Westcrown Environs

Westcrown Environs

Westcrown lies as the last vestige of the old order, where
the reluctant nobility sulked away after the Thrice-
Damned House of Thrune subjugated the rest of the
country under its new, diabolical rule. Like the fading
warmth of twilight, Westcrown remains but a specter
of its former glory, its ancient and eclectic architecture
dominated by a crumbling northern quarter filled with an
unseen menaces and its nights haunted by a twilit plague
of deadly shadows.
This is the setting for the Council of Thieves Adventure
Path. While a complete GM-focused article about
Westcrown can be found in Pathfinder Adventure Path volume
#25, the following information is designed as an overview
of region around that shining metropolis, land rife with
tiny communities and homesteads from where all manner
of heroes might arise, having been raised just outside the
sight of the land’s infernal aristocracy. PCs interested in
making characters native to Westcrown should consult
Pathfinder Companion: Cheliax, Empire of Devils for a playerfocused
summary of the city.

The Westcrown Region

Many sites important to the daily life of Westcrown that
are not situated within the city walls or directly on its
waters. Many Wiscrani power players draw their influence
or use the effects of these places or structures to increase
their influence or hold over others. In addition, the
geography and environs of the South Adivian region
affect all those who live therein and those who rule over
them. Among the many places of interest or influence are
the following.

Adivian Bridge
Barrowood
Citadel Rivad
The Dhaenfens
Dhaenhold
The Rikkan Ports
The Rifardona
The River Adivian
The Stavian Arches
The Three Falls
Turanian Hills
Valignus

Westcrown Environs

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