Thanks man! Here are some customized towns I made, from the book and two from this forum.
Stoneclaw
sits at the feet of the Stormpeak, built upon a rock formation that resembles a dragon’s claw. It has roads to the Rock Hall, Kûdz, Harper Stone, Red Bones and Argast.
This is the seat of the King Lorne Jötunnbane and is the dominant borean military force.
[ul]
[li]The Black Bear Inn: owned by Olgred, this establishment is named after the stuffed bear that dominates the common room, a trophy that the innkeeper and his friends hunted long ago and keep boasting about to this day.
[/li][li]Stables: are located just outside the Black Bear Inn. The horses are tended by Hugh, a young groom.
[/li][li]Dragonsong Tavern: recently inherited to Errin and his four sisters it is one of the oldest buildings in Stoneclaw. It was founded by Errin’s great great great grandfather, a renowned bard. You can always find an eager ear for tall tales of adventure here.
[/li][li]The Hag: is a lowlife’s choice when it comes to drinking and wenching. This tavern is owned by Elbegrim, and its known for its prostitutes and gambling. The perfect place to look for shady businesses.
[/li][li]Lifdis’ House: is passing the eastern gate. Owned by Lifdis, a young woman that has recently started to hosts travellers for a living since the passing of her two brothers.
[/li][li]Marketplace: is where the locals get to sell their crafts, peasants come to sell their surplus products and dwarven caravans try to make a side copper when traveling from the Dwarven Halls to Kûdz.
[/li][li]Temple to the Celestial Court: this stone temple is dedicated to the Immortals under the rule of the Lord of Lords, it is best known for its shrine to the Iron Lady, an iron statue placed outside, open to the common people. On occasions holy water can be seen pouring from her eyes.
[/li][li]Guild Halls: dwarves have the monopoly over the Armorer and Blacksmith guilds, and are vying for control over the Stonemasons.
[/li][li]Private homes: are sturdy and well built, all made of strong wood and prepared for the blizzards and thunderstorms that come down the mountain.
[/li][li]The streets: are for the most part unfrequented and safe. An adventurer should be more afraid of the bitter cold than of thugs and thieves here.
[/li][/ul]
Skills: Cook, Carpenter, Steward.
Traits: Foolhardy, Proud.
Available Locations
Tavern, Street Stables, Flophouse, Inn, Home, Temple, Market, Guild Hall.
Town Laws
[ul]
[li]Any man or woman of borean born who brings the head of a mighty giant will be granted knighthood.
[/li][/ul]
Alignment Lawful
Irasend
is hidden in the heart of the Faewood, one of the main elven outposts in the forest.
Skills: Healer, Mentor, Pathfinder.
Traits: Calm, Quiet.
Available Locations
Tavern, Stables, Inn, Hotel, Home, Market.
Town Laws
[ul]
[li]Only friends of the elves can enter this sacred grounds.
[/li][/ul]
Alignment Unaffiliated
Kûdz
sits in a valley between the Dragon Mountains. Traditionally a dwarven shepherd’s village, it is the main source of weaved goods, leather, food and the famous Feldûnost breed of war goats for Rock Hall. It was founded by a branch of the famed Agrilgrund clan.
[ul]
[li]The Market has been completely overtaken by the Royal Treasury and all money entering the village comes through their hands.
[/li][/ul]
Skills: Haggler, Peasant, Weaver.
Traits: Early Riser, Rough Hands.
Available Locations
Tavern, Street, Stables, Flophouse, Home, Market.
Town Laws
[ul]
[li]Killing, harming or losing a Feldûnost must be repaid to the owner with said goat weight in silver.
[/li][li]All metallic payments must be made with royal (Rock Hall) currency.
[/li][/ul]
Alignment Unaffiliated
Harper Stone
lies in the coast of the Dawn Sea and it sells goods from beyond the Dragon Mountains, the far south, Rock Hall, Stone Claw and even elven crafts from the Faewood.
An eery music can be constantly heard in the streets, coming from the sea or maybe from the deep below the earth.
It is known for been the place where the mysterious Harper had its last stand against the imperial forces before vanishing without a trace. It is rumored that it ascended to Immortality, and as such it is revered by some locals.
It’s merchant rulers are considered outside borean influence, an independent state with no king that answers only to the Empire.
[ul]
[li]The Market has been completely overtaken by the Royal Treasury and all money entering the village comes through their hands.
[/li][/ul]
Skills: Haggler, Luthier, Sailor.
Traits: Extravagant, Quick-Witted.
Available Locations
Tavern, Street, Stables, Flophouse, Inn, Hotel, Home, Temple, Market Guild Hall.
