Maragarth
Maragarth is one of Aul’Daran’s most volatile urban centres—half functional city, half containment zone. The failed ritual from the Pale Wars formed a barrier that trapped devils inside the city’s limits instead of keeping them out, sealing the four outer districts as deadly, demon-haunted ruins. Only three narrow corridors remain safe, making travel and trade tightly controlled. The inner districts remain active but tense; the temple ward now hosts inns, barracks, and shrines, while the high district houses most residents, and the markets overflow with lower-class multilevel Tudor dwellings.
Maragarth’s central trade is armament, drawing crusaders, Dawnbreakers, Aul’Daran Rangers, Crown’s Guard detachments, and numerous short-term holy orders. Infernal-blooded residents complicate local politics, often met with suspicion but valued for their resilience. The Nights Hand operates quietly amid the chaos. Adventure hooks abound: breaches in the barrier, devil incursions, lost relics in the ruined districts, and factional tension among crusaders.

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