New OOC
Ultimately I'm trying to maximize the seeds, the ones I can think of being glassworks, carts going in and out of the city, super-powerful magic forcing itself into tight spaces, magical arms transports, fire and water as elements, and so forth.
Aryth is the continent that includes Erethor, the present landmass. The Sarcosans are the race from across the seas that dominated the Dorns, who resided as Native Americans. The Erenlanders are a mixture of Dornishn and Sarcosan blood and are a bit more open and forgiving than their forebears. Level 16 is an estimate based on the power vacuum that comes from different groups of units split based on their power level. So you can never know which is more important, the group or the specific monster. Hence the estimation of CR or EL which get conflated. So level 16 is meant to build tension, like these guys are the best in the region or whatever, suggestive of group dynamics exceeding some of the best of the selective pressures going on, especially since they are rangers. It's a hunt of Mother Earth but in this case she's known as the Blood Mother, served by orcs.
The cart going into the city is goofy, as it just appeared. But it's the working of the gods which remains muddled, and yet very powerful. You never know when some reverse-engineering is going to careen the magic item transport, causing it to erupt as a volcano in the well of the city, frightening all the locals like another Pompeii. Such volcano treatment pertains to Magma Avenue of Cauldron, as well as the Wands of Control Water. They are hidden deep in the space that functions as the space in the cart. All this relies on divvying up the means of transportation, which tend to be bone steeds in the case of the Shadow. Lava Avenue pushes its way into public consciousness, being the inner city in which everyone's struggling to obtain the Wands of Control Water with which to purify themselves in the case of an eruption.
The pround is a functionary devolved from the aberrations of just beyond, being the huddled candlemaker who thrusts his shifty practices on other people, forcing them to evolve into a gold piece, in some instances. His goal is to drain the power of the nexuses as though they are oil wells, and coordinates serf space with the Shadow in a manner exceeding but not equal to their demesne. The villages sit on a charter from the Miraleen, sort of the Denmark of the Midnight world in which soflyetes manage currency transfers, generally between larger villages. He is going to show up later than the tithe-collectors so watch out when he tries to raze the city after a missed opportunity.