LOCATIONS
Politics and Government
Temples and Institutions
- 15. Temple of the Valiant Shield
Guilds and Industry
Inns, Taverns, and Entertainment
Shops and Services
- 14. Mithellin and Mithellin's Mercantile
- 20. The Ol' Barn (stables)
- 21. Hu-Baran's Blacksmithy
- 26. Mountain Meadow (herbalist)
- 27. Brown's Bread (bakery)
- 28. Sron and Marl (occult shop and fortunetellers)
Culture and Sites
Important Residences
1. Arena
This large building functions as an arena, town hall and meeting place for the citizens of Krall. The upper decks around the arena consist of large platforms designed to provide comfortable perches for the Dragonlords, while the middle tiers can fit more than triple the current population of the town. Civic offices fill the interior of the building, circling the main arena. A magical effect, placed by mages from Weir Spellscale during the construction of the Arena allows any sound in the arena to be heard clearly by all in the stands. Conflicts within a Weir are often handled in the holds, while conflict between weirs is handled here. Most often, the council of elders will rule on the matter, but when the elders cannot smooth out the issue trial by combat is considered an appropriate final step. All of these conflicts are to the death.
Note: Dragonborn believe in trial by combat, and two dragonborn may end up in the arena to end their differences. Most trials by combat are to the death, if a conflict has gotten that far after intervention by clan elders has failed to find another solution then combat to the death is considered appropriate. It is shameful to challenge a combatant far below your own level of ability, and foolish to challenge one who is far above your own. Being challenged by someone weaker is not shameful, though a dragonborn gains no honor in the battle.
2. Astarin Weir
Astarin is the weir of guardianship. They see themselves as the protector of the dragonborn, the natural world, and even life itself.
Most dragonborn who follow the path of the druid or the ranger are members of Astarin. Astarin also boasts many clerics who dedicate themselves to life, light and nature. They are often viewed as the weir of leadership and tend to be the dominant voice in any dragonborn settlement, such as the head or speaker of a council or oligarchy.
However, Astarin is not a peaceful weir. While they learn of the natural world and seek to protect the innocent, they often do this through military means, relying on Warbringer to enact their will. The famed hippogriff riders of Krall have always been led by Astarin.
3. Silversea Weir
Silversea focuses on the spiritual side of life. They are the weir that looks to the draconic gods' will, and are considered the clan of peace, prophecy and foresight. Silversea is also a patron of the arts, not just religious art, as is the case in many human settlements, but art for art's sake. They support playwrights, theaters, painters, sculptors and bardic colleges.
If Astarin produces the most dragonborn leaders, Silversea produces the most advisors behind the "throne".
4. Loremark Weir
Loremark are the historians and the researchers of the dragonborn. They fund schools and colleges, and find their calling in teaching and understanding. While Silversea look to the starts in a search for the draconic gods' will, Loremark seeks to understand the stars and the dragonborns' place in the universe.
5. Moonscale Weir
Moonscale is sometimes seen as a frivolous clan. Like Silversea, they are a patron of the arts, but they extend that to crafters and artisans. Moonscale is the weir of the merchant and the settlement, and is often the only clan looking out for the interests of the downtrodden and unskilled.
Moonscale builds networks and understanding, and many ambassadors hail from Moonscale.
6. Flamebrow Weir
Flamebrow is the clan of the common dragonborn. Flamebrows build the walls, forge the weapons, carry the goods, and cook the meals. While other weirs sometimes look down on Flamebrow, many dragonborn folk heroes came from this lowly weir.
7. Bloodbane Weir
Bloodbane is the weir of conflict. Not strategic war, that belongs to Warbringer. Bloodbane believes in trial by combat and that everything is a contest. The Krall berserkers come from Bloodlbane, and Bloodbane has oversight of the arena and the conflicts that occur there.
Darker rumors say that Bloodbane is responsible for much of the criminal activity in Krall, or even that they support the elusive Temple of Dark Desires.. That being said, most bodyguards, gladiators, and even warmages come from Bloodbane, seeking to prove their superiority in battle and conflict.
