Kilenor
Built along the shores of the river Laetan, the city of Kilenor is a vast necropolis. The lesser Ghouls imitate the nobles by building huts that resemble small mausoleums, often carving them from the stone walls or floor with no tools other than their own claws. The city never rests from its feverish drive; Ghouls don't need sleep, This alone makes many visitors nervous. Depending on which direction the PCs arrive from, they gain a different first impression of the city. Read the following if the PCs arrive via the Great Cloaker Rift:
A city lies tucked into the cliff-side ahead of you; an entire cavern extends beyond your vision into the darkness. Small yellow-green lights glow here and there, lighting up buildings and terrain. The brightest lights are the greenish flames lapping around the windows of a large, cross-shaped building near the cliff's edge. Warmer light spills from a building at the far end of the cavern, a building small enough to he a tavern of some kind; a sign over the door confirms this impression. A pale blue light shines from a great black heap of jumbled stones. Small swooping lights like those you've seen in the tunnels are everywhere.
Read or paraphrase the following if the party arrives via the tunnels:
Ahead you see the tunnel entirely barred by a fortress-like construction. The familiar greenish-yellow light shines from arrow slits, and you hear the distinct "click" of a crossbow ratchet finishing its work. A dark black gate bars your way, and a voice from the other side of the gate calls out in Cyric, "Who are you, surface-folk, and what do you seek in the White Kingdom?"
Few races other than the Ghouls care to inhabit the city. A few Xorn and Crysmals live in peace with the Ghouls, since they cannot be eaten. Likewise, a strange race of white albino Wererats live in Kilenor, though on more dangerous footing - they may live as long as they can scout out the next food supply. The city itself is home to about 2,000 Ghouls, most of them servants to the various marquis lords or the King. Obviously, keeping that many Ghouls fed is no small task, but raiding parties constantly return with flesh from the upper world and from the far reaches of The Deep. When food supplies well and truly fail, a frenzy of cannibalism overtakes the city for a week or more until the population is again in balance with the available food supply. War parties are dispatched to ensure more food coming in - and any losses the parties suffer help keep the Ghoul's numbers low.
Kilenor is heavily patrolled, and obedience to the King is enforced by patrols of Ghouls or Wererats carrying ebony clubs and dark wood staves. Each patrol leader carries a Ghoul Light lantern and an Eye of the King encased in a small globe at the tip of his staff. The lanterns illuminate both invisible creatures and thieves hiding in shadows. lf a patrol needs help, the globe is shattered on the floor, and the Eye of the King is released to bring reinforcements.
The patrols carry no more than 2d10 cp and well-worn cards for gambling. They can he bribed with fresh meat.