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Published by Capn_Ragnar, 2023-02-04 01:21:40

D&D - Marvelum - Age of the Gods

D&D - Marvelum - Age of the Gods

Keywords: Dungeons & Dragons,DnD,TTRPG

251 The Monster of the Monastery, a half red dragon known for killing people on the 1001 steps to the monasteries of the 6 paths. The Hezrou, A tiefling who goes by the title “Hezrou”. He earned his bounty from burning down the orphanage and killing and eating all those attempting to flee. 5,000gp: The few worth a lot, but not retirement a lot. Probably best to just avoid these you ask me. Kurtulmak, a mindflayer in a tower going by the name of a dead koblold god. That’s it. We don’t know anything else. Marid of the Bay, the genie that is the very embodiment of the bay of trepidation. And also a massive dick. 50,000gp: Father Orion, the leader of the Knights of Realin. On one hand, he is often alone, he hires no mercs to protect him. On the other, he controls 1000 knights and is the most respected, morally upstanding man in the city. Oh yeah, and he has god magic. 100,000gp: The Grand Lotus. It’s only fair that in the city of bounties the ruler would have the highest price o his head. I don’t know, maybe try it if you want to die and not even leave behind a corpse. Bounties: “Assassinations for the less squeamish” – Azriel Goblin ears 1gp offered by Yorrick Lantan Order of Taraka symbols 100gp offered by the Knights of Ralin Hunters 100gp offered by the Knights of Realin Ankhegs 5gp offered by the Gilded Guilds


252 The Isle of Mists Also known as dinosaur island or the island of the gods, there is a large island that appeared after the chrysalis beneath the swamps of Marvelum. Its sudden appearance shifted the sea level and drowned the southern portions of the bog. It is an island of perpetual mystery as few have landed here and fewer still have sailed out alive. The island is surrounded by a thick fog that obscures a perpetual storm with phantom spotlights guiding ships into the jagged rocks along the coast. In truth, the island is where the gods have collectively stored their weapons of war after the third war of the gods and replaced here after the fourth war of the gods. Each god has placed a trial or lock to prevent access to the weapons by unwanted forces in stages based on their Essence. The trials and general layout of the island the dungeon that lay beneath it are listed below. Nature: The Island Surface Chaac: The first seal visitors will encounter, the rough seas, fog, and storms generated by the god of storms wracks and destroys or deters the majority of ships before they can even reach the rest of the seals. Alvyn: Also outside of the island itself, Alvyn has placed his most fearsome beast in the oceans surrounding the island, the Leviathan targets and destroys ships that get close enough to shore. The seas are also swarming with sharks and quippers to consume those that get thrown overboard by the leviathan or turbulent seas. Aelar: The effects of the current season are amplified ten fold on the island. In the summers, the heats can reach upward of 150 degrees, in the spring plants grow to enormous sizes and take up a more voracious appetite, in the fall the lands itself decays, causing occasional pitfalls and


253 earthquakes, and in winter the island is cloaked in blizzard and overcome with a bitter biting cold that few can withstand. Saur: Giving the island one its names, Saur’s seal was placing her earliest and most vicious of creations populating the surface of the island. Dinosaurs roam the surface and attack intruders on sight. Grumbar: Rather than go for breadth, Grumbar opted for focusing on a single entity. The Tarrasque, the apex predator roams the island, and never sleeps. Philomena: At the center of the island (which is difficult enough to find on its own) is a large, beautiful forest. The forest is cloaked in illusion that only those who recognize that which is beautiful and natural can ever escape, less they be caught in the forest walking forever. This will lead them to the door of death Death: The Door Alghieri: a soul devourer guards the large black door into the dungeons below. Oriax: to open the door of death one must give up the most important accomplishment of their life. It will be as though it had never happened. Sverta: Upon breaking the seal of the door of death a swarm of plague infested insects attempt to consume the opener. Xendal: After entering the door, Xendal's archangel delivers judgement upon the openers, as though they had died, testing their commitment to the path they walk in life. If they would become lost souls or go to plane of torment, they do so, otherwise they may pass. Visiduous: Visiduous participates with the gods of evil's blood war, fueling the demons and devils to fight on. Evil: The Blood War Nicor: Nicor contributed a legion of devils to fight eternal on a 600 foot stretch of hellscape. The legion includes Stryx: Stryx dedicated a legion of demon to fight eternal on a 600 foot stretch of hellscape. The legion includes Mugrunden: the hellfires of Evil burn here as they do in the planes below, dealing 2d6 fire damage to those not immune or protected each round. The Nameless One: at the end of the 600 foot hellscape sits a towering wall of ice. Here an aspect of the Nameless One says you may only pass if you know his true name. His true name is Torn, god of selflessness and truth. Every wrong guess causes a pillar of ice to fall on the guesser, dealing 6d10 cold damage. The most powerful of the demons and devils fighting the war know the name of the god of truth, but none among them know that the Nameless One was once the god of truth.


254 Domi: After exiting the hellscape there is a field of grass, a tower, and a door. The door is guarded by an adult black dragon, Domi's seal. There are an order of paladins in the tower that will offer to help with slaying the dragon. The paladins are actually abashi and will turn during the dragon fight. Man: The Dichotomies Mechanus and Chaos: Beyond the door from Domi’s dominion is a field of perpetual dawn where 5 warring barbarian bands fight a ceaseless war with one another, viciously protecting territory and behaving erratically, denizens of Chaos. At the end of the territory is the bridge to beyond, upright where only the forces of several of the bands could push it down. Mechanus’ challenge is to civilize the barbarians and bring them together to knock down the bridge and move on. The five warring bands each have their own unique culture and things they respect, their own feuds and rivalries as well. Each clan is detailed below The Deadmen: A group of solemn Barbarians (primarily spirit guardians) who worship the very concept of death and long to find death in glorious combat. They form an anarchistic society, with no leader or codes of law, infighting is frequent. The group is bound together solely by a shared moral system. The Deadmen make no allies, at odds with all other clans. They speak only Undercommon. The Blood Sisters: A group of exclusively female barbarians that are the most civil of the groups. They have a village they defend with their lives, where they take slaves and raise children, abandoning their male children on the ridge of death, controlled by the deadmen. All of their society is that of warriors, women are set into the front lines at the age of 14. Those that do not come home with the head of an enemy are shunned and outcast. They train their whole lives for this combat and retire only when they become pregnant and become mothers and raise the next generation of warriors. Most do not become mothers until their scars and wounds become too great to fight on. The Women are primarily battleragers They speak in dwarvish, but are not all dwarves. They recognize a leader in the woman who has killed the most men in battle. The Conquest: A group of barbarians that wish to stake claim over all of the wastelands they call their home. They are organized into subclans based on animals and the paths they walk in life as well as battle. This forms a form a caste system, with Bear at the top and Eagle at the bottom. This hierarchy is strictly enforced and Charnabog, the greatest strategist sits at the top. IF any could beat him in a game of strategy of his own making, they would overthrow him. The ceaseless push toward gaining and losing land fuels a constant purpose and allows the men to forget their hardships and problems of their society. They speak orc, but not all are orcs. The Chaotic: All of the clans were spurred by chaos, but the chaotic have been fully consumed by her powers. They follow no leader and have no discernible culture. They do as they please and are all hopelessly insane. They follow the path of wild magic and speak no language. The Devout: The Devout worship a large, shiny rock. They have encoded scripture all over the rock and follow it religiously. The scripture is dense, complex, and often contradictory. The scripture is isolationist and violent above all other themes. The Devout recognize no leader, only the supremacy of the scripture. They are zealot barbarians The Devout speak only celestial, but none of them are angels.


255 Hillregaurd and Pelianora: Beyond the bridge is a peaceful land of bounty. Each participant has 8 acres of land tilled and waiting for them. There is an alchemist in town who tells them they can make potions, but only with proper ingredients, and they will never survive the dungeons without them. The participants are expected to buy seeds and grow crops for the potion, being harvesters, before willfully venturing to the dungeon as adventurers. The challenge is an ancient white dragon, but the potions should make the battle trivial, if grown correctly. The recipes are as follows. Plant Seed Cost Harvest Yield Season Skill Level Beets 5gp 10gp Winter Medium Carrots 2gp 20gp Fall Low Potatoes 10gp 20gp* Spring-Summer Low Sunflowers 10gp 10gp Summer Medium Snowdrop 10gp 15gp Winter Medium Cicely 15gp 25gp All Low Catnip 5gp 15gp Spring Low Yew 50gp 200gp Spring-Summer Low Rapeseed 5gp 20gp Spring Medium Seaweed -- 10gp -- -- Ghost Lilly 100gp 500gp Fall-Winter Very High Hanging Plant 5gp 15gp Spring High Pumpkin 15gp 50gp Fall Low Taggit 150gp 200gp Fall High Othur 150gp 250gp All Medium Dolls Eye 50gp 75gp Fall High Black Lotus 1000gp 2500gp Summer Very High Fertilizer Cost Effectiveness None 0gp None Mushroom Compost 10gp/field Reduce Skill Level by 1 Alchemically Treated 20gp/field Advantage on check Moonstone Dust 50gp/field Reduce Skill Level by 1 and Advantage on check Skill Level Farmer’s Tools DC Low 10 Medium 14 High 18 Very High 21 Assassin’s Blood: Doll’s Eye. Poisoner’s Tools DC 20 Burnt Other Fumes: Othur, Poisoner’s Tools DC 10


256 Black Lotus Extract: Black Lotus, Beets. Poisoner’s Tools DC 18 Potion of Resistance: Carrots, Beets, Sunflowers (Fire), Snowdrop (Frost), Potatoes (poison), Rapeseed (acid) Alchemist’s Supplies DC 15 Potion of Climbing: Carrots, Hanging Plant, Alchemist’s Supplies DC 12 Potion of Animal Friendship: Catnip, edible plant. Alchemist’s Supplies DC 10 Oil of Sharpness: Sunflowers, Rapeseed, Othur. Alchemist’s Supplies DC 16 Potion of Clairvoyance: Yew, Sunflowers, Alchemist’s Supplies DC 18 Potion of Diminution: Sunflowers, Othur: Alchemist’s Supplies DC 16 Potion of Flying: Sunflowers, Hanging Plant, Snowdrop. Alchemist’s Supplies DC 18 Potion of Etherialness: Ghost Lilly, Rapeseed. Alchemist’s Supplies DC 16 Potion of Hill Giant’s Strength: Pumpkin, potato. Alchemist’s Supplies DC 15 Potion of Fire Giant’s Strength: Pumpkin, potato, sunflower, othur. Alchemist’s Supplies DC 20 Potion of Invisibility: Ghost Lilly, Snowdrop. Alchemist’s Supplies DC 18 Potion of Speed: Rapeseed, Yew, Beets. Alchemist’s Supplies DC 15 Potion of Water Breathing: Seaweed, Carrots. Alchemist’s Supplies DC 13 Potion of Healing: Cicely, Herbalist’s Tools DC 12 Cadick and Arcillious: Beyond the dungeon of Hillregaurd is a large inventor’s fair where the souls of the greatest inventors and wizards throughout the history of the world are sat. The fair is judged by three judges, an aloof elf, a greedy human, and an inscrutable inevitable. To progress, the participants must invent a winning invention, or manipulate themselves to the top. Life: The Child Unlike the other gods, the gods of life joined together for their ward, possibly the most challenging ward of them all. The participants find themselves in a sectioned off section of the plane of Life, complete with its properties, nullifying the toils of age, disease, and pain. Aspects of the gods lay out the trial, produce a child and raise it properly to adulthood. If the child dies or turns to evil and destruction, the trial is failed and the participants will be placed back on the island surface. Virdain seeks only a proper conception, Helga seeks a healthy pregnancy and birth, Yena seeks to see the child grow properly, Bes seeks to see the family function as a unit, Lia wishes to see the participants grow to love the child, and Symma seeks only for life to prosper. At the end of the trial is Life’s second trick, the child must stay on the plane of life. It cannot leave, but you can stay with it, by abandoning your current quest. Good: The Test


257 Malida: In a twilit realm a Planetar of Razriel sits guard over the next door. She allows only the truly righteous through and will fight them all if necessary. There is also a door here back to the surface of the island inscribed with "there is no dishonor in retreat" Paela: beyond the twilit realm's door is an illusory world of perfection suited to who walked through it. The longer a creature stays the more they forget of reality. To move forward one must choose to break through the illusion and pass a DC 18 wisdom save. Raelynn: once through the illusion to participants find themselves in a monastery with sparse furnishings and a bucket that says "discard that which is unnecessary." After the monastery is a ceaseless chasm, with a single long bridge leading to a locked door. The key is around a naked, meditating monk's neck. He is stronger the more items the participants keep on them. Whurbinn: Following the door is a seemingly endless, barren desert at a constant midday sun. There is nothing in the desert. The party must simply travel onward for 40 days to move on. Finnickan: after 40 days in the desert a massive wolf comes the group and tells them they have done well, but only one may pass in and receive the rewards. If one comes forwards, the wolf eats them, and the others are denied reward. If they all refuse to come forward without their friends, the sand falls away and the hoard of the gods is revealed. Weapons of the Gods At the end of the journey is the promised reward, the weapons of the gods. The hoard is guarded by a joint host of angels, demons, yugoloths, and spirits. The participants are entitled to one weapon of their choice, as listed below. Weapons marked with an asterisk appear within this document. God Artifact God Artifact Caelynn Staff of Nullification* Pelianora Scythe of Harvest* Raelynn Crook of Rao Mechanus Orrery of the Wanderer Paela Silken Spike Hillregaurd Stone of Galore Finnickan Book of Exalted Deeds Oriax Mastix, whip of Erebos Malida Sword of Zariel Xendal Luba's Taraka of souls Whurbin Akmon, Hammer of Purpheros Alighieri Wyrmskull Throne Symma Lifestone* Stryx Wand of Orcus Lia Cupid's Bow* Nameless One Ring of Winter Bes Hearthstone* Vistra Sash of Shadows Philomena Eye of Vecna Mugrunden Grovelthrash Aelar Sword of Kas Domi Mace of the Black Crown Alvyn Dekella, Bident of Thassa Nicor Book of Nicor* Helga Staff of Resurrection Valoran Staff of the Forgotten One Yena Nectar of Life* Chaos Teeth of Dahlver Nar Virdain Axe of the Dwarvish Lords Cadick Mighty Servant of Leuk-o Grumbar Ephixis, Bow of Nylea Amnon Ruin Stone Chaac Hand of Vecna Zverta Blade of broken mirrors Saur Scroll of Tarrasque Summoning Visiduous Ruin's Wake


