1. Locations

Farrozandmar

Farrozandmar was a western coastal town built directly into the cliffs of Igneos Isle, its structures stacked and anchored wherever the stone allowed. The earliest buildings had been raised from unstable local clays that cracked and sloughed away under wind and salt. Over time, these were replaced or reinforced with timber imported at great cost from Scorchwood Islemainland Commona, or decommissioned ships. Even so, the town always appeared temporary, its homes and walkways braced, patched, and rebuilt as the cliff face slowly shifted beneath them.

Like its sister cities Ubrahimmar and Nethulinmar, Farrozandmar had a majority-Human population, with other Mortalkind often sticking out in crowds. Despite facing the open Shifting Blue, Farrozandmar benefited from a natural shield of jagged rock spires that broke incoming waves and wind before they reached the harbor. These formations made the approach narrow but navigable, and sailors learned to trust the town as a relatively safe anchorage on otherwise dangerous journeys. As a result, Farrozandmar became a routine stopping point for merchant crews, patrol vessels, and independent sailors crossing the Gulf of the Maw.

Beyond its tactical position, the town offered little prosperity. Its economy centered on the crowded Far Sands Market that supplied both the local population and passing ships, while the rest of the waterfront was dominated by taverns, gambling dens, and short-lived ventures catering to transient crews. Poverty was widespread, and steady work was rare. For many residents, enlistment in the Common League’s military was the most reliable path out of Farrozandmar, taken less out of loyalty than the hope of being stationed anywhere else.