P — Padua Upon Avon
The fragile frontier town that became the party’s home. Padua sits where the Avon bends just enough to slow the current and tempt people to settle. It isn’t a grand city, far from it. A handful of muddy streets, timber buildings leaning against the weather, and a riverfront crowded with barges and fishing boats. The forests press close on all sides, and the road that leads away from town never quite feels safe after sunset. Padua exists because it must: a trading stop, a river crossing, a thin thread of civilization stretched across an uncertain frontier. What keeps the town alive isn’t walls or soldiers, but people who refuse to leave. Hunters who know the woods too well to fear them. Traders who gamble that the next barge will bring profit instead of trouble. Odd figures who drift in from the wider world: envoys, hedge witches, wandering scholars, each adding another layer to Padua’s strange little society. It’s messy, ramshackle, and constantly one bad season away from collaps...