the Mists from the Mother of Storm’s fell shrine to the Puck’s Merry Wanderer. However the Summer Queen kept the Mists at Bay with her arcane might, despite her part in Jaggard’s rebirth. In order to exorcise the wraith pirate, he would have to be brought outside of Ravenloft to the Summer Court. No sailor has navigated the Domain of Dread’s seas (Sighs, Souls, Secrets, Storms, Shoals, Sorrows) into the outside world…not yet.
Until someone does, when mists roll in on ports and bloody laughter is heard by the City Watch, the Jaggard Fleet will follow, bringing death and devastation in their wake.
Captain Bill is a Wraith while his crew is a mix of Ghouls, Wights and Zombies.
Darklord: Captain Bill Jaggard
Hallmarks: Nautical Horror, Port and Island Domains
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In which Yuan-ti are robbed and multiple magicide is discussed.
The Yuan-ti have the last pieces of the cubes needed to open the door to the tomb. The Red Wizards of Thay were throwing Fireballs and such as a distraction while the team sneaked in.
After some discussion, the team decided to use their access to the Godroads, as there is a fell shrine in the Yuan-ti compound. They found themselves in a serpent cathedral in the middle of their fort.
They had several choices for exits out of the cathedral and they chose the hallway to the throne room. The guard was sleeping, as was the Yuan-ti leader. Stealth rolls were rolled and made.
Kuru the Hobbit thief, covered in mud spread on his face in Conan-and-company-invade-the-serpent-cult-orgy-style, mage-handed the cubes to his comrade, Jusko after looking closely for traps (I should have asked HOW he was looking for traps; I’ll ask more before hitting the dice next time). He also took the sleeping Yuan-ti leader’s gladius-style short sword, which turned out to be a flame-brand.
The team spread out across the room while Kuru used Mage Hand. Bugwump climbed up the wall above the door. When the yuan-ti knocked to tell their leader about the attack and no one answered, they were too scared to knock again. The team got out without any blood spilled – a flawless heist.
The Red Wizards met them afterwards and were shocked to find them entirely unharmed. None of the Red Wizards saw them go in. They were unnerved but low on spells.
During the week I wrote a dream for each character with questions. Some of the players responded in the comments, others responded verbally before the game. Bugwump had dreamed about his Arch-mage self, before his power had been taken away by the Lady of Pain. His Arch-mage self gave him advice but he couldn’t remember what it was.
As the Red Wizards flew away, I asked John if Arch-mage Bugwump would have told him to always kill rival wizards after they had been in a big battle and spent their spell slots – he agreed that was the kind of advice his old Arch-mage self would have given along with, “Never trust wizards.”
They discussed murdering the Red Wizards. After an Insight check, they think one might switch sides if offered but they are not sure. That one knows they are from Sigil.
After last game, we began this game in the midst of combat. The following things happened in no particular order:
Trundle and Kuru ended up on the Queen of Feather’s head, trying to hit the sword embedded in her skull but missing. Still, leaping on a T-rex’s skull is cool.
The Queen of Feathers bit Failed Soldier nearly to death but spit him out because she was wounded, he tasted funny and Kuru hit her in the face with pepper spices.
Trundle ran into an old Tabaxi hunter, praying to the Cat Lord before letting arrows fly. Trundles whispered, offering the support of the Omuan deity in his head.
The Red Wizards let loose some vicious spells; they are formidable.
Jusko saved his doomed pterodactyl and named it Mishka. It was touching af.
The blade in the legendary T-Rex, the Queen of Feather’s skull was dislodged – turns out it was a +3 vorpal longsword (snicker-snack, mofo’s!) made for human pets kept by giants during the ancient wars between the giants and dragons.
They know that Red Wizards are here to grab either the young god Acererak is growing or the battery he’s using to grow it.
The Red Wizards do not know about the party’s access to the Godroads. They are keeping it as their hidden ace.
