Table of Contents

Shadowgulf

Loremaster Paul

Climate (Temperate)
Danger (Safe to Unsafe)
Alignment (Neutral to Lawful)

Other Tags (Mostly blighted on three sides by post-volcanic & seismic events)
(Civilized, Defensible, Resources of fish+common metals, Resources of rare herb/leaf)
Takes less than a day to walk end to end. Wilds take weeks to wind through safely.

Shadowgulf is a sprawling series of townships in a long and deep crag left by an old seismic & volcanic event. The was a city previously on the surface, but was destroyed over 300 years ago during a cataclysmic rending of the ground beneath them. Over time, survivors, travelers, and neighboring townships learned to navigate the new dangers and wildlife that arose from the change of the region and ecosystems. Scholars recognized that the new terrain was likely never to erupt again and their confidence built over time to eventually lead to the establishment of a real self-sustaining community. The residents live primarily in the crag, farm and fishing lands, and some in the gulf shores. Mining is a strictly-regulated trade, as the foundations of the crag are protected against failure or accidental exposure to dangerous gasses or creatures of the deep. The weather is generally fair and temperate, winters cold but rarely extreme. Rain is needed for crop growth, but deep in the northeastern wilds, rain can bring dangers few can say they have endured.

REGION NOTED FEATURES:

The Crag:

The Gulf:

General details:

FLORA & FAUNA: