Once the magical desert city of the Pharans, it has become a shadow of its former self; Ammon Advancements helped a lot with the rebuilding efforts to bring into pace with the rest of the world. Am’Brek is an important location for trade with Pauldron, and Umbarro Pharmaceuticals’ main location is based there. Being at the north end of the Amal desert, they run into more weather issues than monsters, though they have a city militia, the Rose Knights, that help keep things running smoothly and give warning on sandstorms or rift drake attacks. Almost everyone here is taught some basic magic to help with surviving the harsh conditions and helping to work on archaeological sites in the desert.
+1 Constitution
You reduce penalties to your Perception due to weather or concealment by 4, and get +2 to all saves versus blindness effects.
You gain a +2 untyped bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction abilities of swarms and vermin.
Magically trained: At will, cast Arcane Mark, Breeze, or Penumbra. Gain a +1 untyped bonus to all saves versus divine magic.
A strong fishing village with a complex history of rules and attacks from the undead, it has for years tried to expand its borders and power. In the last century it has been accepted into the Dar’Mon Union: it is the northern border of the Union, and with its inclusion, it has started to pick up as a Silenni controlled town; boats and ships gather supplies and refuel on the way around the Cape of Tempests. With nothing but deserts to the north, most people here live a life centered around ships and recovering items that were lost to the seas. Every year they have races across the bay to the shrine of Arashi that sits on the north end of the Spider Forest.
+1 Strength
You can swim at half speed as a move action, or full speed as a full round action.
As long as you can see the sky, you always know which way is north, and you get a +3 bonus to Profession (Sailor).
You can hold your breath twice as long as normal before needing to make Constitution checks, and you gain a +4 untyped bonus on Concentration checks when attempting to cast spells underwater.