Here you will find the ulrimate example of one thing that, it seems, no high f m t q rdeplaving campaign can ever realIy do without: a ciry No matter how many dungeons yout heroes explore and how many monster lairs they brave, they will always have to find an urban center where they can buy supplies, sell plunder for cash, get healed, and find a hook for their next adventure. What will happen when ycu visit a great merropolis? No one can say for sure, except that whatever it is, no other place in the world co d d match it. The greater the city, the stronger the flavcs of the experience it offers. For good and for ill, cities take every aspect of civilizatim, pack them cheek-by-jowl and serve them up in concentrated form. They are also cesspools of crimindity and depraviry, that can easily remove the sheen from an\ visions of glory thae a visitor may have brought with him. They are the capitals of mighty trnpires centers of intellect and an places of wonder and excitement. Ariqitstane, Confesnovs I Since ancient times, great cities have loomed large, both in the imagination and in fact. HOW ".to Carfhage then T come, where a cauldron oc unholy h e s sung all about mine ears." -Sf.
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