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Everdark

A 2-post collection

Challenge #04449-L065: City of Lights in the Dark

In this village, there were no such thing as "low born" and "high born". There were no such thing as "dark" and "light' except for "Were the candles lit so we can read?" In this place, dark elves, kobolds, and hellkin lived peacefully along with humans and other "light" races. Needless to say, adventuring parties learn quickly that discrimination, here, is absolutely forbidden. -- Lessons

[AN: The ability to see in the dark has its limits in Alfarell. People who have it can see hues of grey and shapes. Reading requires light enough to see colour, and twilight situations completely mess them up. Therefore, all libraries have enough light to read with]

There's a name for settlements like Haven Hollow. Places where the exiles make a space of their own of relative safety. They're called Unwelcome Towns. They're towns almost entirely populated by the Unwelcome People.

Hellkin, halfbreds, Dark Elves, Deep D'varuv... Kobolds and Gobelliin and Harukh, oh my. If there's Humans there, it's a safe bet they were born there[1] or "stolen fair and square" from a situation in which they'd have otherwise died. Places like this generally have one threat - Adventurers.

So very many of the "good folk"[2] mistake an Unwelcome Town for a den of evil.

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Challenge #04426-L042: Not Made For You

There's only one rule in this dungeon, stay out of the places with bright light. That is an odd thing, for usually the light brings clarity. But here? It's used to fool the unwary unto danger. -- Anon Guest

One truth is known to those who build and keep dungeons: Adventurers like light. They're surface folk, they can't help it. For them, light is safety, security, and sanctuary. So there was a time that those who wished to discourage Adventurers put deadly

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