RPG

Silkgift (5E)

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From publisher blurb: With hundreds of windmills catching the breezes that blow off of Weaver's Bay, Silkgift looks like it might break away from the hills and chart its own course to the sea at any moment. While many sailors have made this observation in jest, there is always someone who shushes them, lest the city's ingeneurs decide to take the suggestion as a challenge. Though Silkgift was founded on spinning and weaving Archer cloth, the place's true stock in trade is innovation. Every aspect of life, from growing food, to making clothes, to travel, has been improved by the Ingeneurium, as well as the countless inventors, tinkerers, and entrepreneurs who have flocked to the city over the years. While the unique goods and strange items Silkgift produces in addition to its famous sailcloth may have been enough to put it on the map, cutting a massive canal through the mountains that removed months of travel around a peninsula made them a major center of trade, transit, and innovation. The City of Sails is a place where some of the brightest lights burn… but the brighter the light, the darker the shadows it casts. From secretive agents to snatch the latest discoveries before they're made public, to saboteurs looking to hobble Silkgift's progress to enrich themselves, there are perils aplenty. But for those with quick wits and fast hands, peril could quickly become opportunity… if you have the courage to face it, that is. "Silkgift: The City of Sails" is meant for use with Sundara: Dawn of a New Age, but this supplement can also be adapted for use in an existing game! This particular supplement includes: City map and history of Silkgift. District-by-district breakdown, including notable NPCs, unique locations, and rumors to discoveries Rules for unique items like aether weapons, net casters and Archer brigandine armor GM advice section for getting the most out of Silkgift as a setting for your game

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