258 The Gilded City The City has existed for 50 years, founded by men who had civilized the surrounding country and decided to restore the ruins of the old capitol to create a hub for trade routes by water. A dwarf named Agis, who civilized the mines by slave labor started a war after the reclamation of the city for control and won, but his armies were so depleted he couldn’t maintain control. He signed treaties to split control of the city between 4 lords, the shipping lord, the timber lord, the spice lord, and himself. This persisted for 26 years before the shipping lord attempted to take himself out from under the timber lord and initiated a brutal, bloody war, the second war for the city. This war lasted only a few months before the timber lord, with no support from the other trade princes, had his army depleted and signed a treaty to split his guild into 6 smaller, subservient guilds. The three trade princes reigned in uneasy peace with ever growing mercenary armies in anticipation for the next war yet to come. Seven years ago a tiefling named Midos took control of the Banker’s guild and swindled the Spice Lord’s army out from under him, becoming the new trade prince, leaving The Iron Guild ran by Agis, the Shipwright’s guild ran by Rhys, and the banker’s guild ran by Midos competing for control. Geographically, the city can be split into 5 main sections. At the center of the city is a cluster of highly important buildings such as the central bank and mint, the mages’ college, the homes of the guild leaders (including the trade princes), the cathedral of the gods, and more. This is the busiest and most profitable section of the city. Surrounding the city central is a large mass of mixed shops and housing forming a sort of residential district, which can be further divided into the side closer to the port, focused more on seafaring trades and controlled by the Syndicate, and the half closer to the inland


259 operations focused more on artisan crafts and controlled by the Thieves’ Guild. Closer to the water a large part of the city is dominated by ports, with their own subcultures and structures making up a distinct section of the city. Lastly, the south end of the city is the poorest district, consisting of public housing shoddily constructed from unhardened clay so that the roofs become muddy in the rain, known as the Slop Tops. The most notable locations in the city are listed below by area. City Central The Cathedral of the Gods: A magnanimous stone building in the city central that houses restored old statues and new statues of the 36 traditional gods in a circle representing the circle of essences. There are priests for every god, though followings are much larger for the more good gods than the evil ones. There are 11 clerics in the cathedral, who hold the highest rank of their respective church and are the ones that are turned to for spiritual guidance by those in power. The most powerful cleric claims to draw power from the full pantheon of gods and presides as the ruler of the cathedral and unofficial chief spiritual figure of the city. He is a level 10 life domain aasimar cleric named Okrin. Okrin is generally neutral, believing there to be merit to all of the gods philosophies, even the most depraved, as we are made up of all of their essences. He provides advice that favors a Taoist viewpoint, allowing the natural order take place above all else. The remaining 10 clerics of the cathedral are as follows: Name God Level Race Description Okrin (High Priest) Pantheon 11 Aasimar Middle-aged male, morally ambiguous but inspiring Kiki (High Priest) Realinn 5 Kalashtar Young female, idealistic and helpful Ayo (High Priest) Stryx 6 Shadar-Kai Middle-aged female, sadistic and ambitious Cristoff Whurbin 4 Dwarf Elderly male, kindly but stern Felix Ernot Aelar 3 Eladrin Young male, frequently changes moods and teachings Swallow Peala 3 Aarakocra Young female, sex driven and hungry to climb the ladder Gorin Mechanus 7 Warforged Axiomatic, speaks only in certainties Kriv Xendal 4 Gnome Older male, dour and code driven Thava Domi 5 Dragonborn Young female, stern and power hungry Centa Alvyn 3 Triton Middle-aged female, optimistic Bevyn Visiduous 3 Goliath Middle-aged male, old war general


260 The Church of the Light: A rather grand sphere of stained glass in the city central, notably different from the other identical churches constructed around the plane because it is suspended in the air by various steel wires with only stairs to ascend to the building touching the ground. The church of the Light is typically the home of several homeless persons it cares for as well as many of the Knights of Light, who have a barracks near the church itself. The Church of Light is ran by both Father Purity and Sword of Light. Father Purity, a pious golden haired elven man with 3 wives, is the Church’s High Priest, but the church is also guided by the human leader of the Knights of Light, Sword of Light. The Central Bank and Mint: A grand building with Corinthian columns and Greek design, made almost entirely from marble. The bank and mint is always guarded by no less than 100 White Guard at any given juncture. The majority of the building is a large open space with a polished marble floor. Several tellers riddle this place and perform the bank’s function of deposits, withdrawals, transfers, conversions, and loans. There is also a grand vault, magically sealed and 5 feet of iron on all sides. Separate from the vault is the mint, which is less guarded with only a full time regiment of 5, but the mint requires (by design) no fewer than 5 skilled operators with two separate keys to function. The Bank and mint is also the base of operations for the baker’s guild, which has their own wing in the building and houses many of the banker guilds hire ups, including Midos, their leader who lives within the bank. The Grand Colosseum: A large ovular domed structure near the Gilded Library in the City Central, the Grand Colosseum is home to some of the greatest fights that have ever graced the Golden Coast. Their arena is typically packed sand but has some concessions for other battlegrounds, and expands to a max of 120 foot radius. The Coliseum is sponsored by two of the trade princes, and 5 of the 7 major guilds (not by the artisan’s or Banker’s Guild). It hosts three distinct types of fights on 5 days of the 10 day week. They host exhibition beast bouts on the first day of the week, gladiatorial combat for ranks and glory the third and seventh day of the week, and slave battles the fifth and ninth day of the week. The arena is ran by an independent Fighter’s Guild, who has no significance outside of running the Colosseum. There is betting allowed on all fights, of which the guild takes a 5% cut of all proceeds. The Fighter’s Guild is ran by Arterious, a dwarven fighter with a blood red beard and mohawk who was once the reigning champion. The exhibition matches are purely for show, and are the highest paying for its contenders, paying upwards of 100gp per person depending on the monster. The monsters are supplied by adventurers, who are paid for returning live monsters to the Colosseum. If no volunteers are to be had, enslaved gladiators fight the monsters for larger than average off their sentence. Viewing the exhibition match


261 costs anywhere from 5sp to 2gp a head depending on the notoriety of the gladiators and monster. These fights are always to the death. The Ranked Battles are competitions between gladiators competing for the title of strongest in the land. On these days several battles are held in marathon for 6 hours, admission to which is always 1gp a head, but food prices are double the already expensive rates. Each battle is held to the same rule set, a 100 foot diameter arena, packed sand ground, no magic items, and only one potion per attendant. There are no rules as to what this potion may be, and while it is rare, there are also no rules against using regular magic in these bouts. After winning 10 such bouts, the contestants are submitted to the championship, where all such parties compete in the spring, culminating in a championship bout on the day of festival. Admission for each bout is 2gp per person, with a pay out of 10gp per person on a victory. This reward scheme is exacerbated by contestants being able to bet on themselves as well. Most Ranked Battles are to defeat, not the death, but as there are no mid-match medics you could bleed out on the battlefield before the battle is done. Attacking a downed opponent is considered uncouth and grounds for elimination from the tournament, but not a criminal offense. The Slave battles are the cheapest, at 1sp per hour going for 4 to 6 hours on their days. The Colosseum buys slaves that have been used for cheap, as well as strong slaves at auction, trains them, and then fights them. If a slave is victorious in 20 matches, they are awarded their freedom. These matches are effectively rigged, to ensure the best betting results. Gilded Library: Also called the grand Library, the gilded library is the largest Library in the Bay of Trepidation. It's a monumentally large building with Corinthian columns and Greek design. They charge 10gp a year just for entry into its 5 floors. Borrowing books is allowed for most books but there is a separate fee per borrowing, ranging from 1 to 100gp, with the full cost of the book being due at the end of the season if not returned. Here patrons can also pay for a librarian's expert assistance for 25gp, allowing advantage on an investigation check. Portside The Harbormaster’s Homes: Most of the living areas in the harborside area is owned by one man known as the Harbormaster. They are all for rent, and the harbormaster is relentless in collecting this rent. With the recent increase in food costs several have been evicted from the homes. The harbormaster lives in a three story manor in the middle of the homes, and is a high ranking member of the Shipwright’s guild. He pays more than taxes to Rhys to keep the excessive amounts of land under his control. He had a wife that was murdered by his favorite slave. The Fishery: The primary work for unskilled labor portside. A large wooden building near the harbor where large amounts of fish are caught or brought in from boats and processed. Workers skin, cut, and cure the meats here. The stench can be caught from several blocks away from the building. It is also ran by the Shipwright’s guild, and ran locally by a sea elf named Alfonse who has a pension for prostitutes. The Shipwright’s Guild: The Shipwright’s Guild is a massive complex of wooden buildings by the harbor. They process timber and fibers into ship components and, eventually, full ships. It also houses the bureaucratic base of the shipwright’s guild.


262 Rhy’s Manor: Rhys has large wooden manor near the Shipwright’s guild. It is masterfully crafted wooden building of gnomish design. The Harbor: A place where ships are guarded by the Shipwright's guild until they again set sail. The harbor can accommodate 20 ships at one time. The Circus: Nestled into the portside portion of the city is another opportunity for amusement, a permeant big top rests in the inland marketplace, continuously pumping out music and odd sounds to attract attendants. They do a show each night for 5sp a head and sell overpriced foodstuffs within. The circus is owned and operated by a purple skinned tiefling named Zartruce. Zartruce truly does love the spectacle and showmanship involved in the circus, but cares little for the "freaks" he parades around. He went to a traveling circus as a boy and was truly inspired. He seeks to bring that joy to others. There are 7 permanent acts in the circus, they are as follows Felix the Fire Master: a gold dragonborn with exceptional control over his breath. He performs the opening act of the show which is a display of his breath with a few other pyrotechnics. He is good friends with Zartruce, and agreed to be in his show at launch, making him their oldest attraction. The Two-Tailed Twins: Twin Tabaxis who's tails split at the ends. They perform various trapeze acts like the tightrope and ribbons. Their tails give them improved balance, a family trait. Their parents and grandparents worked on the traveling circus Zartruce saw as a child, which is why he sought them out, and why they're his favorites. Tamara is content with her circus life, but Tamera longs for more. The Dwelf: normally union between a dwarf and an elf yields no child, occasionally it will yield a stillbirth, but very rarely, so rarely many believe them not to exist, it will yield a monstrously malformed being known as a dwelf. His birth killed his mother and after seeing what he had wrought his father killed himself. The dwelf's show is not large but is a large part of advertising the circus. He just is on display for 3 minutes of the show. The story of him is true, and he resembles a human hunchback with a squarer forehead and pointed ears. He is mentally inept, but not from his deformities, but from being raised by the circus from youth and never taught anything. They keep him in a cage like the animals in between shows. The Sweltering Saxophones: a band of minstrels mostly playing the incredibly complex and unique instrument, the saxophone. These give the circus its own unique sound, and they give a 15 minute performance each show. There are 6 performers in the troupe, but only one gnome is actually a bard, who uses his magics to create minor magical effects around the band during the performance, and inspire the other performers. In addition to their solo performance, they provide musical accompaniment to other parts of the show as well. Animals: there are several animals that go on display for 20 minutes of the show. These include an elephant, a lion, a hippogriff, a manticore, and several horses. They keep these creatures in cages between shows Minotaur: There's a segment of the show where a gladiator slays an evil minotaur. The "slaying" is fictitious and makes no pretenses of being real. The real spectacle is the real minotaur used. The minotaur’s name is Charles and in truth is a nice man, the circus his ticket to legal entry into the city.


263 He hates how the show portrays him and his race and has asked Zartruce to change it several times but Zartruce refuses, the circus he went to as a boy had a similar act. The gladiator's name is Cent, an old gladiatorial champion. He actually gets along well with Charles. Demon: The most controversial parts of the show that has lead to some protests in the past is the demon and the girl. A barluga and a small elven child perform daring acrobatics and stunts where the demon always catches the girl. The demon and girl are a curious case. Her father was a demon summoner who bound the demon to her protection. He later died in a separate summoning and Zartruce acquired the pair. Inland The Artisans' Hall: A small wooden building housing a singular hall where the artisan's guild hold meetings. There is usually at least one artisan manning the hall, but unless a meeting has been called usually very few spend their time at the hall. The Iron Manor: Surrounded by a large, heavily guarded iron fence is an elegant masonry and ironwork manor, home to Agis the goodhearted, leader of the iron guild and his family. Within the manor is Agis' Iron Throne, 20 personal slaves, and the only entrance to the iron vault. Fellhammer's House: Formerly home to arguably the best blacksmith in town, the home and shop of Arnold Fellhammer is now a gauntlet of death traps put in place after his wife and son were murdered by the Syndicate and he put out a bounty on the criminal organizations of the city. Supposedly, Fellhammer and his money lay at the center of the well-fortified home. In truth, Fellhammer travels the city in a mask of many faces, and nothing but death lay at the center of the house.


