The Skeld Gazetteer
Your home in the harsh desert, where four clans have survived since the first memory.
City Overview
Population: ~800 (Mixed clans)
Government: Clan Council of Elders
Structure: Multi-level city within ancient behemoth shell
Joined Caravan Route: 10 years ago
The Skeld is a remarkable city-state built within the massive skeletal remains of an ancient crab-like behemoth. The shell, over a mile in diameter, houses a thriving vertical community descended from one of the lost outer tribes. See the City Overview for complete details.
Key Locations
The Clan Circle
Central meeting area where the four clan elders make decisions affecting the entire settlement. Ancient stones mark the boundaries of each clan's traditional seating area.
The Marketplace
Bustling trade center where clan crafters sell their goods and caravan merchants hawk exotic wares. Nala Goldfingers' shop dominates the area.
The Well Circle
Sacred water distribution center managed by Pim Dewcatcher. The three wells here are the settlement's most precious resource, protected by ancient clan laws.
The Training Grounds
Open area where Vex Quickstrike teaches combat skills and young clan members prepare for their trials. Weapon racks and practice dummies line the space.
The Sacred Grove
Circle of thorn trees where Shaman Kythara conducts rituals and coming-of-age ceremonies. The trees have been weeping black sap recently.
Underground Complexes
The Deep Shadow
Ancient underground complex beneath the settlement where coming-of-age trials take place. Contains clan burial grounds, ancestral shrines, and dangerous secrets.
The Deep Mines
Extensive tunnel system controlled by Thane Borin Stonebeard's Ironpick Gang. Source of metals and occasional ancient artifacts.
The Great Forge
Underground smithy complex where Magna Forgeheart creates weapons and tools. Multiple forges burn continuously, powered by underground vents.
Daily Life
Life in The Skeld revolves around survival, clan duties, and preparation for the harsh desert environment. Water rationing is strictly enforced, and everyone contributes to the community's welfare according to their abilities.
Typical Day
- Dawn: Water distribution, morning prayers
- Morning: Craft work, training, maintenance
- Midday: Rest during peak heat
- Afternoon: Trade, clan meetings, education
- Evening: Communal meals, storytelling
- Night: Guard duties, underground work
Laws and Customs
- Water Theft: Punishable by exile or death
- Clan Honor: Insults to clan elders require formal apology
- Trial Rights: All young adults must face the Deep Shadow
- Guest Rights: Visitors receive three days of hospitality
- Trade Laws: Fair dealing enforced by clan arbitration
Visitor Information
Accommodation: The Bone & Gristle Tavern
Water Cost: 5 silver per gallon for outsiders
Market Days: Every third day
Guides Available: For desert travel and ruin exploration
Recent Events
- The sacred trees have begun weeping black sap
- Magna Forgeheart's forge flames turned blue and cold
- Someone is stealing water from the wells at night
- Elder Grimjaw's nephew vanished during his trial
- Caravan trade has brought new opportunities and dangers