Scarlah

**Scarlah**

Chaotic Good Large Town (South)

Corruption 0; Crime -2; Economy 0; Law +1; Lore -2; Society +5

Qualities Adventuring Site, Deep Traditions, Insular

Danger 5

Government Council

Population 4,250 (2,200 human, 800 kobold, 500 elf, 400 Ratfolk, 300 half-elf, 50 other)

Notable NPCs

**Daleth Carhel** CG Male Human Illusionist 10

**Nurassine Byrassil** CG Female Elf Arcanist 10

**Burra Khoo** CN Male Kobold Druid of Zekelor 9

**Jacylynn Varsha** NG Female Half-Elf Hunter 8

**Yudda Nuthram** CN Female Ratfolk Stalker 8

Marketplace

Base Value 2000 gp; Purchase Limit 15000 gp; Spellcasting 5th

Minor Items 3d4; Medium Items 2d4; Major Items 1d4

The Lac Lauren Fenlands are located in the south-western reaches of
the Empire of Grandia. The monster infested swampland is unwelcoming to
the civilized lizardfolk of Grandia, and its reputation for being filled
 with ghosts and illusions keeps the patrols at bay... allowing the
human refuge of Scarlah some semblance of peace. Scarlah has thus far
managed to keep its location a secret from the empire. While its
existence is not a secret, the lizardfolk have significantly
underestimated the size of the human population of the swamps and have
left the matter to the local magistrate, who lacks the manpower to
launch thorough expeditions. While land-based patrols are rare, dragon
flyovers are fairly frequent and the humans of the swamp know well to
avoid open fields and clearings.

Although Scarlah is home to a number of skilled spellcasters, they
must be weary when setting out into the swamp to cast their illusions.
The dangers of the swamplands are very real. They are filled with the
ruins of a dead civilization known as the Lassazci. Their temples and
cities have long since sunk into the swamp and overgrown by canopies of
trees, but tales of relics of a past age hidden in these places is a
draw for adventurers, and that is unwanted attention as far as the
citizens of Scarlah are concerned.

Scarlah is ruled by a council comprised of its most respected
citizens of each of the races; three seats to the humans, one seat to
the elves, one seat to the kobolds, one seat to the ratfolk, and one
seat to half-elves. The town's three spellcasters are permanent council
members, with the remaining seats being filled by distinguished
citizens. As the last vestige of free humans in the region, the people
of Scarlah have taken it upon themselves to preserve their heritage.
Although difficult with most of their populace barely getting by on
subsistence farming and foraging, they have attempted to preserve the
writings and artwork of their past and continue to uphold the
celebrations and traditions of their forebears.

Scarlah is home to a small kobold population. The people are uneasy
about the presence of scalykind, but the Naknyuk Tribe has no love of
the empire of Grandia. The tribe suffered a horrific purge for their
worship of Zekelor, and have only just begun to recover. The kobolds
have begun to resent having only one seat on the council even as their
population grows, and if demographics continue to shift a redistribution
 may soon be necessary.

Jacylynn Varsha is one of the few individuals brave enough to make
trading runs out of the swamp. Smuggling her small trade caravans out of
 and back into the empire is risky and difficult business, but brings
much needed goods from the outside world to the swamp, as well as useful
 connections and alliances with the humans who live outside of the
borders of Grandia.