264 The Spire and the Pit: A tall, metal tower in the inland portion of the city houses the infamous Order of Taraka. The Spire is barred from entry to all except those who bear the coveted emblem of Taraka. The spire is a towering 20 stories, 12 stories taller than any other building in the city, making itself uncomfortably known, unavoidable in the skyline, visible even from the harbor. The lowest ranking members of the order must ascend the spire each day to their level, the high the rank the lower on the spire you reside and report to. Beneath the spire lay what the order is truly hiding, the pit. A large expanse of artificial fire to remind the more devilish of the order of home. Here the highest ranking of the order resides here, mostly devils. The leader of this chapter of the order, the pit fiend Narack, resides here almost exclusively. This is also where those who seek power are often invited, endure their baptism of fire, and receive the powers of the warlock from the various fiends within the pit. Narack has his own conclave of 13 warlocks, a number which he maintains at all times. There are a total of 17 devils in the order, most reside in the pit when not on assignment. Of these 17, 4 (including Narack) can patron warlocks. Hillregaurd's Bounty: An open floor shop near the shrine to Hillreguard at the edge of the inland section of the city. They buy and sell items from adventurers coming in and out of city. They also function as a pawn shop. What is most notable about Hillregaurd's bounty is they are one of the only places in the city magical items are for sale. They have 1d4+1 randomly determined Uncommon magic items and 1d3-1 randomly determined rare items. Each season there is a 50% chance per item it was purchased and a 50% chance they gained another 1d3 uncommon items, and a 10% chance they obtained a new rare item. The store is owned by Torvield, the same halfling who owns the shrine to Hillreguard. The store is operated by several employees, however. Torvield runs the store at as little of a markup as possibly, its intention, accord to him, is to "facilitate the curiosity and adventure our god embodies in others". Slop Tops The Slop Tops: The reason the Slop Tops are known as such is because the area was originally intended to be low income housing for the new working class the burgeoning city was quickly acquiring. They constructed 7 large, cheaply made apartment style buildings out of the cheapest material available, clay. The buildings were intended to be made of oven fired clay, adobe, but corners were cut and the adobe wasn't as firm as it was intended to be. As such, when it rains, the roofs of these buildings get wet and drip into the upper floors. This slushy slop accumulates at the top of the buildings, so they became known as the Slop Tops. Originally, the apartments were rented out, but this became so costly and difficult with repetitively defaulting debts that the apartments ended up being sold off as homes. Of the six buildings constructed, only one remains rentable, the others the apartments must be purchased outright, but this is still far more affordable than housing elsewhere in the city. As large amounts of clay had to be shipped in to build the slop tops, several other buildings in the area are also constructed of adobe, including several storefronts and individual homes unconnected from the slop tops. The Slop Toppers Base: A large, single story, nondescript adobe building is a mystery to some. Nominally it's a warehouse, storing excess goods. Perhaps at one point that is what it was, but now it serves as base to the criminal organization of the Slop Toppers. As the tunnels do not extend into the


265 Slop Tops, they are forced to make their base of operations above group. It houses the same amenities as the other criminal bases, boasting a fence, expert forger, and the like. It also regularly houses the homeless of the slop tops, taking them in especially in the rain. Additionally, several slop toppers live in this base, making it always occupied by at least a couple dozen thieves ans vagrants. The Brick House: Officially entitled the relief center, the brick house is one of the very few masonry buildings in the slops. It serves daily lunches and dinners to the homeless, though frequently runs out of food before it can serve all takers. It is officially and primarily operated by the joint guard forces of the city, but it is frequently aided by members of the church of the light, church of Realynn, and the slop toppers either volunteering or even bringing their own food to contribute to the cause. It is not uncommon for the brick house to shut down in times of crisis, and it has been some time since it has served its promised lunches. Since the blockade, the house has only been open for dinners every other day, and even that is nearly entirely due to charitable outside donations. Tarn's Anvil: Most artisans in the slop tops are cheaper and inferior, as once they got enough money to move and be visible to wealthier customers, they did. There are a few exceptions to this, the most notable being Tarn's Anvil. Tarn's Anvil is notable for three reasons. For one, Tarn is bright green grung, a race rarely seen outside of jungles and swamps. For two, Tarn is the best smith in the slop tops, though far from the best in the city he does have one advantage over everyone else. Most importantly, Tarn has a magic anvil, forged in the fires of Evil, it is capable of destroying any object, and of modifying magical items. Tarn acquired the anvil from a dwarven forge domain cleric in the small swamps of Wheatland to the north. He was questing for a cure to the plague that he himself succumbed to, a magically resistant strand. He bequeathed Tarn with the anvil and told him to do good with it, so tarn went to the biggest city and bought the cheapest store and went to work. He never moved as "much good to be done here." He spends all of his earnings in the slop tops and is possibly the wealthiest legitimate businessman in this portion of the city. Adventurers and wizard's college students frequently make the trip to his shop for it is something they cannot get anywhere else. The Brown Guard Barracks: Before the second war for the city the Slop Tops had a volunteer force guard known as the brown guard. They had their own adobe building as their barracks, now long abandoned. These barracks now house one of the largest drug operations in the city, housing both a greenhouse and lab to produce these substances. It is allowed, but not actually controlled by the slop toppers, rather being ran by an independent entity who sells to all criminal outfits in the city. Mathia and Stuffles: While just another clay house in the slop tops to many, most adventurers can identify the home of Mathia and Stuffles. Mathia is an elderly drow woman who keeps a scrap book of all missing persons cases to ever have occurred in the city. She does this since her son vanished a decade ago. In truth he joined the slop toppers to support her but died not a few weeks in. Her house has a distinct scent of concentrated cat piss as she keeps nearly two dozen cats in her home at all times. One of these cats is not a cat at all but a teenaged tabaxi she calls Stuffles. She treats him much like one of her cats and allows him to come and go as he pleases. Contrary to popular belief, she does understand that he is a tabaxi and not a real cat. General Establishments


266 Children’s Schools: The Gilded City is home to five children's schools. Wordsworth's in the City Central is the most reputable, and the most expensive. It is ran by a halfling named Nigel Wordsworth who went to the wizard's college to study literature. The Harbormaster's School in the docks is the official school of the harbor, ran by the reigning harbormaster and endorsed by the shipwright's guild. Harnelli's is the other school in the docks, it caters mostly to children of the Thieves' guild or those associated with them. The Project in the Slop Tops is the only school that is free and is ran and funded by the Slop toppers, though they make a point to keep their criminal operations as separate as possible from the school. Cavalier's is the inland school. It is ran by Samuel Kant and has ties with the Syndicate but is not overly influenced by them. While prices vary by age and institution most schools charge 100gp per child per year for tutelage, with Wordsworth's charging closer to 150 and the Portmaster's charging closer to 50. Taverns and Inns: all sections of the city have ample inns, catering to all levels wealth. The exceptions being that the City Central does not cater to modest and below and the Slop tops has nothing for wealthy or aristocratic patrons. While there are a multitude of inns to chose from, each section of the city has their most acclaimed - or notorious - inn. Portside has the Salty Wench, always full to the brim with sailors and the women who please them, can accommodate from squalid to wealthy. The city central houses the Pillow Trove, a posh establishment catering only to the highest of class. They cater comfortable and above. Inland houses the Red Dragon, home to gilded city adventurers, it also has a well renown bartender and several signature drinks. The Slop Tops has The Golden Shower, a raunchy establishment favored by the Slop Toppers, but also is home to Mistress Faust, according to some the best whore in the city. Artisans: Artisans of all sorts pepper the map of the city, being confined to no specific region. In general, artisans in the inland and city central areas are more expensive and better, and those in the Slop Tops are cheaper and poorer, with the port landing somewhere in the middle, but there are exceptions on all sides. Most artisans in the city are either in, or in support of, the artisans' guild. There are a few that are not because they disagree with their politics, or break their rules, but these are few and far between. The stand out artisans of the city include Belmonte, Fellhammer, and Cohen all contenders for the best smith in the city and all in the inland section. Tarn in the slop tops possesses a magical anvil that can break any object. Garduelli is known as the best tailor in town, in the city central and very overpriced. Sensations in the city central is a very renown bakery. Churches: in addition to the grand cathedral and main church of the Light, there are also a few smaller, stand alone churches in the city. Portside harbors a church to Alvyn, the Slop tops has a small church of Realynn as well as a mission of the Light, and inland houses a shrine to Hillreguard, the goddess of exploration and adventure. Other Establishments There are multiples of nearly every establishment within the city, options of cobblers, smiths, even libraries. In general these establishments sell appropriate PHB items at a 120% markup. The owners or staff of the various establishments can be randomly generated with a few simple tables, as follows. D100 Races


267 1-10 Human 11-15 Dwarf 16-20 Elf 21-25 Halfling 26-30 Dragonborn 31-35 Gnome 36-40 Half-Elf 41-45 Half-Orc 46-50 Tiefling 51-56 Aasimar 57-59 Firbolg 60-62 Goliath 63-65 Kenku 66-68 Lizardfolk 69-71 Tabaxi 72-75 Triton 76-79 Aaracokra 80-82 Githyanki 83-85 Githzera 86-89 Changeling 90-92 Kalashtar 93-95 Shifter 96-99 Tortle 100 Warforged D6 Temperament 1 Friendly 2 Tired 3 Exuberant 4 Pretentious 5 Devoutly Religious 6 Shifty D8 Stance on Politics 1 Ambivalent overall, actively avoids politics and political conversations. 2 Card carrying member of the Artisans’ Guild 3 Supporter of the Iron Guild and Agis, likely an older, more traditional person. 4 Supporter of the Banker’s guild and Midos, likely indebted to some degree. 5 Proponent of the Shipwright’s guild and Rhys, likely an immigrant or someone in a shipping heavy industry. 6 Connected in some way to a criminal organization, not adversarial. 7 Identifies themselves solely in opposition to the Order of Taraka. 8 Follower of the Church of the Light above all else.


268 Political Structure The city of seven guilds, the city of three armies, the gilded city is the capitol of the Golden Coast. The city is perpetually embroiled in a cold war arms race between its three trade prince rulers. Beneath the surface of the three rising mercenary armies are seven guilds competing for power and money in a legal arena of treaties and agreements, and beneath them is a criminal underbelly vying for real control of the city in the only way that truly matters, territory. These three tiers compete within their own areas but actions in one have ramifications across all of the political landscape of the city. Trade Princes The Trade Princes are all leaders of one of the main guilds of the city, but distinguish themselves by their massive mercenary armies that give them power to enact laws upon the populous. They are also the three that taxes are divided among at the end of each year. The trade princes are continually trying to outplay one another for supreme dominion of the city, but have sat in a tense cold war making compromises to avoid total war for a little over two decades. Midos the Ambitious: The tiefling leader of the banks and the newest player in this decades old game. Midos arrived in the city ten years ago with a fortune acquired elsewhere. He used his particular charms and a nearly supernatural knowledge of people’s desires and histories to quickly climb the ladder of the banker’s guild, and after the untimely demise of the guild’s former leader, Garan, by plague, Midos assumed control of the guild after just three years in the city. From there Midos targeted one of the trade princes, Salazar of the spice trade. Midos publicly befriended the guild, with favorable loans, fancy dinners, and gifts. While this was happening agents of Midos from the Order of


269 Taraka infiltrated the guild’s inner workings and committed atrocities framing the Iron Guild, the spice guild’s most direct competitor. After nearly all out war, the death of Salazar’s favorite daughter and continual manipulations from Midos allowed the banks and Midos to purchase Salazar’s mercenary army at a considerable discount, with Salazar leaving the game, the order pulling out of his organization, and Midos cementing himself as the newest Trade prince of the city. Since then, Midos has made similar plays with the other trade princes, but they are wise to his antics. His current ploy is an attempt to garner grassroots support to end slavery to weaken the other two trade princes whose industries rely far more heavily on the practice than his own. Rumors surrounding Midos’ origin and purposes are boundless within the city at every level. Some say he was an adventurer with magical items, others day he was a viscous pirate captain before setting ashore on the land, others still insist he is in fact a devil sent from Nicor to claim a mortal city. The truth is somewhere in the middle. Midos was a pirate captain after being mistreated in his deckhand status on a more gods-fearing vessel. He acted as such for many years before coming ashore the large island to the south which he found to house magical artifacts from the war of the gods. He united with a fellow pirate band and claimed the journal of Nicor, which has the plans of everyone in existence within its pages. This is how he climbed the ranks so quickly. However, shortly after becoming a trade prince the book was reclaimed from him and returned to the island, so he operates now on his wits alone. He is a devout follower of Nicor, but does this out of his innate need for power. Agis The Goodhearted: The Mul leader of the Iron Guild and the oldest player in this game. Agis was one of the founders of the city, building it up from the ruins of what once was after unifying several mines under his name with brutal slaver tactics. He was not alone in this endeavor but was the first to assemble a great mercenary army, poised to become the rightful king of the city and, by extension, the land of the Golden Coast. This resulted in the great war for the city 50 years ago, after which his army was so depleted, he had no resources to prevent further rulers from rising up. He had seen the horrors of war and wished not to see them repeated, so he brokered an uneasy peace with the new trade princes, then 4. Agis is still ambitious and was instrumental in the second war for the city 23 years ago the relegated the timbering guilds to be beneath the shipwright’s guild and eliminated a trade prince from the equation. In general, however, Agis is the least proactive of the trade princes in this war, keeping up his army only defensively and seeking peace above all else. Agis is on in years at the age of 320, he is a family man who has raised many children with three wives. Some work under him as supervisors of swaths of mines, some have rebelled against him and work for other guilds, some have died, and a few have even ventured off to become adventurers and pirates. With his current wife, the dwarf Wilhelmina, he raises his 4 young children, 2 boys and 2 girls. He is a staunch traditionalist religiously and in other aspects of his life, he follows Whurbin, but reveres all of the traditional 36 gods. He detests the Light, believing it to be a cancer to the mind. He donates his portion of the yearly tax to the cathedral of the gods. Rhys The Redeemed: Human leader of the shipwright’s guild. Rhys is the son of Sin The Bloodstained, titled because he started the second war for the city to gain control of the timber guilds that held control over his guild and committed many atrocities in the acquisition of this goal, which was successful. Rhys killed his father shortly after the war’s end with the treaty of the three princes and


