Kreer

Kreer

Kreer

“Don’t.” -Catherine DeGris, when asked the best way to ensure survival when traveling through Kreer.

Overview

Capitol: None
Governing Body: None
Economic Base: Artifacts
Military Strength: No standing military

History + Culture

The savage jungle of Kreer lay to the south of Garrick and were once the thriving trade capitol of the Imperium. Magic from the Sorcerer Wars infused the plant and animal life, causing it to grow and change in unexpected ways, and the magical beasts that were driven off by settlers in Garrick and Marn tended to retreat into Kreer, where they either perished or grew even stronger. A few remote outposts have been established in Kreer, where adventurers can rest for the night and down a few ales for courage before setting off into the jungle in search of wondrous artifacts of the Old Imperium. Few are ever heard from again.

Kreer

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