🛡️ Home Bases in Ashkarin by Character Type
💥 Martial Classes:
| Class | Suggested Base | Notes |
|---|---|---|
| Acrobat | Gilded Wheel Tavern | Frequent contests of skill and rogue training rites; perfect for a flashy performer-adventurer. |
| Assassin | Ember Cellar (secret) | Wheelmarked assassins train and operate from the hidden depths of the Ember Cellar. |
| Barbarian | Pale Lodge | A rough, ale-stained lodge frontier warriors, worldly adventurers and exiled tribesmen gather. |
| Fighter | Iron Court Barracks | Standard fighters fit naturally with the Ashkarin Regulars or hired mercenary companies around the Iron Court. |
| Knight | Lances of Ashkarin (Iron Court) | A knight would be part of one of the formal Lances patrolling outside the city — tightly bound to Overlord Vexley's military machine. |
| Paladin | Temple of St. Ras | Perfect for a paladin sworn to duty, fidelity, and oaths; might train among the Ember-Faith. |
| Ranger | Salma’s Sundries & Supply / Pale Lodge | Rangers feel at home among frontier scouts and swamp guides hired through Salma’s shop. |
✨ Magical Classes:
| Class | Suggested Base | Notes |
|---|---|---|
| Bard | Gilded Wheel Tavern | A natural gathering place for song, tales, and intrigue. Bards find endless stories — and secrets — here. |
| Cleric | Temple of St. Ras | Direct service under the Ember-Faith; may also help guard the Gravefield and exorcise the Vaults. |
| Druid | Grove of Lost Stones | A secret, crumbling stone circle hidden just outside the Old Gravefield where nature-worshippers hold vigil. |
| Illusionist | Tower Arcana | Samira's apprentices and associated mages include illusionists studying the manipulation of reality. |
| Magic-User | Tower Arcana | Primary hub for wizardry, magical research, and planar studies. |
| Drow | Ember Cellar (secret) | Hidden among the Wheelmarked — the underworld is the perfect place for a drow to hide in plain sight. |
| Duergar | Deep Door Tavern | A gloomy, underground tavern near the Seeping Waste where outcast dwarves and duergar meet for grim business. |
| Svirfneblin | Deep Door Tavern | Secretive and cautious, deep gnomes fit best among Ashkarin’s hidden, distrustful underbelly. |
🛡️ Demi-Human Races:
| Class | Suggested Base | Notes |
|---|---|---|
| Dwarf | Deep Door Tavern | Traditional dwarves may either frequent Deep Door, or associate with Stonehell expeditions for relic recovery. |
| Elf | Tower Arcana or Gilded Wheel Tavern | Noble elves work with Tower mages; wandering elves drift through the tavern's rogue circles. |
| Gnome | Silverskein Jewels & Appraisal | Trusted for their skills in appraisal, tinkering, and minor enchantment; welcome by Nalthra Veylan. |
| Halfling | Latch & Lantern Inn | Almina Greenthistle (the tavern maid-thief) could easily tie in halfling characters seeking work and opportunity. |
| Half-Elf | Gilded Wheel Tavern | Half-elves fit fluidly into Ashkarin’s mercantile and adventuring culture — no single stronghold, but endless connections. |
| Half-Orc | Iron Court or The Ember Cellar | Seen as valuable soldiers or ruthless enforcers; half-orcs thrive in Ashkarin’s iron-hard military and criminal undercurrents. |
🗡️ Rogues and Outlaws:
| Class | Suggested Base | Notes |
|---|---|---|
| Thief | The Ember Cellar (Wheelmarked) | The primary training and recruiting ground for thieves and second-story experts in the city. |
📖 Summary:
| Area | Main Base Types | Classes They Fit |
|---|---|---|
| Iron Court | Lawful soldiers, knights, half-orcs, fighters. | |
| Temple of St. Ras | Paladins, clerics, lawful heroes. | |
| Tower Arcana | Wizards, illusionists, elves, half-elves. | |
| Gilded Wheel Tavern | Bards, rogues, adventurers, acrobats, spies. | |
| Ember Cellar | Thieves, assassins, drow, half-orcs, Wheelmarked agents. | |
| Salma’s Sundries | Rangers, wilderness types. | |
| Silverskein Jewels | Gnomes, merchant-oriented characters. | |
| Deep Door Tavern | Dwarves, duergar, svirfneblin — anyone from underground cultures. | |
| Grove of Lost Stones | Druids, nature-linked characters, some rangers. | |
| Pale Lodge | Barbarians, mercenaries, rangers, explorers, rough frontier types. |
⚔️ Final Notes:
-
Ashkarin has space for every class, but some characters will feel the strain — druids, barbarians, and lawful knights might chafe in a city caught between order and corruption.
-
Tension builds naturally — the perfect setting for political drama, personal arcs, and factional war.