270 went on a three years long campaign restoring the image of his family and guild among the common people who had suffered from the last war, for which he was title “the redeemed”. Rhys is vital to many of the other guilds to ship their products and has relations with all of them, mostly harming his enemies with increased fees and tariffs. This is Rhys’ primary form of combat against the other guilds since his father’s bloodthirsty attempts. Rhys is still ambitious and seeks as much control of the city as possible, for his and his family’s own personal peace. As he would put it he “plays politics to one day end politics”. In truth, while Rhys did kill his father, it wasn’t for the atrocities committed in the last war, it was for sleeping with his sister, whom he was promised for his own for his service in the wars. Rhys himself committed many atrocities firsthand and is no less bloodthirsty than he father, but unlike his father understands the subtle powers of politics and image. He launched his goodwill campaign purely to prevent the other lords from attempting to create public rebellion against him and used it place blame for the war more squarely on them for participating and encouraging than solely on his house. Rhys wants power as is his nature but is also very protective of his family, his sister-wife Helda and his three daughters, his eldest and the younger twins. Rhys is also a devout follower of the Light, which puts him often in conflict with Agis and the Iron Guild. Guilds The Iron Guild: A mining guild that supplies iron and other rare earthen materials to the city and beyond via shipping from the shipwright’s guild. They are ran by Agis the Goodhearted, the trade prince. Their mines are operated almost entirely by enslaved and indentured laborers, cutting down on costs significantly. Their primary goals include keeping exporting taxes low, keeping slavery legal, maintaining a peaceful land outside the city for shipping, and increasing the value of iron. They have strong ties to the shipwright’s guild, try to limit ties to the banks by not taking out many loans, are often in direct conflict with the artisan’s guild who wishes to lower their prices and keep the iron local where it is cheaper, have good relations with the spice guild as their interests commonly align, uses the Order of Taraka as political agents when necessary, and has little relation to the wizard’s college. The Spice Guild: A plantation guild that operates through trading spices. It is controlled by Salazar the Generous who used to be one of the three trade princes prior to Midos purchasing his armies and him leaving the game. The plantations aren’t as heavily reliant on slave and indentured labor as the mining or timber industries, but still use an abundance of both. The guild’s goals include keeping exporting taxes low, keeping slavery legal, maintaining peaceful land outside of the city for trade routes, and increasing the value of spices. Their common interests with the Iron Guild leads to natural strong relations. They have strong relations with the shipwright’s guild as most of their spices are ships overseas. They have strong ties with the banker guild as their loans fuel their lack of heavy dependency on slaves and funds new research with the wizard’s college, who the Spice guild has good relations with attempting to enhance and improve spices and the methods of farming them. They have a somewhat adversarial relationship with the artisan’s guild which seeks higher export taxes. They publicly and privately renounce the Order of Taraka as a great evil that must be stopped. The Shipwright’s Guild: A guild that controls both ship making and most shipping routes out of the city. It is ran by Rhys the Redeemed, the trade prince. The Shipwright’s guild is not the various


271 timbering guilds that supply it and its city lumber, but it relies so heavily on them they went to war to lessen their power. While the Shipwright’s guild itself uses little to no slave and indentured labor, the timbering guilds subside almost entirely on them. The shipwright’s guilds’ goals include raising tariffs and export taxes so they make more money off of shipping, keeping slavery legal, and expanding territory by sea. They have strong ties to the Spice and Iron guilds who need them for shipping, ties with the artisan’s guild which go back and forth as they both want higher export taxes but the shipwright’s guild never goes as far as the Artisan’s guild would like. They have ties with the mages’ college as they help them improve their ships magically, and they have strong ties with the banks as they rely substantially on loans. The shipwright’s guild is also no stranger to utilizing the order of Taraka. The Artisan's Guild: A recent guild that arose with the end of the last war. The artisan’s guild consists of the various artisans in the city who would see the land’s natural resources used by and for the people of the land. It is led by a dragonborn man named Aras who is a staunch isolationist and traditionalist. The Artisan’s guild stands for higher export taxes and tariffs, lower prices for raw goods within the city, higher wages and lower taxes for landowners and artisans, and the end of slavery. The artisan’s guild is at odds with the Iron and Spice Guilds, and has a tumultuous relationship with the Shipwright’s guild. They are good friends of the banker’s guild who gives them discounts on their loans due to a treaty. They have no real relation to the mages’ college or the Order of Taraka. The Banker Guild: The guild that deals in protecting money, giving interest, minting money, and providing loans. The Banker’s guild is ran almost entirely out of the grand bank in the city central and is ran by Midos the Ambitious, trade prince. Their goals include maintaining reasonable interest rates for loans, ensuring the economy of the city is stable and growing, and consolidating the ability to mint new coinage. The Banker Guild has strong ties to nearly all guilds as it provides loans to all of them, with the slight exception of the Iron guild which does not accept loans. The Banker guild makes possibly the most use of the Order of Taraka of any guild. The Mage's College: An institution of Learning the city central that costs 1000gp per year of study. The institution is exploring all things magical, both arcane and divine and even has divisions dedicated to studying the powers Ki, Rage, otherworldly psionics, and technology. Their primary goal is both to make magic profitable and to rediscover the lost art of enchanting items. Their current headmaster is a mindflayer named Traphadell the Wise. The Order Taraka: The order of Taraka is an order of assassins that bases their operations on the material plane from the gilded city. They are technically an illegal, criminal organization, but they are utilized so frequently by the guilds they are more akin to them in how they function. At its core, the organization worships Taraka, the archdevil of assassins. The order believes if enough assassinations are committed in his name, he will become powerful enough to overtake Nicor and become the new lord of the city of brass, the god of devils and assassins, Taraka ascended. As such, every kill they make is dedicated to their dark master. The order has both mortal and devilish members in its ranks, and when it receives a mark is lets all of its members know of the bounty. The one to return to body gets the reward, meaning it’s a free for all who takes the prize. The leader of the order within the city is a medusa named Xion the Ruthless.


272 Criminal Organizations The Thieves’ Guild: The oldest name in thievery in the gilded city, the thieves’ guild once held near dominion over the city in its early years until the city grew too large for its entire criminal underbelly to be controlled by so few people. They were the first to conceive and attempt the “big score” of infiltrating and robbing the central bank and mint. Eventually their methods of protected their own and focusing solely on theft and communication among members for a fee that trickles up the ranks grew tiresome for too many. The guild split first 37 years ago with the Slop Toppers after the rise of their leader Bear. This was met with resistance but not all out war as the Slop Tops had little of interest and their members had always been slightly disjointed from the inner-city members. During the chaos of the second war for the city a group tired of the thieves’ guilds methods split from the guild in a conflict nearly as bloody as the war itself and became the syndicate. The Thieves’ guild still operates under more traditional protection of oneself for a trickle up tax and stealing above all else, and also focuses on fighting the syndicate, primarily for the ever-changing control of the city central, where the largest scores are to be had. The thieves’ guild is current ran by a halfling named Orlando Garrick, sometimes referred to as Quickfingers. He took over the guild after the death of the last leader during the second war for the city. He remains a staunch traditionalist in the ways of theft like his predecessor and as such has kept his supporters. He maintains that protection of their own and “honor among thieves” is the most vital principles of the guild, which is why he has doubled down on attacking the traitors of the syndicate at every opportunity. He grew up as an orphan working his way through the ranks of the guild before being high enough to become leader with the death of Jaiden, the previous leader. He reveres Vistra, the goddess of greed and ambition and has a shrine to her as a


273 centerpiece of the underground base of the guild. Garrick craves connections he never had as a child and owns two slave prostitutes and frequents brothels, his favorite being Amorous Curiosities. Members of the thieves’ guild identify themselves among members of the varied trades with The Syndicate: The Syndicate split of the thieves’ guild during the second war for the city, in opposition to the thieves’ guild methods. The Syndicate focuses on more refined methods of criminal activity, protection brackets, fences, and the like. While they still encourage theft, their main focus is the upkeep of their criminal operations, the profits of which are divided among the members at the end of every season, with higher ranking members receiving a higher cut. The Syndicate is known for its decentralized control system, with each operation having its head and only their heads reporting to leader of the Syndicate, a man known only as “The Gentleman”. The syndicate is less invested with their war with the Thieves’ guild than their opponents and fights just enough to keep their territory and keep the city central contested. The Gentleman is a water genasi woman name Jenna Silverscale. She was raised as a fisher, daughter of a low-ranking member of the Shipwright’s guild, She joined the thieves’ guild in her youth both as a form of rebellion and because she always felt there was more she could do in her life. When she discovered what it was, she found it lacking in ambition, and quickly found herself with likeminded individuals who thought the same. She was along for the ride when a dwarf named Katsku initiated the split amid the chaos of war but saw many of her friends die. She saw that Katsku would pursue this war until one of the sides were dead and gone. She killed Katsku so that this would not need to happen, framed his death of the thieves’ guild, and claimed control of the Syndicate covertly, instituting their decentralized system and their protection brackets by filling the positions only with people she trusts. In between becoming leader and now she fell in love and had a family with a sea elf member of the shipwright’s guild and lives much of her life with him. She is paranoid for the safety of herself and her family and has her trusted members executed by the order of Taraka for imagined and real slights against her, maintaining a tight grasp on her Syndicate. Many believe the gentleman to instead be Jenna’s lieutenant, a medusa who assumes the name the gentleman to throw suspicion away from Jenna. The Syndicate identify themselves with multiple pieces of ruby laden jewelry. The Slop Toppers: Controlling the southern slums of the city, the Slop Toppers have reigned uncontested since the shake ups of the last war. The slop toppers are down and dirty do what it takes to survive. They employ few protection brackets and other schemes of the other guilds, in fact they’ve even little interest in the city central. They are simply a band of likeminded, down on their luck individuals who want to survive and be free in the city. Slop topper have a rule, never steal from the slops. Any who do will meet a grizzly end. As this means frequently leaving their turf to get a score, they come into conflict with the thieves’ guild and the syndicate often but are viewed more as an annoyance than as a genuine threat. Unlike their brothers, the slop toppers share a general faith, in that of Realynn, the Beggar god-king. They feed and spend the money on themselves first, but every slop topper must give at least some of their money to the poorest of the slops who cannot get it for themselves. The slop toppers identify themselves by smudging mud on their foreheads and arms, and are the most prominent users of hobo signs in the city. The Slop Toppers are ran by a kindhearted firbolg man who goes by the name bear. He is known among the beggars and the slop toppers as having a heart of gold but his body is covered in scars from his gladiatorial days, and he is one of the


274 most fearsome combatants in the city. It is said he convened with the leaders of the thieves’ guild and syndicate and single handedly bested them and their guards in combat, which is why the other guilds never come after the slop tops, and why they often give slop toppers in their turf a pass. It is unknowable if this is simply urban myth or not. The Slop Toppers identify themselves by smearing soot and dirt on themselves in specific but subtle patterns that are recognizable only to those in the know. In truth Bear is a Deva of Realynn, one of the three angels of the city. Independent and Uninitiated Thieves: Travelers and thieves who wish to remain independent of the guilds can and do operate within the city. The Slop Toppers and Thieves’ Guild allow independent operation within their territory, so long as a cut of every hit is paid to the guild, if the hit or thief is prolific enough for a guild to take notice. The syndicate does not allow independent operations within their turf and threaten those operating under it with severe physical punishment. Uninitiated thieves, if they identify themselves at all, identify themselves with the symbols of their home. Examples include double banded jewelry (from most of Marvelum), specific tattoos (from the ruins of Argentum), identifiable scarring (from Selvida), and many others. Three Angels The city is the third largest in the world, after Sigil in Verdentua and the Great Castle in Ardentua. As such, the divine has taken interest in the city. Three angels have come to the city to enact their will in secret. Here are the three angels. Rowan: The earliest angel in the city, Rowan is not an angel of any individual god, but rather an angel of the essence of Good itself. Rowan is a 300 year old Deva, so this city comprises a fair portion of his immortal life. He has the additional ability to see patterns at a divine level, to the point of seeing the future from a mortal perspective. He came to the city because if Agis completely won the war, the world is irreparably changed. So he takes Agis under his wing and persuading him into creating the trade prince system. This system had several other negative, unforeseen effects, so Rowan left Agis, telling him to be a gentleman and a guild. He proceeded to mentor crazed mindflayer from another plane into becoming the leader of the Wizard’s College so that the Wizards’ College would not be ran by someone worse, but in doing so the mindflayer continues to eat brains of people, innocent or no. Then he took a water genasi under his wing to prevent her from becoming the leader of the Syndicate, the most brutal criminal organization. He failed. He mentored a Kenku named Alistar who helps find missing people, and is presently mentoring the last cleric of Amnon to prevent him from overly aiding his god or bringing about more chaos in the city. Due to the tough decisions he has had to make, he has earned the title among the other angels of the city as the “Angel of Lesser Evils”. He still has his angelic powers but can no longer reconnect to the Essence of Good, as such it is possible that should he be killed, he will permanently die. Rowan takes the form of a gentlemanly dressed middle aged British man. Bear: The leader of the Slop Toppers is actually a deva of Realinn, the Beggar God. He is 1200 years old and arrived to the city last, after the great suffering of the poorest within the city. He operates as a criminal overlord but is the most benevolent of the criminals, and leads the most benevolent crime organization. Bear never kills despite his position, and still adheres to the tenets of good, but allows several evils within his organization, which he labels a “necessary evil”.


