BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Remove these ads. Join the Worldbuilders Guild

Meatmaw

Meatmaw is a settlement of hunters, mostly just people that don't have any place better to be, and usually unsuited for a civilized life. Originally a tribal home of the Muk'Pal, a people native to the dense swamps of Zagoth, it was found by scouts from Drannith and promptly abandoned, with most of the tribe finding their way instead into Ketria, where Coppercoats and Lavarunners rarely find themselves. The settlement is "run" if you could call it that, by 9 Toe Tim, a large man who may easily take the role of the smartest man in Meatmaw. Tim is the tavern keep, general store owner, and head chef of the city, on top of paying off hunting bounties. No one is quite sure where he gets the money, but it is believed to be through bounty proof that heads all the way back to Drannith. Meatmaw is only meagerly larger than most outposts found along Jal Korcha and Poacher's Run, and is set entirely on treated wood stilts that poke up and out of the muck that covers most of Zagoth.  The population constantly fluctuates, whether its residents in fact go missing or die on daily hunts. Most of the larger monsters tend to stay away from Zagoth, and monster attacks are strangely rare, despite what many would see to be a prime hunting spot. The settlement must be reached mostly by woodskiff, as the water is much too high to move through, and, well, mucksharks. From time to time, legendary hunters from the area embark on a quest known as The Fool's Path, where they essentially pressure each other further and further into Indatha, in an attempt to see who chickens out last. The settlement sits about 3 miles south of the Iceward, and about 1 mile from the edge of Indatha.
Type
Outpost / Base

Remove these ads. Join the Worldbuilders Guild

Comments

Please Login in order to comment!