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Igro (Ee-grow)

A fortress-turned-settlement, Igro is one of the first of Feland's early forays into the unknown wilderness of Zatvor. It sits at the northern edge of the wide desert area in Feland's southern regions, acting currently as a sibling settlement to Aldah and a second checkpoint of sorts for anyone coming up north from Lodwie , or vice versa for those going south towards it. While it doesn't have as strong an influence from The Magocracy as Truce or Aldah, there are still enough assets around to ensure a smooth transition from one nation to the other, as well as a local defense force of guards and magic users to ensure all who might disturb the peace think twice.   Apart from its location and political significance, Igro doesn't have much else of note. Ever since Feland expanded and pushed its borders beyond the scope of what the fortifications were meant to guard, it has struggled to find a unique place within the nation. Rumors will surface every so often of run-of-the-mill adventurer bait such as a cult rising to power, a rat infestation taking root, the sewers being a hideout for rogue Sahaugin (despite the fact there isn't a sewer system), etc. All, thus far, have proven baseless and appear to be limp attempts to drum up a reputation of sorts or attract noteworthy people to Igro, neither of which has really happened.
Type
Town

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