275 Sword of Light: Leader of the Knights of Light. Originally he was an angel of Visiduous, but was converted by Daniel and has no memory of that life. He was instructed to come to the largest city and bring it to the Light. He was originally entirely peaceful, but his true nature shown through, and he created the Knights of Light as a militant arm in his quest. Daniel commanded he keep his divinity secret as it could be uncovered that he was converted, and then it could be undone. Only Father Purity, High Priest Okrin, and the other angels know his true nature. Gilded City Trade Contracts The guilds of the city have several trade agreements they abide by. These are how the guilds solidify their power and they are extremely valuable to them. Trade agreements can be made between any two guilds, and hundreds of such small agreements exist, but are effectively just words without the acknowledgement of the other major guilds. Once an agreement is officially accepted by all major guilds it is signed as a trade contract. Breaking a trade contract is not legally punishable, though breaking a contract with a trade prince could see laws change, and even if its with another guild no other guilds will trade or interact with those who have broken trade contracts, so breaking one is effectively a death sentence. There are several dozen trade contracts in place between the guilds, but below are the most important and influential trade contracts presently in place. Road Patrols and City Sections: Mainly an agreement between the trade princes. It states that only the Iron Guard will patrol the Iron Road, and only the White Guard (formerly the spice guard) will patrol the Bountiful Road, all other roads will be patrolled by a mixture of all of the guards. For the city itself, the inland portion of the city is patrolled by the Iron Guard, portside by the Shipwright’s guard, and the city central by the white guard. The Slop Tops will be patrolled by a mixture of all guards. Other guards may patrol the other sections of the city and roads, but only with a signed and dated invitation from the guard who controls the area. Taxes and Tariffs: All incoming materials must pay a 15% import tax for taking away business from the local trade guilds. All outgoing materials are also subject to a shipping tax. Raw materials is subject to a 10% tax, this includes metals and other rare earth materials. Spices are taxed specially and receive a 7% tax, due to long standing agreements. Manufactured weapons receive a 5% tax, and all other goods receive a 3% export tax. This is in addition to general shipping charges. Drugs and other illegal contraband may not be imported or exported. Artisan “Dibs”: Local artisans are entitled to first purchase of 1% of all goods that would be shipped out of the city at their export price before taxes. This amount is considered too low by the artisan’s guild, who accepted the original number as a compromise with the hopes of inevitable expansion. Loans and Minting: Only the Banker’s guild and those approved in writing by the bankers’ guild can issue loans. Loans must be issued with preexisting funds and new monies cannot be minted to provide for loans. The Mint can only be in operation during the first week of Spring and only a set amount agreed upon by all guilds can be minted, though the final say and physical possession of the mint remains with the Bankers’ Guild. The Iron Guild must offer to sell a certain amount of platinum, gold, silver, and copper to the Bankers’ guild each year at a set, zero-economic profit price, but that material can only be used for the purposes of minting into currency. This reserved amount is decidedly lower than the amount that is usually minted each year. Copper coins will be minted with


276 the face of the Shipwright’s Guild’s reigning ruler’s face upon it, Silver the Bankers’ Guild, Gold the Iron Guild, and Platinum an image of the city as a whole. The back of these coins must be adorned with the seal of the bankers’ guild and the city. Older currencies are not to be accepted within the city, and must be exchanged for City currency to be spent. Insurance Policies: The bankers’ guild or any other major guild cannot offer protective insurance policies on life, property, or uncertainties. Insurance policies can only be issued by individuals and smaller guilds for amounts below 1000gp. This limit is often circumvented by taking out multiple policies on separate items (a policy on the roof, door, and windows of a building for instance). This agreement was put in place to prevent the bankers’ guild from becoming too powerful and alleviate pressures on the Shipwrights’ guild. Consolidation of Magic: Whenever a major guild comes into possession of a magical oddity, it must be immediately loaned to the Wizard’s College for a minimum of a week’s time for study and examination. In return, the college must tell the owning guild of all of the items identifiable functionalities. Additionally, any magic item that would be exported from the city by one of the guilds must be offered to the Wizards’ College first, though no provision is given about at what price it must be offered to them. This agreement was made to help the Wizards’ College on their quest to restore the ancient lost art of making permanent magic items, and as a sort of payment for the colleges’ continued works with providing magical remedies to many of the guilds’ problems. The Taraka Exemption: The Order of Taraka, despite being a devil worshiping order of assassins, cannot be persecuted by any of the Trade Princes’ armies or the other guilds unless that have outstanding fines and warrants against them exceeding 10,000gp. Additionally, the fine for murder shall never exceed 10,000gp for any member of the order. The order also has first dibs on any assassinations made by the major guilds. Only after the hit has been turned down can the job be relegated to other organizations. Laws of The Gilded City Laws within the gilded city exist for two reasons. Primarily to benefit the rich while, secondarily, preventing peasant revolt. Laws are crafted by the trade princes independently and relayed to that prince’s mercenary army. It is a sign of respect that the other prince’s have their armies enforce the law as well. This has led to some problems in the past where this was used for attempted political subterfuge, but after a few noteworthy catastrophes with this practice it was mostly abandoned. Within the City many things that one would think illegal are legal. Magic is entirely permissible within the city so long as its effects are not harmful or “overly unnecessary”. Slavery is legal and not race or gender based, and so is prostitution. While murder is highly illegal there is a highly influential assassin’s guild that sometimes tampers with these laws. There is no such thing as “indecent exposure” or “age of consent”, at least not legally. Drugs are illegal within the city, providing the primary source of revenue for the criminal outfits in the city. This was entirely a political move, hampering the then trade prince of spices who made a lot of money from the growth and distilling of physically addictive substances. This was also done to test the limits of what the other princes would follow suit with laws, as many of Agis’ workers heavily used


277 drugs to offset their terrible working conditions in the mines. While the law took longer than most to be adopted by all of the mercenary armies, a full year before the Spice prince accepted its legitimacy, it was ultimately accepted to prevent all-out war. While the spice lord is no longer a trade prince, the law continues to be enforced by all of the mercenary armies. When laws are broken they are dealt with in extensive fines. Usually there is no trial system, the guard say you did it or you didn’t. Many have tried to reform this system, but to no avail. There are fines associated with most crimes, and should the fine be failed to be paid within three days time, a separate punishment in accordance with the crime is doled out instead. This three day’s grace period and fine system requires extensive bookkeeping for which the city has developed the first accounting system used in recent memory, which facilitated the banks to be able to rise to power. Most of the punishments if fees go unpaid are working with a guild. This is grunt work, like toiling in the mines, picking spices, participating in logging, or manning the bellows at a forge. One of the more interesting laws in the city is the concept of taxes. Every year, 10% of wealth is taken from the populous and given to the Trade Princes, allegedly to continue to support the city, but in reality to prevent competition from easily rising. This is done to all land owning citizens of the city, and fraud in reporting proper wealth is a crime. Taxes are collected directly by the guard. Below is a list of crimes, their fines, and alternative punishments. Murder: 10,000gp fine, or execution. This fine is compounded per person murdered. This also includes most cases of manslaughter and tends to ignore subtleties like premeditation. Normally, repeat offenders are not offered the fine, or have their fines increased. This is not true for members of the order of Taraka due to the Taraka exemption. Writs of Passage, Breaking and Entering, and Trespassing: Certain individuals (owner of the property, the grand cathedral, the guard and trade princes, and certain nobles) can issue a writ of passage that can be restrictive in time and to specific entities that exempts persons from trespassing rules. Trespassing on owned property without a writ of passage is a 50gp fine for each instance of trespassing. If property was broken in the act of trespassing (windows, doors, locks, etc.), the fine doubles to 100gp, and destruction of property laws apply. If fines cannot be paid fine/10 days service required in its place. Theft: Item returned + value of the item + 10gp. Or fine divided 10 days working with a guild. If item cannot be returned fine is tripled and original amount time 1.5 returned to original owner Assault: 100-1000gp fine depending on severity. Or fine divided by 10 days working with a guild. Sexual Assault: Treated exactly like regular assault, though often fined on the more severe scale. Tax Fraud: Twice the amount dodged or exile if impossible or unwilling to pay within the next season. Destruction of Property: Value of property destroyed + 100gp. Or fine divided by 10 days working with a guild. Value of property destroyed given to original owner.


278 Duels: Duels must be officiated by the guard, take place within a season of when they were declared, and be agreed upon by both parties. There is no legal penalty for refusing a duel but it is often massively socially punished. Deaths taking place during a duel are no charged as criminal offenses. Drug Use: Fine dependent on type of drug (less harmful drugs like Devil’s Weed are fined lightly while magically addictive drugs popular on the campus of the wizard’s college are fined harshly. These fines range from 10 to 1000gp, and also vary by which guard outfit caught you), or fine divided by 10 days working with a guild. Gilded City Armies and Populations The Gilded City is a massive city of 120,000 people, one of the largest and most populous in the current world. Of those 120,000, 12,500 are the various mercenary armies, described below. The remaining nearly 100,000 are spread throughout the city as follows. Only 10,000 people reside in the City Central, but due to its small size it is still the most population dense area in the city. 50,000 people reside portside, 20,000 people reside in the Slop Tops, and the remaining 19,500 reside in the inland portion of the city. The Iron Guard: The largest mercenary army at 5000 strong, the Iron Guard bears the iron crest on their chainmail armor, and red regents over it. They primarily patrol the inland section of the city and are the predominant guard force patrolling the many roads outside the city, and the only ones along the iron road. The Iron Guard are known to be the least corrupt and bribable in the city, with a common joke stating they wear red to hide the blood they shed due to not taking bribes. Their captain of the guard is Gunray, a half orc stationed at the great vein, his son, Cortim, is the captain present in the city. The Merchant's Guard: The newest, most eclectic army, coming in at 3500 strong, the Merchant’s Guard also known as the white guard, patrol the city central. They wear breastplate with white vestments over it, and bear the emblem of the merchant's guild on their shield. They are known to be paid too well to accept bribes, but are also known to be exceedingly politically corrupt, acting more on the interest of Midos and their guild rather than the people. Their captain of the guard is a halfling woman named Nina Wells The Shipwright's Guard: Formerly the largest army prior to the second war for the city, it spent some time being the smallest before recruiting many more, now numbering at a little over 4000. The Shipwright’s guard, also known as the Portside guard patrols portside. They wear chain shirts with blue vestments, displaying the shipwright's guild emblem on their pauldron. They are known to be the most underfunded and most corrupt, easy to bribe since the last war. Their captain of the guard is an elderly goliath broken from the atrocities of the last war named Fard. The Slop Tops: Jointly patrolled by all three guard, meaning it is the least patrolled and has the least consistent enforcement. There used to a civilian militia that patrolled the Slop Tops that called themselves the brown guard. Most of them died in the last war for the city and those that didn't faded into the Slop Toppers. There are still a few that patrol under their name, but the brown guard are all but dead and forgotten.


279 Gilded City Dungeons Around the Gilded city are three dungeons that influence the questlines and political structures of the Gilded City. These three dungeons include the series of tunnels beneath the city which connect various important structures and house many underground institutions, criminal and otherwise. There is a ruin of a sunken city filled with aquatic monsters. Farther off from the city, nearly a week’s travel by horse, is the great vein. This mega-mine has tapped into three separate old buried ruins that have attracted several adventurers and treasure hunters to explore the depths, which are now crawling with various monsters attracted by the heavy population or unearthed from the various dungeons. The mine is still active but is mostly a hub for adventurers and explorers. The Tunnels There are several interconnected tunnels beneath the city proper. Several of these tunnels are relics of prior to the chrysalis and house magic within their craft, but most were heavily renovated or even entirely newly fabricated by xorn paid in rare gems from the mines by the trade princes and other interested parties. The tunnels were intended to serve many functions since the rebuilding of the city from ruin, first as expansive underground vaults, then as a connecting line between people of power, and briefly as an emergency evacuation route for all denizens, but the last major restoration project to the tunnels was over a decade ago. Now it is mostly a hub for criminal activity and small connectors for the upper echelon of society like the trade princes. The Tunnels connect to the sunken city at certain points and those connections were sealed off, but have since weakened from disrepair, meaning the tunnels sometime have monsters in them, prompting the mercenary armies to block access to most of the tunnels. Or so they claim. While monsters do roam the tunnels from the breach, the primary reason the tunnels are sealed off is substantial bribes to the trade princes to keep the tunnels closed for discreet operations. There are certain section of the tunnels that are sealed off from the rest of the tunnels, forming semi-independent rooms. Good examples of these are the Futamaka Steak Shop and the Iron Vault of the Iron Guild beneath Agis’ Home. Most of the tunnels are connected in some way or another, however, and house these points of interest. The Thieves’ Guild Base: The Thieves’ Guild makes their hideout in the tunnels beneath the swath of city they control. It is built in a flooded section of the tunnels, making it difficult to traverse without a small boat, adding security to the base. The outskirts of the base are also littered with traps bearing the guild’s signature poison. Only members of the guild are permitted within their base, people they


280 do business with meet at a drop site somewhere outside of the base itself. The base has resources for the guild including an expert poisoner, expert forger, expert locksmith, and magical thieves tools on loan. The Syndicate Base: The Syndicate also make their home in the tunnels beneath the portion of city they control, but their base is very different from their thieves’ guild rivals. All meetings with perspective business partners occur here. The base is littered with petrified would be attackers and betrayers. It provides all the same resources as the Theives’ guild as well as a members only inn entirely within the tunnels. Futamaka’s Steak Shop: A noteworthy inclusion within the tunnels is an entirely closed off portion of the tunnels that houses a steak house ran by a warforged named Futamaka. He is known throughout the city as being able to cook the same perfect steak, every time. He also charges less than most steak houses and other places of genuine quality. As such, it is a rare place where the upper echelon and the street rats rub elbows. Each of the trade princes have visited the steak house, and Futamaka has pictures of himself with each of them, several other guild leaders, as well as several common folk. Some of these common folk are figures of unknown importance, like the leaders of the various criminal organizations, but several are also just average people. It is considered a great honor to be drawn with Futamaka, but his decision process is mostly random. The Breach: A large section of the tunnels with holes into the sunken city, where monsters from the city seep into the tunnels. Most monsters are relatively localized within the breach. The Breach currently consists of 3 50 foot large breaches into the tunnels, and 2 weak points that have not yet been broken through. The Central Tunnels: Within the City Central the tunnels beneath are mostly new and well maintained. These are used by the trade princes, guild leaders, and other wealthy individuals to move freely without any real threats or interruptions to their most important contacts. Some portion of the three guard forces are always posted within this section of the tunnels. The Iron Vault: A closed off section of the tunnels beneath the home of Agis, the leader of the Iron Guild. It is behind 30 feet of solid stone on all sides with pockets of poisonous, flammable natural gas placed throughout the walls. The vault always has at least 20 elite Iron Guards protecting the vault. Within the vault, which itself has three interconnected locks where failing to pick one will ruin the other two, thereby making the lock unpickable and unopenable, is all of the wealth of the Iron Guild, placed here since Midos become a trade prince in charge of the banks and the banks became politically motivated. The Sunken City A pre-chrysalis port now sunken beneath the waters off the coast of the Gilded City due to rising sea levels, combined with a natural cave system, forms the dungeon of the sunken city that connects to the Gilded City via its tunnels at the breach. The Sunken city is home to four distinct factions of monsters as well as three separate notable treasures. The sunken city is roughly a mile long and some of its "rooms" are completely flooded. Closer to the breach and occupying most of the sunken city proper is a clan of Sahaguin that harass smaller towns on the coast and fishing boats coming into


