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Realm's End: The City of Keys - Campaign Setting

Where Fortunes Are Made on the Turn of a Card and Guild Politics Matter More Than Royal Decree Built atop the cursed ruins of an ancient dwarven keep, Realm's End sprawls across Lonely Hill where the Lagithil River carved the stone in two. This is a city of equal decadence and squalor—a smoke-choked metropolis where the Duke is a puppet, the Bishop has lost his god's favor, and something hungry stirs in the sealed darkness below.

A Living, Breathing Metropolis Realm's End isn't just a collection of locations—it's a living city where consequences accumulate and stories interweave. The guilds scheme against each other while pretending cooperation. Wererats spread through the undercity. The Thieves' Guild pulls strings from the shadows. Ancient curses simmer beneath the streets. And through it all, the city endures—corrupt and vital—a nexus where heroes and villains alike come to make their mark.

What's Inside:     •    Six Detailed Districts: From the Duke's Plaza to the notorious Fisherman's Way, each ward pulses with life, secrets, and opportunity     •    100+ Locations: Taverns, guildhalls, shops, temples, and hidden lairs—each with plot hooks and possibilities     •    Memorable NPCs: From the embezzling Duke's Chamberlain to cursed Lucy the wererat, from honest guild masters to corrupt priests     •    Layered Mysteries: Every district hides secrets. Corruption and redemption intertwine. The darkness below calls to the ambitious     •    Random Encounters & Rumors: Keep your city alive with street events, guild conflicts, and whispered secrets     •    Integration with Adventure Path: Serves as the central hub for the entire OnceWas Adventure Path, connecting seamlessly with published modules A1-A6

Key Themes:     •    Urban intrigue and guild politics     •    Shadow wars fought with blackmail and blades     •    Wererat infestations and lycanthropic threats     •    Ancient dwarven curses and sealed mines     •    Cosmic threats as Ixalor's agents move through the streets     •    Choices with lasting consequences

A Story That Grows With Your Players Realm's End exists parallel to the companion novels of the Odd Company Chronicles. While readers follow the legendary Odd Company in the books, your players forge their own legends in the same streets, making allies, enemies, and choices that echo—or diverge from—those famous heroes. System Compatibility Designed for the OnceWas Core Rule Book (available free at oncewasrpg.com)—a streamlined d20 system where every action revolves around rolling high. Easily adapted to OSR games, 5E, Pathfinder, or any fantasy RPG system. Monster stats, DCs, and treasure values convert in minutes.

Perfect For:     •    Long-term urban campaigns     •    A home base between wilderness adventures     •    Political intrigue and faction play     •    Sandbox-style exploration     •    Morally complex storytelling where heroes aren't always pure and villains aren't always evil

Welcome to Realm's End. Guard your secrets as carefully as your coin purse. The city remembers everything. Compatible with OnceWas Core Rule Book • 114 Pages • Full-Color Maps & Illustrations

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