8. Warbringer Weir
Warbringer is the weir of the military might of Krall, as well as the city watch and guard. Warbringer is a clan of strategy, tactics, training and defense. The study the history of conflicts, focusing on typical enemy tactics, strengths, and weaknesses.
9. Spellscale Weir
Spellscale is the weir for arcanists, alchemist, and all who pursue knowledge of magic and alchemy. The have a rivalry with Silversea over the relative values of arcane versus divine magic. Like Silversea, Spellscale delves into prophecy and astrology, but more as a study than an attempt to interpret the will of the gods.
10. Nefenr's Observatory
One of the eyes of Krall, this tower looks up to the stars. The chief astrologer, Nefenr, is a prominent member of Loremark. Nefenr considers himself an artist, and has set aside the entire first floor as an artist's studio, displaying his sculptures and artistic creations. At any time of day several local and apprentice artists can be found here discussing projects and creating works.
Unusual this far into the city, the studio has attracted a local kobold named Tarvip whose works are quite good, though devalued by the locals due to the artist's race. Several floors of the tower consist of living quarters for the astrologers as well as offices for them to record their observations. Recently, Nefenr has given Tarvip one of the living quarters, which caused quite an outrage among more traditional dragonborn.
Apprentice dormitories house both apprentice artists and astrologers. The top floor features a domed ceiling, which the astrologer uses to create the illusion of moving stars and heavenly bodies. Circling the main dome is the rooftop observatory.
11. Eye of Chronepsis
One of the four temples in Krall, the Eye of Chronepsis fills the second Eye of Krall. This eye looks at the past, present and future, the three aspects of Chronepsis. The Eye of Chronepsis isn't just a temple, but an organization of mystics and prophets who seek to peer into and shape the future for the betterment of the dragonborn people. All weirs are represented at the Temple, though the High Priest of Chronepsis is now Nerilsan of Silversea.
12. Society of the Home
The largest temple in Krall, the Society of the Home provides for the worship of four draconic deities. Tamara, God of Life and Light, Hlal, God of Humor, also known as the Chronicler, Aasterinian, God of Invention and Astilabor, God of Wealth. Elantor of Tamara oversees the temple at the moment, and sees the Society of the Home as caretaker of Krall's health and well-being.
13. House Valdur
Gold Valdur is a rising clan in Krall.
14. Mithellin and Mithellin's Mercantile
Gazlar and Gez Mithellin run this shop in mid-Krall. Any common item can be found here for purchase and any exotic item can be ordered. Mith and Mith have extensive contacts throughout the caravans and can usually find a way to procure all but the most outlandish requests.
15. Temple of the Valiant Shield
Bahamut is central to the Temple of the Valiant Shield, and is seen as being assisted by Lendys, God of Justice in keeping Krall safe, both from exterior threats and interior corruption. Ne-Chardath, the High Shield of Bahamut and Sikari, Scale of Justice lead a large band of dragonborn warriors whose purpose is to man the walls of Krall and keep order within the city. Both dragonborn are paladins rather than clerics, and both share concerns about how deep and extensive the kobold warrens are beneath eastern Krall.
The upper floor of the Temple of the Valiant Shield houses an aerie for the Brotherhood of the Hippogriff. Here, in the center of town, hippogriffs are raised from eggs and dragonborn are bonded to hippogriffs to ride into battle as members of the Brotherhood.
16. Distillery
The dragonborn Ibrian brews many of the alcoholic beverages served in Krall. While resources must be imported into the town, Ibrian's skilled workers in the distillery can create potent products that are sought across the region. Ibrian recently got his hands on a case of Petrovian Vodka, and is eagerly attempting to duplicate the beverage himself.
17. The Ale House
The Ale House is the destination of choice for those who have spent time on dusty roads or have put in a hard day's work. The current owner, Ea-Nilarnis tends the bar, leaving security to a few goliath bouncers she had the luck to hire. The most notorious drink at the Ale House is the Flaming Lip, a rare oil used in the drink also coats the rim of the glass and is lit right before the drink is consumed.