281 harbor. The sahaguin have three barons that rule jointly, occasionally clashing for power amongst themselves. Deeper into the cave sections of the "city" is a young black dragon named Skitherix, who has many kobolds defending his hoard. Throughout the dungeon are various cave creatures like ropers and umber hulks who form their own pseudo "faction" among the monsters of the dungeon. Lastly just off from the sunken city is the cursed ship, the Egaria. It sunk in a storm just leaving port, supposedly cursed by an ex-wizard's college graduate and artisan's guild member for shipping vital materials out of the city. It rests at the bottom of the ocean with a ton of refined platinum and a restless undead crew. These undead frequently quarrel with the other factions of monsters in the dungeon. The treasures within are Skitherix's hoard, the cargo of the cursed Egaria, and the treasures of the Sahaguin. In addition to hundreds of gold and even more in weapons, the sahaguin also have a trident of fish command and Peala's ecstasy they use to keep the clan motivated. The Great Vein The Great Vein is a massive platinum vein at the end of the Iron Road that has been being mined since before the founding of the Gilded City. It has also lead into several smaller veins of other precious materials. However, the most interesting things it has unearthed are the dungeons. The first dungeon, unearthed around the founding of the city, was an ancient buried city, housing diseases and undead. The second, unearthed around the time of the second war for the city, was simply an expansive cave system that housed many strange and aggressive cave creatures, as well as an isolated clan of aggressive drow. While both of these dungeons have been "cleared", some undead and cave creatures still appear within their depths, and older adventurers still left not insignificant amounts of treasure as "table scraps". Most recently, a year prior a third dungeon has been unearthed. It houses blind, psionic purple dragons as well as other underdark creatures. That portion of the mine has been evacuated until adventurers can clear it of monstrosities. Gilded City Quests Public Quest Board Bounties: The guilds Iron, Shipwright, Banker, and Spice among others, have jointly created a fund to incentivize the removal of dangerous monsters around our fair city. Each bounty is payable per head, the wanted beasts and rewards are as follows: Orcs: 5sp Sahaguin: 5sp Kobolds: 2sp Ankheg: 2gp Chimera: 10gp Troll: 12gp Umber Hulk: 15gp Wyvern: 10gp


282 Green Hag: 10gp Hydra: 20gp Dragon: 200gp The Bloodrock Orcs: The bloodrock orcs have become a problem for the roads near the city. A 300gp reward will be given to any who can clear the orcs out of bloodrock, on top of the bounties for their heads. The Iron Guard No More: The Thieves' Guild is the real guild in control of the ports, not the Shipwrights. The slop tops are basically ran by beggars. Even the "incorruptible" Iron Guard houses the heinous Syndicate that charges protection money to any good business inland. No More. I am just a humble blacksmith, but I have acquired funds in my years through my craft. I have no further need of them since the Syndicate took my family. I will give 10,000gp per criminal institution removed from this city. I will see its greatness restored to what it once was. Arnold Fellhammer Holy Relics: The Grand Cathedral has lost many holy relics from the time before the Chrysalis that were once housed here. We have reason to believe three such relics are in or near the golden coast. The cathedral will bestow its highest blessings upon those return any of these relics. Gold could be provided instead for non-believers. Peala's Ecstasy: Distilled joy created by the goddess of hedonism herself. It is rumored to have been found somewhere in the sunken city. Nicor's Tome: Nicor's Tome holds the plans and secrets of everything living and dead. Its magic was last detected within the city 3 years ago. Mechanus' Limb: We have reason to believe part of Mechanus' earthly body prior to his ascension to godhood rests in the bunker along the Iron Road. Okrin, Grand Cleric of the Cathedral The Great Revel: It is time once more to honor Peala's grace at the Great Revel. Bring your tribute to the Grand Cathedral on the first of winter and experience the grandest of all parties. Swallow, Cleric of Peala The Sunken Ship: Not far from the Sunken City is the ruins of the Egaria, the cursed ship. It is said the ship is still walked by it’s zombie crew, and so its many treasures are still laying at the bottom of the ocean off the coast of the harbor. That’s all hogwash if you ask me. I’ll commission an adventuring or treasure hunting party to regain the contents of the Egaria. I will supply them with materials to allow them to breath underwater without concern in exchange for 20% of the treasure found within the wreckage. The Harbormaster


283 Research Gone Awry: A student of Conjuration at the Wizard's College was conducting an experiment that went awry on the outskirts of the city. He left a censure somewhere along the iron road. I will pay 1000gp or two years tuition for the return of the censure to the college. It is our property. Traphadell the Wise The Colosseum: Claim gold and glory in the Colosseum in the city central. By proving your might you can make an average workman’s yearly salary in a few hours along with all of the accolades of celebrity from your many victories. If you have an inkling of might in you, test your mettle in the Colosseum! Garret Bronzebeard Never Forgotten: Since losing my own child nearly a year ago I have taken it upon myself to compile all of the missing persons cases in the city carelessly abandoned by the guard. If any well meaning traveler or investigator should find any of these missing people there will be rewards in gold and goodwill. See me for more information. Mathia Dream Research: I will pay 5gp a day to have volunteers sleep in the wizards’ college so I can study their dreams and uncover the many secrets of the plane of dreams Asriel The Gods Have Abandoned Us: The pretenders in their cathedral claim their false gods grant them powers. These magics are just as corrupted as that which plagues the immoral temple to greed and depravity known as the Wizards’ College. Any who can show these pretenders for what they are and prove their powers come not from their dead gods will receive 1000gp. Brother Pious Manhunters: The Order of Taraka is a devil worshipping assassins’ guild. This is not a fear mongering exaggeration, it is their raison d'etre. This evil organization is allowed to fester in our city because the guilds and even the trade princes themselves frequently make use of them. The only way to rid the city of their rot is to do so ourselves. My organization will pay 100gp for any emblem of Taraka and will work with and reward any information about the secretive guild. Aras, Leader of the Artisans’ Guild End Slavery: Slavery is a sin against every god, the dark and the light. It is a squandering of the gift of life. Bring any freed slaves to the sanctuary of the Church of Light, the guard cannot commit violence on this sacred land without provoking the Knights of Light and The Redeemed. Father Purity Keys to a Better World: The Wizards’ college is attempting to make a better world for the future by rediscovering the ancient art of permeant magic items. These studies require rare and valuable material components. While the college may not always pay at or above market value, you are


284 contributing to improving the future. These contributions also count toward tuition for perspective students. Any Rare Gemstone at market value, less refining fees as necessary. Ancient Honey 300gp, any magic item at determinable fair value, Traphadell The Wise The Knights of Light: The Knights of Light are a righteous group devoted to preserving proper morals within this great city. We have recently underwent an outreach mission to Port Dumoli which has left us in need of new recruits. The Knights provide room, board, arms, armor, and a gold a day to send back to your families. Sword of Light, Captain of the Knights of Light Close the Breach: The vast expanse of connective tunnels beneath the city has been closed off for the better part of a decade since the breach between it and the monstrosities that lay beneath the ocean has become unsealed yet again. The guard have deemed the tunnels too dangerous to reopen or risk closing the breach. The tunnels are a massive economic opportunity for fast transport and I will pay 1000gp and a magical crossbow to see the tunnels restored to livable conditions for monetization. Harold Orville Black Powder: The wizards’ college has been endeavoring for half a century to restore magic items to no avail, wasting millions of gold on their failures. I would only need a few thousand to fund my project that would forever advance weaponry technology with explosive black powder harnessed into smaller, handheld weapons. I’m so close I can feel it, I just need more funding. I cannot provide immediate reward, but I can promise my initial product for free to my investors. Simon Fellhammer Clerical Error: Ayo, Cleric of Stryx within the cathedral uses her powers for unlawfully evil acts. She has used magics to charm many innocents into her vile church and has even killed those who would oppose her with fires brought forth from evil itself. She is too politically powerful as one of the clerics of the cathedral for the guards to move in on her, even the Swords of Light are too timid to take her on. She needs to be brought to justice. I can offer my brother’s magical prayer beads to whoever can right this evil. Abel Abidemi Peaceful Protest: This is the third week of peaceful blockade against materials from the Iron and Spice guilds being shipped out of the city for greater profits before being offered to the starving and undersupplied locals of this fine city. The guilds have threatened, but have yet raised arms against their own people. They have instead raised prices. These embargos will not last, this shows they grow desperate. Remain resolute, and we will see prices within the city drop lower than they ever have, we will see reduced indentured sentences, and we will see positive change at last. Aras, Leader of the Artisans’ Guild


285 Famine and Death: With increased prices, there are families going hungry. The grand cathedral seeks to see no child starve and offer food for free in these trying times, as long as our reserves last. Those more well off, we ask for your donations in this trying time. Lives of our most vulnerable on the line. Arterius, Cleric of Realynn The Sunken City: Beneath the oceans of the port lay a city from the old age, teeming with old age magical arms and devices. It is also teeming with aquatic monstrosities. My idiot brother took some of his friends in there and hasn’t returned in weeks. He is no doubt dead, but my mother will pay 100gp to any who can return his body. He is a red headed gnome with a tattoo of an anchor on his right buttock. Susan Pipinpotlopicus The Statue's Relics: There are seven statues throughout the Golden Coast. On each, I'm told, is a riddle. I believe these riddle lead to the location of an ancient relic. I would pay 5,000gp to any who could gather all of the riddles together for me. Gilbert Mechanus Bunker: Along the Iron Road there is a slightly unearthed metal bunker. I believe this may be one of the bunkers mentioned in Mechanus' Tome. I would gladly bestow the favors of the grand cathedral upon any who could open the bunker and describe its contents. Ulrick, Cleric of Mechanus The Great Vein: The Iron miners have once again uncovered another buried ruin at the Great Vein. The Iron guild’s commissions will be paying double for monsters slain there until the main vein is once again safe for work. The Iron Guild Sister City: Far to the east is our recently discovered sister city, Opal. It developed independently of the Gilded City and houses many mysteries. Unfortunately, the roads to it are still under development, so safe travel is impossible. Still, as an anthropologist with the wizard's college a case study like Opal is too good to pass up. I would give 5 magical scrolls to any who could escort me safely to Opal. Rosalind The Metal Dragon: In the Jungle Island to the north the Wizard's College detected a magic anomaly and when the survivors returned from their investigation reported a strange looking metal dragon with fiery metal breath. I'm looking to form a crew to take down the metal dragon. All comers will get an equal portion of its sizable hoard. Jocelynn Gerand Political Opportunities


286 Foreign Mercenaries: The Wheatlands to the north of the Golden Coast are mostly untamed wildernesses. However, these wildernesses are dotted with barbaric roaming clans, some great in numbers. These men are uncouth and could be trouble, but would be the cheapest and easiest method of obtaining a new mercenary army to rival that of the trade princes. The Manor: My father’s manor could be utilized in a number of ways, but it is only large enough and we are only powerful enough to utilize it in one fashion. It could become a more fortified keep, attracting powerful soldiers, a tower to use magical resources to create new and powerful spells, a temple of a god to garner divine favor, or an establishment to generate funds. Whatever path, it will take no less than 1000gp to convert the manor into a more useful state. Midos’ History: The most recent trade prince Midos took control of the previously neutral bank and mint seven years ago. His past is shrouded in mystery and rumors, and if half of them are true his claim could be delegitimized, or at least it could be good blackmail material. Rhy’s Redemption: Rhys’ father started the last war to put the timber guilds in a subservient position to the shipwright’s guild. He then went on a years’ long redemption campaign to restore public opinion pinning all of the atrocities of the last war on his father who he killed. My father had reason to believe Rhys was far from guiltless in the war, if we could provide evidence of this it would turn public opinion dramatically against the Shipwright’s guild, leaving them more open to manipulation or attack. Agis’ Vault: Agis of the Iron Guild doesn’t trust the banks, especially with Midos in charge. He keeps his wealth in the Iron Vault in the tunnels beneath the city. Working with the criminal underbelly to rob this Iron Vault would ruin the iron guild, they would no longer be able to pay for their mercenary army, creating a power vacuum. The vault is no doubt heavily fortified however, it would be no easy task. The Blockade: The Artisan’s guild has blocked off the trade routes with sheer numbers of unarmed civilians for the past season. They demand “first dibs” on materials leaving the city at lower prices and the end of slavery. The only things really keeping the armies from ending this is public perception and the threat that Midos’ army will aid the protesters should violence break out, as Aras has claimed will happen. This situation, if played poorly, could lead to another war. Currently, prices are raised to compensate for losses and turn perception against the blockade with localized forced famine. The Grand Galas: All heavy political players attend the grand galas hosted by one of the trade princes at the end of every season. This requires a ticket purchased for 300gp a head, or an invitation. Enough friends in high places or public favor could net us an invitation. Once in the gala we’ll meet people who could position us in places of much greater power. Criminal Operations The Iron Vault: One of the key hits in the city is the Iron Vault of the Iron guild in the tunnels beneath the city. That area is currently controlled by the Thieves' Guild who would pay thousands of gold for a tunneling or explosives expert.