The Queen of Feathers side-stepped through reality to gain access to a wall she should have not been able to climb with her natural gifts. She wandered northward after taking a grievous headwound.
Jusko was frustrated by the whole mess and suggested the Red Wizards relocate to a nearby pillar of earth that he thought was easier to defend than their camp. They agreed and moved.
Failed Soldier, Corpseflea Grave Cleric and Trundle, Dwarf Ranger, both leveled up.
Next game – the Red Wizards will toss up a series of distractions while the party sneaks into the Night Snake’s Fane to get the key-cubes the Yuan-ti have in hand.
Used the Insight rules as Jusko took stock of the Red Wizards as they ate their first good meal in a long while.
5e enemies have LOTS of hit points. Dag. Still, they put a hurt on the Queen of Feathers.
Next session will start with another bang, looking forward to it.
SPOILER! We are playing Tomb of Annihilation and this post will spoil some secrets concerning the Heart of Ubtao encounter. If that doesn’t matter to you – READ ON. If you want to play that module and don’t want to know the secrets behind it, maybe come back to this later.
My friend, John, is playing Bugwump – a frog-kin wizard.
John mentioned that before the Lady of Pain sentenced him, he had been a powerful wizard, high-level (as the D&D folks say). So, when they met an Arch-Mage on the Godroads, it occurred to me to ask John if Bugwump knew this guy and he did. It was a cool encounter – reminded me of running into an old college buddy on a day when you feel like you haven’t accomplished anything. Suddenly, a strange moment – encountering an Arch-Mage on the Godroads – became very relatable.
The Heart is this magically floating mote of earth, about the size of 3 cottages. Valindra Shadomantle is there, an agent working for the Red Wizards. Though a powerful necromancer, she isn’t a Red Wizard herself. The big secret is that she is a lich.
As I read the encounter, I realized Bugwump might know her. The Arch-mage on the Godroads felt like running into an old buddy from school. Valindra was going to feel like…
…holy shit, Bugwump dated her, didn’t he? I asked.
John agreed. I mentioned that when they were together she’d take consulting work from anyone. She had helped liches hide their phylacteries and trapped dungeons and lairs against intruders.
Being Bugwump’s ex gave her this realness. Bugwump was much less scrupulous in his youth. We have seen that change from when we first began the campaign.
Hasn’t everyone dated someone in college who, if they turned out to be undead, you’d say, “Yeah, that scans.”
Through stealth checks the a Gem of True-Seeing the players figured out Valindra’s lichness. Bugwump told her that they’d meet her cohort of Red Wizards and come back to figure out what to do next with whatever Acererak was up to in the Lost City of Omu. He was lying and she knew it but suddenly, it wasn’t about adventurers stealing. It was an ex saying he’d come back when he never was going to come back.
I know that adventurers (particularly, bards) dating monsters is a kind of RPG-twitter cliche. Tonight it made a dangerous and interesting totally unbalanced encounter even more interesting.
Thank you, John, for making interesting choices.
One more interesting moment from that game. The guides were frantically saddling the pterodactyls to get off the earth mote.
Drew’s knight, Jusko, knocked on Valindra’s door. He had a game board that we called Outlands Chess – it is round and the center of the board represents Sigil. You can win by taking the other’s Wizard or by taking Sigil. Valindra won by taking both but Drew’s roll had been higher (he rolled GREAT and she rolled poorly).
He learned about her through play and I let him ask questions about her to see what the game taught him about her character. Love it.
When characters play strategy games I almost never make the die roll about winning; I make it about seeing what you can learn about the person playing.
A library founded by the most ancient arcane traditions, built around three towers on the peak of the highest mountain in the world, a peak so high it is said to be within an arrow’s shot of heaven. In different eras it has been a school, a sealed archive, a lich’s fortress while undead ravaged the world.