18. Garan's Swordsmith
Garan is a master swordsmith, working with his clients one sword at a time. Each of his swords is given a specific name while being crafted, known only to its owner and Garan. It's said that some of the weapons the dwarf forges are enchanted, even without mages or priests to lay the enchantments.
19. An Evening's Rest
This large building is an inn designed and built by dragonborn. A sign over the door read (in Arkosian) "All worthwhile activities must be followed by rest and contemplation" Ae-Radona is the owner and hostess of Evening's Rest and greets all guests personally when they enter. The common room is small yet accommodating and Ae-Radona pays local performers to entertain guests nightly.
20. The Ol' Barn
A place to buy or board horses, this stable and livery is run by Arkatar the Tender, a dragonborn with exceptional skill in the art of animal husbandry. Horses are not commonly ridden through town, so most visitors pay the 5 sp per day to keep their mounts here, where they can be well groomed and well-treated. Arkatar's dream is to buy a neighboring building to raise and sell giant lizard mounts, like in the old stories from Arkosia.
21. Hu-Baran's Blacksmithy
Hu-Baran, the dragonborn blacksmith runs the shop here. Most of the wares made here are set for export through Flambrow. Hu is a self-proclaimed "artist of steel" making everything from common items to decorative plate mail.
22. Kangis the Fletcher
The preferred place to purchase bows, crossbows, quarrels and arrows, Kangis' modest shop is the home of a true master craftsman. While Kangis' skill is impressive, it becomes even more so when you notice that the dragonborn is completely blind. Kangis belongs to Bloodbane and is considered to be one of the most honorable members in the weir. When the next Elder is needed in Bloodbane, Kangis is almost certain to be raised up.
23. Tegmen's Brewery
Ales and beers created by the kobold brewmaster Tegman are consumed locally and available at all of the inns and taverns. Some of his stock is exported when Tegman can secure a place on a trusted caravan.
24. Two Weeks Wages
Dancing Bones, Spit and Bobber and Three's You Uncle are all played at this gambling house, with small fortunes gained and lost on a monthly basis. Two pairs of town guards visit the premises every half hour or so, keeping the ruckus to a minimum.
The kobold Jundath runs the place, assisted by the human Throm Kalsen. Most of the residents of Krall avoid the games here, and quiet talk says that the house has rigged most of the contests in its favor.
25. Hod's General Store
This store, owned and operated by the kobold Hod and family carries all regular items needed for day to day life in Krall. Occasionally Hod will pick up a minor curiosity to sell to his customers, but he prefers to "not get fancy" like his Dragonborn competitors, Mithellin and Mithellin's Mercantile.
26. Mountain Meadow
An apothecary and herbalist shop run by the lizardfolk Sauz and his five apprentices. The shop has various spices and herbs for sale from the nearby mountains and wild areas. The famous "Krall Steak Spice" is created and sold here, along with various herbs and potions.
27. Brown's Bread
Bread and pastries are greatly enjoyed in Krall, due to their slightly rare nature (loaves of bread often sell for 3 cp or more). Flour and grain is imported and purchased in large quantities by Redjak Brown, a human baker who runs this shop. Redjak is assisted by his wife Mairwen and daughter Kirsten who runs her own delivery business in the morning hours.
28. Sron and Marl
This enterprise named for its kobold owners is the local occult shop and fortuneteller. Sron sells various potions and supposedly magical items, while Marl entertains customers with awkwardly delivered prognostications.
29. Kraen's Tavern
The kobold Kraen Fullstring owns this small tavern in the kobold ghetto. The pub comes alive as the sun descends
Temple of Dark Desires
Somewhere within Krall lives the Temple of Dark Desires, dedicated to Tiamat, Falazure and Garyx. The Temple of the Valiant Shield works tirelessly to discover this underground temple and its high priest, but have so far been unable to locate it.
very well described
PANGORIO
andHYPNOSIUM