287 The Bank and Mint: Known as both "the big score" and "the uncrackable nut", the bank and mint has a minimum on hand of a million gold and molds to mint official coinage. The bank is presently controlled by the syndicate who won't let any thief not in their fold anywhere near it. Thieves' Tax: The thieves' guild charges 10% of any hit an initiated thief takes on their land. The Slop Toppers demand a "sizable portion" of hits on their turf be donated to the beggars, this portion is usually 5% or so. The Syndicate does not allow uninitiated thieves to operate in their turf. Assassinations: While most assassinations in the city go through the order of Taraka, many slip through the cracks and get to the regular criminal element of the city. These range from political figures to poor souls who just upset the wrong person. Most assassinations at this level are risky as they don't pay for the fine associated with murder in full, as such the assassin must be sure not to get caught. Never the less, there are always a few dozen hits ranging from 500-5000gp. High Profile Assassination: Most big assassinations are handed off to the order of Taraka, but one high profile assassination they have, for some reason, refused to take. Worth 25,000gp the assassination of Arnold Fellhammer, the man who put out a hit on the criminal organizations of the city. Needless to say, many have tried to claim this bounty, but Arnold is hold up inside a house filled with traps to keep intruders out. No one has breached it yet. Golden Coast Random Encounters Due to the regularly patrolled roads of the Golden Coast, random encounters work a bit differently. When traveling on the road, if a negative random encounter (10) is rolled, roll a d6. On a roll of 5-6, the encounter is avoided, nothing happens. 3-4 the encounter occurs but with 1d4 guards present to assist, on a 1-2, the encounter occurs as normal. Similarly, while traveling off road, positive random encounters are less likely. When a positive random encounter is rolled while the party is traveling off road, roll a d6. On a roll of 5-6, the encounter happens as normal. 3-4 the encounter can be seen on the road from the wilderness, requiring time to access, and on a 1-2, the encounter does not occur. Neutral random encounters are unaffected by roads.


288 D10 Positive Golden Coast Random Encounters 12 1 A traveling merchant, Yerran the tabaxi sells standard adventuring gear, a few used weapons, and 10% chance of an uncommon magic item, at 120% PHB price. 2 The party sees a caravan being accosted by orcs. They give the party 25gp for helping. 3 The party sees a roadside grave. The grave houses an uncommon magic item if they rob it. 4 The party is met by a group of Iron Guild guards that offers to escort them to their destination 5 The party runs into another adventuring group that offers to share stories and rations. The group has 1d4-1 uncommon magic items. On a 4 they have a rare. 6 The party sees a saddled rider less horse (1-50 draft, 51-75 riding, 76-100 war) roaming 7 Sparks of light flutter through the air and one formerly magic item the party possesses regains its magic. 8 The PCs find an oddly abandoned camp site, complete with 2 tents, firewood, and 5 rations. 9 A lone automaton searches for his purpose. 10 A Ki-Rin flies overhead and all members of the party receive inspiration. D10 Neutral Golden Coast Random Encounters 11 1 1d6 Orcs accost the party but are no match for their might. 2 The party sees a family traveling away from the city with what they can carry. They left due to increased food prices. 3 The party sees a camp of blockade protestors 4 The party sees a caravan accosted by a local threat (roll negative random encounter). The caravan offers 25gp reward should the party assist. 5 A group of minstrels shares stories with the party and writes a song about them 6 A ghost girl roams the area and wishes to play. She was killed by the plague and cannot pass on until her body is buried with her family in a nearby town. 7 A traveling merchant with 2 guards is selling slaves and prostitutes. 8 Several children from a nearby hamlet are playing tag in the area. 9 A small shrine to a random god is erected on the side of the road. 10 A criminal on the run runs past the party. D10 Negative Golden Coast Random Encounters 10 1 If the party has accrued any bounties, an assassin comes to collect. 2 A chimera stalks the party 3 1d2 shambling mounds ambush the party 4 1d2 wyverns accost the party 5 A coven of green hags attempts to trick the party into their lair 6 A troll accosts the party 7 A wildfire threatens to harm the PCs, caused by roaming fire elementals 8 1d2 rogue xorn accost the party for their gems 9 The party comes across the hydra 10 Skitherix, the black dragon hunts the area for treasures for its hoard.


289 Gilded City Random Encounters D30 Inner City Random Encounters 1 The party runs across a generic protest against slavery 2 The party passes an active robbery 3 The party sees someone mistreating a slave in the open 4 Someone attempts to pickpocket someone in the party 5 The party notices a high number of guards of different outfits as they travel 6 The party sees a human man kiss an elf girl, the elf girl turns into a tiefling man who laughs at him, or some other prank or mishap related to the Wizard's college 7 The party hears the faint music of the Wizard's college band, no matter where they are in the city. 8 The party sees a member of the order of Taraka carry out an assassination, the guards confront him, and he simply says "put it on my tab" a guard takes a note, then the guards disperse. 9 The party sees the guard making an arrest though the detainee is hysterically proclaiming their innocence 10 A group of Peregrines follow the party for some time before dispersing 11 The party sees an abnormal amount of beggars lining the streets 12 A member of the party is propositioned by a prostitute 13 A member of the region's criminal organization offers to sell drugs to a member of the party 14 A street side vendor is having a flash sale on potions. The potions are 1/2 PHB price and are real. 15 A street side vendor is having a flash sale on potions. The potions are 1/2 PHB price but are fake. 16 The party sees another adventuring group harassing a street side vendor. 17 The party notices a lifelike statue on the side of the road with fear in his petrified eyes 18 The party overhears a sermon from the Knights of Light 19 The party sees a picket line in front of a blacksmiths shop protesting the artisans' guild's blockade. 20 The party sees family in tears leaving the city with what they can carry due to increased food prices. 21 A magical street performance occurs on the street for tips. The tiefling man is trying to earn enough money to enroll himself in the wizard’s college. 22 An exhibition match from the colosseum is occurring in the streets. 23 An artisan is being assaulted by protestors on his way to/home from work. 24 A street side vendor is selling slaves and has a 50% chance of being protested by a small picket line. 25 A drunkard is being thrown out of a tavern or inn. 26 The party passes a beggar, apparently died of starvation, being scraped off the street by the guards. 27 The party crosses a strange shop selling advanced technologies they’ve never notices before 28 A strange old man is spouting philosophy on the street, and has drawn quite a crowd. 29 A guard is taking a distraught woman’s young child as payment for defaulting on debt. 30 A Ki-Rin flies over the city, the party gets inspiration and the city is awestricken.


290 The Wheatlands The Wheatlands have long been inhabited by farmers and quaint villages due to its superbly well irrigated and fertile farmland. It was used this way even after the fourth war of the gods until 500 years ago when a great flood destroyed many of the crops and forced barbarians from the perilous climb and the nearby jungles of Vega into the previously peaceful Wheatlands. They quickly destroyed the peaceful villas of old and the former residents of Wheatland either died or adapted, forming familial roaming barbaric bands of their own. The Wheatlands are vast, several times bigger than the Golden Coast or even Marvelum. In spite of this, villages that remain are very few and far between and the largest barbarian clan struggles to gain numbers over 2000. Below is a list of Wheatlands most prominent southern tribes, though they’ve many more. After that is a list of other oddities of these realms. Barbarian Clans The Horde: A large clan of predominantly orcs that was once much larger until several other clans schism from them after the death of their beloved leader. They revere Visiduous the god of war and seek conquest on the other clans. They are 2000 strong and their current leader is Grummish, the one-eyed orc. Named after an orcish interpretation of the god of war. Zhang Hai: the most organized and largest tribe of the wheatlands, the Zhang Hai are hobgoblins and goblins with Oriental flare to them. They have an honor-based society and prefer to enslave rival clans rather than kill them outright. They are 2000-3000 in number. The Mountain Talkers: Possibly the most powerful band in the wheatlands, though small in number they are large in size. Mostly hill and stone giants, they are purportedly lead by a fearsome cloud


291 giant. Liberal estimations of their numbers places them in the low 50s. They have a clear social hierarchy but are mostly just looking to survive. They revere Yena, goddess of growth The Great Family: Many familial bands formed after the great flood. When many such bands died out to the larger horde and Zhang Hai, several banded together for strength and intermingled bloodlines forming the great family. They are the least antagonistic of the larger bands, only attacking if provoked and welcoming of smaller bands into their fold. The have a council of elders rather than just one leader and revere Bes, goddess of family. They number in the low 500s The Pack: A group of werewolves and wererats that hide during the day and attack brutally at night. They accept other lycanthropes into their fold, but only lycanthropes. They number somewhere in the 200s and revere Grumbar, god of the hunt. The Dreamwalkers: A small but powerful clan of strictly Kalashtar warriors. They’ve a single cleric of the forgotten god of dreams, but she holds great power and all other clans fear her. They’ve the meager might of 62 but are not to be trifled with. The Sorcerous: A strange clan of those with magical inclinations that gain new members by seeking out and stealing children of magical inclinations from the other clans. Due to this and their more senior members devastating powers they are often talked about like a boogyman among the other clans. Their true intentions are unknown, and their numbers are presumed to be somewhere just below 100. Oddities Ruins: Scattered around Wheatlands are ruins of ancient cities, long forgotten dungeons, and castles of old. Some of these ruins are bases for clans or other entities, while others are all together abandoned. Many still house treasures 2000 years old. Dragons: The Wheatlands is known to be home to a host of dragons drawn to the temperate climate and the abandoned treasure filled underground facilities. Some of the older dragons here are things of myth and legend. The Temple of Pelianora: The Wheatlands were once believed to be blessed by the harvest goddess Pelianora, so a massive temple was constructed here in her honor. Many assumed it abandoned after the flood 500 years ago, but others insist there is still a devout clergy tending to the temple and its gardens. The Monastery: There are vast swaths of Wheatland that the tribes only visit for moments at a time. In one such area is a large monastery that trains monks in the way of the sun soul. It is ran by the Grand Master, a githzerai sage. The Fields of Chaos: While the Wheatlands are commonly thought to be Pelianora’s home on the material plane they also house the fields of Chaos, Chaos’ home on the material. Here there is bleed between the material and the dominion of Chaos on the plane of Man. Here random effects occur often and the plant life is stained a florescent vibrant pinkish purple color and the only life crazy enough to live here are cultists of Chaos herself.


292 The Necromancer: Controlling a small portion of the Wheatlands is a long necromancer who inhabits one of the larger towns of old and ensures no others encroach on his territory by using a small army of zombies and ghosts while he conducts his vile research. Very little is known about the necromancer himself. The Basalt Monoliths: Scattered about the Wheatlands are six basalt monoliths that seemingly serve no function. It is assume they hold or held some manner of religious significance but now they stand as a mystery to their function, if there were ever any such thing to begin with. The Sealed One: The strangest of Wheatland’s landmarks is a large creature resembling a vaguely humanoid fetus of mammoth proportions sealed within a strange purple crystal in a small crater that fills with water during heavy rains. The barbarian clans all avoid this area, though the sealed one has never shown any real signs of life. Yet. Relics of a Bygone Age: In addition to the strange basalt monoliths there are other structures of indiscernible purpose scattered about the Wheatlands, typically but not always independent of the ruins and with assumed religious significance, but with no certainty.


293 The Wheatlands Random Encounters D10 Positive Wheatlands Random Encounters 12 1 A traveling merchant, Yerran the tabaxi sells standard adventuring gear, a few used weapons, and 10% chance of an uncommon magic item, at 120% PHB price. 2 Another group of adventurers are investigating one of the Wheatlands other oddities such as the Basalt Monoliths. They have a single uncommon magic item. 3 The party has an (initially) friendly interaction with one of the great clans 4 The party encounters a friendly small clan of 1d20×3 members 5 The party encounters the bronze dragon Celix who offers them a quest to destroy the necromancer for great reward 6 Half buried in the soil the party finds a rusted, presently non-functioning warforged that can be repaired 7 The party encounters a lone bard who is trying the gather stories of the wheatlands and the world as a whole. He is level 12 and has three magical items. 8 The party finds the aftermath of a battle between a smaller clan and a dragon 9 The party comes across a small garden with 1d4 items from the grasslands foraging table 10 A Ki-Rin flies overhead and all members of the party receive inspiration. D10 Neutral Wheatlands Random Encounters 11 1 The party must make a DC 15 dexterity save or fall into a random dungeon from the old world 2 Strange multicolored shimmers surround the party momentarily 3 The party thinks they see one of the basalt monoliths in the distance, but as they approach it vanishes. 4 The party see a smaller clan or a scouting party of a larger clan being attacked by a dragon 5 The party notices another scrying sensor on them 6 The party find a strange unmapped totem that gives them a charm if touched 7 The party witnesses the bronze dragon Celix and the Red Dragon Terror battling in the skies 8 The party encounters another adventuring party intent on looting nearby dungeons 9 An enormous flock of birds fly from the south, as though frightened by something. 10 The party witness two giants debate the finer aspects of philosophy. D10 Negative Wheatlands Random Encounters 10 1 The party somehow accidentally stumble into the ever moving fields of chaos 2 1d8 undead from the necromancer’s city are stalking for spell components 3 An unfriendly encounter with one of the great clans 4 An unfriendly encounter with a smaller clan 5 There is a strange garden of lifelike stone statues of adventurers and barbarians. The lair of a basalisk. 6 A devil from the order of Taraka attacks the party 7 1d6 Cyclops attack the party 8 The party finds a strange unmarked totem that bestows a curse if touched 9 A hurricane blows into the wheatlands 10 The red dragon Terror descends upon the party