(NOTE: I’d build those three towers around the main spellcasting classes: Sorcerer, WIzard and Warlock. Maybe there are clerics of bookish, arcane deities here to offer support.)
Closed Archive. A near-complete collection of the world’s knowledge, librarians are frantically finishing up the collection before the inevitable end of the world.
Public Library. A living and breathing collection that goes out into the world so that wizards and sorcerers and warlocks can make their communities stronger and more informed and new items can be added to reflect the world’s wisdom.
Recovering Academy. Once a thriving wizard’s academy that was destroyed in a brutal battle and closed. Only now the arcane world is ready to open its shelves once again.
Dragon’s Hoard. The dragon that hoarded this information was recently killed and now the purpose of this knowledge is being decided.
Royal Library. A triumvirate of the mightiest monarchs founded this library when the first cities were founded and now the library provides information to the mighty.
New Collection. In the Lich Wars, the liches and almost every Arch-Mage died but their private towers were never penetrated. Their collections are being transported to a site near heaven, ordained by the Gods, to make sure that this kind of arcane war never happens again.
NOTE: This need not be a single choice. One could be where the organization started and where it is headed. Don’t feel like you have to choose just one. Another could be a rival library.
It isn’t often I’d say that I’d use something right out of the book but yeah, the perks on page 85 of Tasha’s Cauldron of Everything are excellent. Compensation, Documentation, Research, Resources and Training are nifty.
Tome Ranger. (jaded, worldly, uncompromising) A scarred library champion who has been keeping these collections from falling apart by their own sweat and blood for most of their lives and now manages your team, doing their best to keep you shielded from the politics going on in the towers.
Tower Magic-User. (ambitious, unrealistic, distracted) One of the three on the library’s Arcane Council (Sorcerer, Wizard or Warlock), who due to some odd trick of the org chart is in charge of the ragtag adventuring crew who goes out and does the dirty work.
Ghost. (wise, unmerciful, cunning) With a spirit bound to the library, this ghost is your contact to the senior arcane leadership, having guided teams just like you for decades, maybe centuries.
Clerical Official.(professional, empathic, driven) A member of a holy order from a deity concerning magic, information, books or knowledge, they take on this task that none of the Arcane Council want to deal with – managing adventurers.
Construct.(naive, well-read, supportive) When the three most powerful arcane practitioners in the world had a task they did not want, they did what any powerful mage would do – they built someone to take care of it. Your contact is a construct who was built to protect the library’s collections and oversee its teams.
Young Mage. (squeamish, earnest, egotistical) Full of hope and ambitions for this library, the young mage sees this group’s success as an important part of rising up in the library’s ranks. They took this job so they could do research regarding their obscure side-projects with no real idea what it means to go out and take a book from a necromancer.
Collections | Acolyte, Criminal, Far Traveller, Investigator, Sage
Outreach | Charlatan, Entertainer, Folk Hero, Knight, Noble
Tower Loans | Acolyte, Criminal, Far Traveller, Knight, Soldier
Research Aide | Acolyte, Anthropologist, Archeologist, Courtier, Sage
Rare Manuscript | CLASSIFIED
Item Return. When a manor knight has to return a book on local grains this might be a milk run but when an emperor is nearing the end of their life and a book is late on necromancy – this might get nasty.
Library Delving. New parts of the collection are being unearthed all of the time. When that occurs, your team is the first to deal with any security left behind.
Item Exchange. Sometimes trading copies of scrolls can be as fraught as a peace treaty between warring nations. Pack your knives.
Research Guard. Sometimes sages have to go into dangerous places to get information – from tomb rubbings to drawings of rare creatures. Keep them safe so that others might grow from their expertise.
Apocalypse Response Team. When several tomes come to similar prophecies this team is activated to make sure the world lives another day. Thwart the prophecy and keep the world spinning.
Tower Breaking. When a wizard passes and leaves their collection to the library, you go in first before any other two-bit tomb raiders can get in there and rob the place clean to sell to private collections.
