I have plenty of ideas but I don't know what goes and what goes not. Let me try something, is this the kind of stuff you wanted? ----------------------------- Castle/Hold Name: Eventide Hunting Guild Population Size: 68 + guests Settlement Type: Hold and Inn General Visual Description: Built in the middle of the wilderness this wooden fort is both the guild hall of a large group of hunters and an inn for travelers. Inside its wooden walls there are plenty of quarters, the inn, the fort as well as crop fields and leather workshops. Settlement Garrison and Defences: Its wooden walls are a simple defense but most of its inhabitants know very well how to handle a bow and will make a stand should the fort be under attack. Structures of Interest: The inn is warm and offers comfort for its guests. Inside it hunters are constant selling leather, furs and equipment such as cloaks, armors, knives, spears, arrows and bows. The rooms aren't exactly the best, being as rough as you would expect something in the middle of the wilds to be, on the other side, the bathhouse is quite easily one of the best in the region thanks to the access to hot springs and all the herbalists who live or stay in the guild. Visitors aren't allowed into the inner quarter, the exception being the temples area, where druidic/shamanic shrines and altars to the god/goddess of animals/nature/hunt are kept. People of Interest: The Innkeeper, a dark skinned woman of origins unknown, she is a silver tongued woman who managed to keep the keep together for many years while also avoiding to offend the beasts and beastlings. Rumors tell that she is an experienced druid/shaman. The Wanderer, the adopted daughter of the Innkeeper, a woman led by wanderlust and the hunger for knowledge. You will rarely see her in the guild but should you ever meet her don't forget to ask her to share a tale, she is surely grumpy and a bit rough but she does love to tell about her finds and feats. A man who go by the name of Marcel is the son of the innkeeper and one of the few who is open with people out of the guild, he is a healer by profession but act likes a bard. Knows a lot about herbs and potions, not as much about songs and storytelling. Settlement's Leader: The Innkeeper, real name unknown and unnecessary. Location: In the wilds, probably nearby a route. --------------------- Lair Name: Lord Alborz's Villa Inhabitants: Clay and rusty Iron Golems Lair Type: Ruins Alignment: Neutral General Visual Description: A decaying sandstone hold of a powerful wizard. The man was lonely so he made his own little village out of clay and iron, after his death the automatons still walk, decaying slowly along with the hold and waiting for a master that will never return. Population: 25 combatants, a lot of broken or civilian golems too Places of Interest: The wizard's workshop and library is a given one. The golem blacksmith of the village is also quite able and one of the few masters of sandmetal left in the world, too bad he can't repair his comrades. People of Interest: Queen. Artificial wife of the wizard and ruler for the last century. Wear a porcelain mask over her clay face giving her an otherworldly doll-like look. Since she was the closest to the wizard she is the one who holds the most energy of all creatures there, being able to cast spell. Sir Lancer. The most honorable of the golems, obviously, a lancer. Made out of metal and used to have a metal horse too, before it broke down. Might be an enemy or a friend, depending of how you enter into the villa and your interaction with hi. Mr. Blacksmith. The local blacksmith, made out of clay infused with charred bones, and dedicated to his craft. Was made to be very resistant to fire and very strong. Bahar. The first of the golems made with the purpose of holding the soul of the dying sister of the wizard. Its unclear if it worked but she does present more free will than the others. Imprisoned by the Queen because of subversion (and jealously). Made of "insert special metal here" Lair's Master: Queen, thinks her world is the true one and treat most flesh beings as aberrations. She is quite vain and may welcome travelers if they give her gifts Location: By the side of a valley/canyon or inside a cave.