Tarima City Adventures (5e)
A fresh setting for D&D 5e. Tarima city is a major economic power in the Tarima Bay¸ but its ships are often targeted by the Gavora Raiders - tribes of indigenous Hill Dwarves who live in the jungle islands nearby and go on raids in their longships. Rumors have it they worship the Kraken. There is no nobility in Tarima ever since the Bloody Revolution 23 years ago. The nobles who survived fled to tha Hartlands north of the city¸ where serfdom is still active. Fortunately for Tarima¸ the Hartlands lords will rather perish than see anyone but themselves on the throne¸ which is why they can't make lasting alliances or mount a campaign against Tarima. Further north is Glenacht¸ an underdeveloped area where strong druidic magic and nomadic traditions are still strong. If you're lucky to run into them¸ you might even recruit a few Glenacht Maiden mercenaries for your party. Just be sure to point them to the right direction before they rage. The high elves have been at war with hte wild elves for the past 300 years¸ the cause of it is long forgotten (or is it?) The Lava dwarves are still working hard in their volcano¸ but the king¸ Rlog Lavahelm¸ has gone missing recently. The tieflings are trying to build their own country in the lost city of Vandale¸ protected by ancient arcane sygils and warded against teleportation. The only way to find it is if you have already been there and even then there is the Acatolha desert which you'll have to cross. What's in this setting: - A detailed description of the ten districts in Tarima city with hooks to events¸ some of them detailed¸ some of them open-ended. - A bunch of NPCs associated with different districts - Some gods - at least one for each domain - which give the city its feel - Six NPC mercenaries - Optional sea travel rules + random events - Three short adventures