If you liked this or will use it, please consider giving a small donation to your local library. Drop me an email and let me know if you don’t mind.
I had the honor of working for NYPL for six years and watch my friends and colleagues in libraries of all kinds support their communities. The folks who work in those libraries and keep the lights on are super-heroes.
If you want to click and link and give right now, here are a few libraries that are near and dear to my heart.
The Lady of Pain expends most of her energies making sure no one attempts to gain power within Sigil. She has spies and allies in the Outlands and beyond, making sure the planes do not become imbalanced in a way that could spill out across creation and endanger her home – the City of Doors, where gods are banned from entry.
The Outlands Expedition Teams were put together as a way to counter those imbalances and forge friends between Sigil to the planes. When the teams return to Sigil, they sit in a forum, held in a plaza near the community where they live and discuss the outcome of the mission. This allows the community to interrogate the teams their taxed gold supports and allows the varied
Teams are called upon to think outside the box and adapt their approach based on the mission-at-hand but often, an approach rises to the surface.
Mazers | A team brought out of the Labyrinth, serving the rest of their sentence in service to the city that imprisoned them.
Spies and Diplomats | Sometimes a more subtle and nuanced approach is necessary.
Watchdogs | Other times you have to cut off the arm to save the body.
Scouts | Some places are so dangerous all the team can do is look, assess and report back.
Scholars and Librarians | The planes, its inhabitants and the way they evolve need to be catalogued.
Mercantile Opportunists | Others see the planar scales as nothing but a way to make some gold.
As long as you find your way back to Sigil, you can live a modest lifestyle for free. Your housing is paid for by the city and no one in the City of Doors would force an Expeditioner to pay for a meal or a cup of tea.
In Sigil, if you make a CHA check to find someone, you always roll with Advantage. You are well known in the City of Doors. This Advantage also applies on a mission if the city officials have had time to put assets in place to support the team.
Before a mission, city officials will ask anyone who has lived near or studied the forces at work. The team will have access to people who have on-the-ground knowledge of the forces causing or effected by the imbalance.
Specialty gear can be asked for to help support a mission. Time is often of the the utmost importance but Sigil is a good place to find things.
The City of Doors has doorways to everywhere and anywhere if you know the right key that opens the right portal. It might take some doing but if an Expeditioner needs to get somewhere, they should be able to get there or somewhere near it if they are willing to get the right elements necessary to make the key the portal demands.
City Clerk | Official, a bit cold and businesslike but also staking their career on this team’s success or failure.
Retired Expeditioner | Someone who once went out and get things done in the trenches; often opinionated on the best approach for a given mission.
Faction Leader | A philosopher who wants to see their faction’s point of view reflected across the planes.
Labyrinth Priest | A minotaur priest who worships the labryinth, an idea that our choices ring out across the planes and sustain reality.
Box | A Rogue Modron, still dedicated to order and setting the planes just so.
Cynic | They have been in Sigil too long and only see the problems, none of the beauty. Will likely be adopting a doomful philosophy.
Those who try to find a pattern to find the best paths of life and fate that make for a successful Expeditioner or what blend of people from what backgrounds makes for a good team have come up with nothing concrete just yet. Still, factions will argue about it in cafes and taverns all over Sigil.
Basher | Folk Hero, Knight, Marine, Mercenary Veteran, Soldier
Life in the Underdeeps is complicated. Inter-marriage, adoption and all manner of family and clan relationships lead to people being raised in a culture that one might not expect by looking at them. Talk about it with the table and go for it.
These cities are listed from the closest to the surface to the deepest beneath the earth.
Cities 1-3 are in the Overdark, a cold and dank area where the surface dwellers often feel the most comfortable.
Cities 4-8 are in the Underdark Proper, with tunnel highways that are home to bison-sized mushroom-beasts and heated by lava.
City 9 is in a hollow earth jungle, heated by an Illithid-made sun.