Town Laws
[ul]
[li]It is strictly prohibited to play instruments on the streets as long as the Song of the Harper still plays.
[/li][/ul]
Alignment Unaffiliated
Lorias
is a peaceful village at the side of the road between Harper Stone and Stoneclaw. Its main feature is the old castle where the descendants of Lady Lorias live and the library it contains.
[ul]
[li]Old Dorna’s House: serves as a flophouse for the occasional traveler. It is owned by Dorna, a stern old lady.
[/li][li]The Market: is set on the village square once a month. Here the peasant trade goods. This is no place for haggling, it seems.
[/li][li]Telchrone’s Tavern: is owned by the imposing Telchrone, a retired adventurer, and his daughter Tjiasi.
[/li][/ul]
Skills: Peasant, Scholar, Weaver.
Traits: Early Riser, Honorable.
Available Locations
Tavern, Street, Stables, Flophouse, Home, Market.
Town Laws
[ul]
[li]All youngs of thirteen to sixteen years of age must serve the town’s guard for a total of eight seasons.
[/li][/ul]
Alignment Lawful
Wyrmgate
built upon the ruins of a dwarven fortress at the side of a mountain, it is named after the stone arch that serves as it’s only entrance. A military outpost turned temple this fortress is where the holymen of the Celestial Court sit to discuss and dictate the spiritual fate of the people of Borea.
Skills: Cartographer, Scholar, Theologian.
Traits: Defender, Jaded.
Available Locations
Stables, Flophouse, Inn, Home, Temple, Market.
Town Laws
[ul]
[li]Only men and women who swear allegiance to the Celestial Court will be permitted to seek refuge inside the fortress walls.
[/li][/ul]
Alignment Lawful
Argast
ruled by king Rolfr Eldegard, Argast is a keep built over an old dwarven outpost. This settle is in constant danger of orc raids from the Black Blood Swamp and the occasional abomination creeping out of the Maze.
[ul]
[li]The Murky Cauldron: the only tavern in Argast. Guardsmen are the most common clientele. The owner is a retired soldier called Golgra.
[/li][li]The Stables: are tended by Holg, who let’s travelers pass the night with a small side fare.
[/li][li]Homes: are built of stone inside the keep, as to resist the humid wind that comes from the swamps and the Maze. The surrounding farms vary, depending on how many times they had to be rebuilt.
[/li][/ul]
Skills: Armorer, Steward, Stonemason.
Traits: Defender, Scarred.
Available Locations
Tavern, Stables, Home.
Town Laws
[ul]
[li]No one can enter the keep after dusk.
[/li][/ul]
Alignment Lawful
Rock Hall
deep in the Dragon Mountains lies last of the dwarven halls. Seat of King Oroduin, this is the center of the dwarven power.
Skills: Armorer, Laborer, Stonemason.
Traits: Cunning, Fiery.
Available Locations
Tavern, Street, Flophouse, Inn, Hotel, Home, Market, Guild Hall.
Town Laws
[ul]
[li]Non-dwarves are prohibited to use the Guild Halls, lest they steal the secrets of the dwarven crafts.
[/li][/ul]
Alignment Unaffiliated
Tower of Red Bones
the Tower of Red Bones is an ancient imperial outpost built at the feet of the Rust Mountains. Since before the coming of the Empire the barbarians regarded this land as a cursed place.
After the Sorcerer Wars it became a refuge for practicers of the arcane arts and as for today is the only formal school of magic in all Borea. Red Bones is an independent state not controlled by Stone Claw since the last Bearskin Siege five years ago, and is completely under the rule of the Master of the Tower. Wizards seldom interfere with the peasants that live nearby and these farm holders exploit this newfound independence by trading with the Tower and Stone Claw alike.
Skills: Alchemist, Lore Master, Scholar.
Traits: Skeptical, Thoughtful.
Available Locations
Stables, Inn, Home, Temple.
Town Laws
[ul]
[li]All children that show talent in the arcane arts must be sent off to the Tower.
[/li][/ul]
Alignment Chaotic.
Witch Mound
lies between the standing stones and the Ghostfog lake. Since the burning of House Lanore’s manor and the tragic death of the ruling family it has fallen under the rule of Lorias.
Shrouded in the Ghostfog mist this haunted village is secretly protected by the power of the Three Witches.
Skills: Lore Master, Peasant, Weaver.
Traits: Rooted, Rough Hands.
Available Locations
Tavern, Street, Stables, Flophouse, Home, Market.
Town Laws
[ul]
[li]All families must leave an offering of harvest at the feet of the standing stones during the autumn equinox.
[/li][/ul]
Alignment Unaffiliated.
Later I will post the updated map!
Stay cool 