294 Chapter 5: The Cult of the Serpent King The cult of the Serpent King is a 5th edition D&D adventure intended for level 1 adventurers. The campaign consists of three components, an investigation in town, travel, and a final dungeon. There-in adventurers will find intrigue, exploration, combat, and moral dilemmas that will change their party forever. The Cult of the Serpent king can be played in any campaign setting or in most any time period of Marvelum. The ancient serpent god in this context is a spawn of the Lovecraftian horror Yig. The Town of Nathair The town of Nathair is a moderately sized town of 532 racially diverse inhabitants. It is an old, peaceful town, originally created as a tribute to an ancient long forgotten serpent god; traces of which can be found in the carvings and architecture in the older buildings of the town. The town is fully functional, with all the amenities of a typical town (blacksmith, library, inn, etc.). The civilization is fairly lenient in what it accepts and only the most egregious crimes (grand theft, murder, etc) warrant action from the small 27 man guard force, and rarely are they called to action. Nathair is fairly isolated, with no towns within a week’s travel near it. All in all it is a fairly peaceful, accepting town where those with a hard life would come to settle down. However, it is not without it’s problems. Recently, there has been a rash of kidnappings, one of a homeless woman, one of a blacksmith, one of a barber, and most notably and most recently, one of an innkeeper. This innkeeper, Halron Eyesore was a former adventurer and had acquired a fair stockpile of magical items in his time. While he, a simple human, is too old to search for his son himself at the age of 67, he is offering a fair selection from his hoard to who-so-ever can find and return his son to


295 him. There are several leads the party can follow involving this threat, including the four people who had their children kidnapped, the library, and a man named Ashnod Hjelmar. Each of these leads are detailed below, as a well as what to do in the possibility that the party ignores those leads as they wish. In truth, the town is plagued by a cult to a forgotten serpent god who resides beneath the town. Once every hundred years, sacrifices must be made to god to prevent his rising, and bringing terror to the earth. The number of sacrifices varies each time, and seems to only be increasing. Younger, humanoid offerings tend to appease more than older ones, and certainly more than animal ones. Originally, the town was created to appease these sacrifices, but over time the cult was driven out and regular, good folk moved in. Now the cult consists of but 20, trying to overcome the serpent king and prevent his rise unbeknownst to the good folk of the town. Halron Eyesore: The employer of the PCs, he will offer the suggestion that the party investigate the other people with missing children, and ask around town. He will also allow the party to investigate his son’s room, where he was presumably taken. The room is of little help as Halron has already ruined much of what could be valuable in his own investigation, however, a DC 20 investigation check will reveal evidence that, amid the chaos of Halron’s investigation, nothing is actually missing from the room, and there is still little to no determinable signs of struggle. This implies that this was not the work of orcs or goblins or any monstrous race. This was the work of a civilized beings, and was likely planned with intimate knowledge of Philip. Helga: Helga is an old woman, haggard and strung out. Many years ago, she was the town alchemist, and rumors of her drug use were prevalent even then (Helga’s usage is fairly determinable from looking at her, but a DC 10 investigation check on her will also reveal as such). Helga is more than happy to talk to the PCs, though, being a homeless beggar, may ask for a donation first. She will dote on the PCs her suspicion that her daughter was taken from her by goblins. She will show the PCs a map she took from the town cartographer showing the exact location of the goblin encampment, and swears she knows that’s where her daughter is. Of course, her claims seem illegitimate, either due to the (medicine check DC 10) blotches on her skin indicative of a life of agony abuse, or that she also claims the goblins stole her purse… last week. That being said, it is an easy lead for the players to follow if their investigative skills impede them from anything else. Drall Ironhammer: The dwarven blacksmith of the town. His son was the first to be taken and he spent an entire week looking for him on his own before returning to work and offering a 1000gp reward on his son’s body. If interrogated he will lie about in fact being the one who offered his son up for sacrifice. If he knows he’s been made he will continue to lie to save face but will gather a group, himself included, to attack the PCs on their way to wherever they so choose to go. The group will be in cult dress and will be the group from the opening room of the temple. If he is killed the guards may intervene or not. He keeps a journal in a hidden locked compartment in his desk upstairs that has


296 information on the true nature of the sacrifices, the identity of all of the cult members, and the location of the temple. Kupnik Barber: Kupnik in a halfling barber, one of 3 in the town, and the least well known. His daughter was taken from him nearly 3 months ago, and the most recent save for Harlon. He is a relatively repulsive figure, though town rumor would suggest he didn’t used to be until 10 years ago when his wife died. Since he married his oldest daughter, Matilda, age 13, and she was 4 months pregnant when she was taken, which only set him off further. He claims that he will soon marry his 6 year old daughter when she comes of age in 3 years. He is a drunk, and will slur his speech when the PCs investigate him. He’ll readily admit that he at first suspected Drall of kidnapping his Matilda as he had been spending time with her increasingly leading up to her abduction, but dropped his suspicion as Drall lost his own son first. What he doesn’t so readily admit is that he got soundly walloped by Drall for drunkenly accusing him before dropping his suspicion. His youngest daughter, Katlyn, is not normally seen in the public eye, and is a shy, repressed child. Should the PCs get a glimpse of her, she shows immediate signs of physical, mental, and sexual abuse. Corrin Blackbook: A moderate investigation check (DC 14) will reveal the the town’s past may have something to do with the kidnappings, and that the oldest building in the town is a library, with books dating as far back as the town’s creation. The books detailing the towns origins as a cult to a serpent god have pages expertly removed from them. If the librarian, Corrin Blackbook, a high elf wizard, is questioned about it, he will lie and tell the PCs that the books were like that when he arrived. In truth he was the one who altered the books to elude suspicion placed on the cult. He will think nothing of the party’s suspicions but keeps a black journal hidden within a bag a holding behind the librarian’s desk. It’s written in magical shorthand and enchant such that if anyone other than he attempts to read it without first dispelling its magic it will explode (5d6 fire damage) Ashnod Hjelmar: If the PCs roll well on investigation (DC 18) or chose to check the town’s history (DC 15) they will learn that these kidnappings are not a new development, but seem to occur once every 100 years. Of course, the only one willing to talk about the events of that far back is one wood elf man by the name of Ashnod. 100 years ago he had his child stolen from him. He resides in a small hut, ostracized outside of town. He will tell the PCs if asked that when his son was kidnapped people suspected a cult to the serpent king, the old serpent god whom founded the town. He investigated just enough to find that those affiliated with the cult had red marking on the head of the serpent carving in their houses, as all lived in older housing that would have such things. Just after that his wife was mysteriously killed. Not wanting to lose his remaining children he stopped pursuing, and with no one believing his accusations of the cult, the investigation ran cold. Other: While other leads are unlikely for the PCs to pursue, none of the other people in town know too terribly much about the kidnappings beyond what the PCs already know, though a few may


297 suggest the library and elves potentially even Ashnod. Of course, it’s possible they speak to one of the members of the cult, all of which are detailed in the members of the cult of the serpent king section. The Journey After gathering leads in town, the party will set off, most likely either in search of the serpent king’s temple or in pursuit of the goblin encampment. The goblin encampment is a day’s journey away from the town, and the temple is 2. On the first day the PCs will encounter a stone totem with a serpent at the bottom and several earth elementals on totems leading to the top, at which an unlit torch in places. The totem is enchanted and touching it will cause an alarm to sound to which 6 goblins will respond, and the goblin encampment should the PCs be going there, will be alerted to their presence. If the totem is untouched, the PCs continue as normal. Should the PCs be going to the goblin encampment they will find it as it is not well hidden. During the day there will be 1d6+1 less goblins than at night, but at night all of the goblins will be sleeping and unalert save for 2 on watch. There is a base of 12 goblins, potentially with more during the day. There is one goblin wizard with cloaks of the serpent king, he has a journal written in goblin that includes that his tribe and the “human snake cult” made an alliance and there is a group of goblins guarding the entrance to their base, an old temple. The book includes a poorly drawn map to the temple. Either during the second day journeying to the temple or on the way to the temple from the goblin encampment they will encounter a dwarf with a caravan including 2 half orc guards. He will offer the PCs some of his wears. He sells a variety of merchandise including several prostitutes he keeps as slaves. The girls are Ril, a 12 year old human, Hendrial, a 47 year old elf, Hon, a 15 year old halfling,


298 and Jaril, a male 16 year old tiefling. The cost for them and his other wares are listed below. He heavily implies he acquires his wares by pillaging dead adventurers, but this is a lie, and he is a simple swindler. Hon is unclean as a DC 14 medicine check will reveal, and would require a DC 16 con save to not succumb to the clap. Product Price Ril/hour 5gp Hendrial/hour 3gp Hon/hour 3gp Jaril/hour 2gp Potion of Healing (water, dyed red) 20gp Golden Ring (metal ring, tarnished) 5gp Heavy Crossbow (inferior craftsmanship. 10% chance of breaking per shot) 27gp The Temple of the Serpent King The entrance to the old temple is guarded by goblins, a group of 10 of them in a small encampment. Their leader, a cleric, will shout at approaches if not hidden “hail the serpent king” in goblin, and will allow the PCs to pass if they respond with “long may his earthen cloak prevail” in common, elven, or goblin. Otherwise a fight will break out and alert those in the entrance room. The large stone door entrance to the temple are engraved with similar carvings to the ones in the buildings in the town and


299 the totem pole. A serpent sigil must be held up to it for it to be opened by magical means, otherwise the door requires a DC 18 strength check to enter. Any journal from a cult member will reveal this information. None of the goblins at the entrance to the temple have journals. Entrance Room The small, 40ft by 20ft entrance room has 1 large 10ft by 10 ft table inside of it that it’s inhabitants (Nigel Thorston, Razriel Thorston, Father Elijah, and Drall Ironhammer) will be sat around playing cards if not alerted. Otherwise they will be set up with Drall and Razriel at the front and Father Elijah in the back with Nigel hidden behind him. They will fight the PCs either way. The room has three DC 16 perception check secret doors, one to the serpent’s pass, one to the tithing room, and one to the bomb room. There is another stone door, unlocked if the cult was not alerted, locked if they were, that leads to the grand hall. The Tithing Room From the secret door from the entrance room there is a small hallway leading to an equally small room with a large, white, fang-like protrusion from the stone floor. Around the protrusion are permanent blood stains. The intricate carvings that once adorned this room have all bur entirely faded however a keen eye (DC 15 perception) will reveal some writing in abyssal is still legible, it reads “Tithe your devotion of what’s inside you to replace it with that which should be”. Should any PC bleed onto the protrusion, a vial’s worth of the serpent venom that’s ever-present around the dungeon will secrete from the fang. Acquiring this into a vial is a difficult task without poisoning yourself, but using it for a weapon is easy enough to be done without training. Grand Hall The grand hall the once united nearly every room in the old temple has since fallen into shameful disrepair. The hall is littered with dust from fallen cielings, and halfway through the normally 10ft wide hall reduces to 5ft due to crumbled walls. At the end of the 80ft hallway is another collapsed ceiling, making the hall entirely impassable, it appears to have been caused by a large creature’s burrowing. Along the non-collapsed wall there are two doors, neither locked or trapped, that both lead to the meeting room. There are no traps in the hallway. Along the wall there are remnants of great hieroglyphic carvings. All that is currently decipherable is a carving of the town of Nathair with a giant snake slumbering beneath it, a carving of a sacrifice, and a carving of the snake erupting from the earth, destroying the town and everyone in it. The Bomb Room From the entrance room there is a 30ft long 5ft wide hallway with a pitfall trap located in the middle of it, DC 15 thieves tools and DC 16 perception/investigation. The pitfall trap falls 30ft and has spikes at the bottom for a total of 4d6 damage on a failed dexterity save (DC 15). The spikes are poisoned for an additional 4d6 poison damage on a failed constitution save (DC 13). Adjacent to the pitfall trap is a


300 secret door to the armory. At the end of the hallway is a moderate sized room with a large metal sphere with arcane etchings in the metal. Out of the corner of your eye you can almost see the metals and carvings shift and twitch, but when looking straight at it it is still as stone. There are also 4 suits of full plate armor in the room, one along each of the four walls. Each wall appears to have once had a carved mural in it, but the only one that remains mostly decipherable is the one immediately opposite the entrance to the room, it shows a giant snake consuming the orb. The wall prior appears to show some sort of activation ritual, and the one after may be showing devastation, but this is unclear. The suits of armor are in fact animated armors and will spring to life if the PCs interact in any way with the sphere, and will only stop if they are defeated or a serpentine talisman is raised. A DC 16 arcana check will reveal the sphere is actually a very large bomb, with a complex ritual to activate. A DC 20 arcana check is required to learn the ritual solely from the bomb. There is a book containing the activation ritual in the secret library. From the bomb room there is a secret door to the armory hallway, near the false exit. The Armory From the hallway to the bomb room is a secret door leading to another 5ft wide 25ft long hallway. Along the hallway are holes the will shoot poisoned darts if the pressure plate located at the entrance of the hall is triggered. The pressure plate is a DC 15 perception to spot and a DC 15 to disable. The poisoned darts have a +5 to ht and deal 1d4 piercing damage, and require a DC 13 constitution save or 4d6 additional poison damage. 20Ft down the left side of the hallway is an entrance to a small room. In this room is an armory, clearly there in case the cult is found and has to fight for its survival. Within the room are 2 suits of plate male, 3 suits of chainmail, 9 suits of leather armor, 1 suit of +1 leather armor, 10 light crossbows, 200 bolts, 1 longbow, 30 arrows, a magic greatsword, 10 torches, 100gp in a pouch, and 3 spellbooks. Additionally there is a chest locked by being wrapped in two heavy chains. The chest is a mimic. At the end of the 25ft hall there is a sharp right turn leading to a 40ft hall. The hall has a protrusion 20ft in that leads to a secret door to the secret library. Continuing down the hall the hall appears to be endless, and traveling more 40ft will trap the wanderers in an illusory hallway going in either direction forever. A DC 14 intelligence save is required to leave the hall, but is only prompted after a wanderer discovers there is something wrong. There is also another protrusion 30ft in that leads to hallway that is blocked off by a collapsed ceiling. It appears to have been collapsed by a large creature’s burrowing through it. The Secret Library From a secret door from the Armory is the entrance to a small room with a few dusty book shelves along the walls. The books are all forbidden tomes in the cult and include powerful spellbooks, books of lore about the more secretive aspects of the cult, and others. Books of extreme note should the player’s take the time to read them are a copy of the book of vile darkness which, while not magical, is still worth quite a bit in resale. Most of the spellbooks are relatively worthless to non-wizards,


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