City 10 is in the Underdeep, said to be so far underground that planar travel occurs when going that deep and underworlds are easier to contact.
Culicid: a castle town ruled by a vampire, a veteran of the war and self-styled duchess. She takes blood from thralls taken from the surface, as Culicid is a major stopping point for the Drow’s thrall-trade. Culicid has the largest population of free humans beneath the surface, policed by the duchess’ immortal children.
Xenosh T’allotha: In Drow this means, All-Mother’s First Rest, as it is the first place the Drow stopped to rest during the exodus from the skylands. It is a small town, really a village built around a series of wells and underground waterfalls that has grown out into the tunnels that lead to it.
Exports: Religious artifacts, Riding spiders, Monk bodyguards
Anvil: The decrepit holdfast that houses the dwarves who sided with the underground armies. It is ruled by a council of petty dwarven princes who have been trying to elect a High King since the war ended. Some whisper that outside political pressure has thwarted this process.
Exports: Mead, dwarf-made weapons and armor, dwarf-cut gems
Titan: The Githyanki fortress city built from the buried fossil of a forgotten lizard demi-god is watched closely by the Drow matriarchs. The Githyanki were allowed to keep control of this city after their attempted coup under the watchful eye of a powerful Drow priestess, along with sending hostages to Endë-Ostoand their sleeping red dragons were hidden from them.
Quaggothan: More of a meeting place or a camp site than a proper city, this is the ancient site where the Quaggoth elders live out the last days of their life when they can no longer follow the mushroom herds. It is ruled by a Drow-appointed governor who oversees the trading and make sure the Quaggoth feuding never gets out of hand. Merchant caravans always stop here to trade their foods and it has become a hub of trade and news.
Exports: Mushroom bison meat, odd artifacts the Quaggoth unearth in their travels
Kitji-Naal: Two cities divided by an underground river and ruled by twin matriarchs who rarely meet, but communicate via magical mirrors. The city is the largest and most populated city in the underdark; its politics are a convoluted mess of ancient feuds, assassin’s knives and inter-House warfare.
Sclera: A dank, and dangerous city ruled by feuding gangs of Beholders – each with its own Eye-cult. This is the city with the highest human population in this layer of the underdark. It also boasts the underdark’s only public temple to Asmodeus, the Devil-God.
Eämbar: A newly founded city that is a port, connected to the ocean by a series of complicated crystal locks that link Eämbar to the ocean’s crushing depths. All manner of undersea sentient can been seen on the city streets, sometimes in specially made tanks of water pushed by servants.
The matriarch is the youngest to ever hold the title and the most renowned swords-Drow in the underdark.
Endë-Osto: The deepest city of the Drow and the Drow capital, is ruled by the eldest matriarch whose throne is said to float weightless in the center of the earth. Her queensguard is made of the most cunning of the drow sword-maidens, who ride dinosaur steeds bred for battle. The city is in a hollow-earth with a bruise-purple sun, said to have been created at the height of the Illithid Empire.
Exports: vegetables, dinosaur steeds and ranger-guides
Svinifrilijihirim: DespiteEndë-Osto being at the center of the world, this Gnomish city is still somehow deeper, due to a trick of planar geometry. The city, often called Deeptown for short, is home to a powerful ward, created to keep a Pit Fiend in the uninhabited darkest depths. The Pit Fiendwas unleashed by the skylanders into the underdark during the War, has destroyed a Drow city single-handedly.
Deeptown is home to a powerful council of wizards and it is a great city for finding tutoring or for apprenticing one’s self to any of the Schools of Magic. It does boast the underdark’s only Bard College that is home to one of the finest libraries in the underdark, rivaled only by Kitji-Naal and Endë-Osto.
Exports: Wizards-for-hire, Bards-for-hire, magic items, alien gems, gates to other worlds, spell components
And once you’re done and you want to make the place a political mess – A Web of Cities.