Location
Kurn (Old Kurn)
A pressured oasis city on the route north from Silt Side, being emptied by raids and regional instability.
- Region
- White Mountains
- Type
- City
Overview
Kurn is a pressured oasis city on the route north from Silt Side. It is being emptied by raids and regional instability, and serves as a waypoint, refuge, and source of leads for the party.
What players know
The party used Kurn to recover and regroup after the road storm. Sali Vethran’s research in the Great Library led them to the Tally-Halls of the Hollow King. Key sites they know include Marek’s Apothecary of Knives (their rest point), the House Azeth Emporium, the Great Library, and The Wasp’s Nest tavern near the North Gate. The roads around Kurn are dangerous, and ongoing raids are forcing people and trade out of the area.
Why it matters
Kurn is the party’s safest foothold in the north and the launch point for their search to remove Daskinor’s brands. It is also a city under slow siege by Eldaarich’s raids.
Campaign history
- Session #3: The party prepared to leave Silt Side with a small House Azeth caravan heading north toward Kurn.
- Session #4: The party arrived at Kurn, regrouped at Marek’s shop, and sent Sali Vethran to the Great Library to research the brands.
- Session #5: The party explored parts of the city — Marek’s Apothecary, The Wasp’s Nest, and the market — and learned of the Tally-Halls and the hidden food warehouse.
- Session #6: The party departed Kurn south through the dry channel toward the Tally-Halls.
- Session #8: After fleeing the White Mountains, the party began a three-day journey back down the mountain road toward Kurn.
- Session #9: The party returned to Kurn, visited The Wasp’s Nest, and learned of a House Azeth bounty on nearby Daskinor slavers.
- Session #10: The party met Kesra Dain at the House Azeth Emporium, accepted a bounty, and left Kurn for Cinder Well with a decoy caravan.
Kurn remains active, pressured by raids, and only partly explored by the party.