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Thoughts on Klath-T’zarth

by Geoff Gander

An ancient, crumbling port inhabited by lizard men, reachable via a swampy passage that only the locals know how to navigate (for a fee, of course) just screams "intriguing". What sort of rare (and probably illegal) commodities could one buy here? What sort of information changes hands in this remote part of the world? So many possibilities.

I never developed this place as much as I would have liked, but Klath-T'zarth could easily fit into any campaign setting to add a dash of the odd, and oddly dangerous - so I am pondering something...