A PLAYER’S GUIDE TO
™
BY MONTE COOK
A PLAYER’S GUIDE TO
By Monte Cook
A Player’s Guide to Ptolus
TABLE OF CONTENTS
Introduction The Look of Ptolus. . . . . . . . . . 11 The World (and Beyond) . . . . . . . . 18
Noble Houses. . . . . . . . . . . . . . 11 Outside the City Walls. . . . . . . 18
A Player’s Guide to Ptolus Organizations. . . . . . . . . . . . . . . . 12 Customs. . . . . . . . . . . . . . . . . . 18
Balacazar Crime Family . . . . . . 12 History . . . . . . . . . . . . . . . . . . . . 19
Welcome to the City . . . . . . . . . . . 4 Brotherhood of Two Emperors . . . . . . . . . . . . . 19
Campaign Feel. . . . . . . . . . . . . . . . 5 Redemption . . . . . . . . . . . . . . . 12 Life Under the Empire . . . . . . . 19
The City of Ptolus . . . . . . . . . . . . . 5 The Conciliators. . . . . . . . . . . . 12 The Empire Today . . . . . . . . . . 20
Rulers. . . . . . . . . . . . . . . . . . . . . 6 Delver’s Guild. . . . . . . . . . . . . . 12 Timeline. . . . . . . . . . . . . . . . . . 20
The Authorities and the Law . . . 6 Dreaming Apothecary. . . . . . . . 12 Creating a Character for a
The Forces of Light. . . . . . . . . . . 6 The Fallen. . . . . . . . . . . . . . . . . 12 Ptolus Campaign . . . . . . . . . . . . . 22
The Dark Side. . . . . . . . . . . . . . . 6 Fate Weavers . . . . . . . . . . . . . . 12 Common Species. . . . . . . . . . . . 22
The People of Ptolus. . . . . . . . . . 6 The Forsaken . . . . . . . . . . . . . . 12 Minor Species. . . . . . . . . . . . . . 23
Districts of the City . . . . . . . . . . 7 Healers of Sacred Heat. . . . . . . 13 Other NPC Species. . . . . . . . . . 23
The Docks. . . . . . . . . . . . . . . . 7 Inverted Pyramid . . . . . . . . . . . 13 Names . . . . . . . . . . . . . . . . . . . . . 24
Guildsman District . . . . . . . . . 8 Keepers of the Veil. . . . . . . . . . 13 Character Background. . . . . . . . . 24
Midtown. . . . . . . . . . . . . . . . . 8 Killraven Crime League . . . . . . 13 Character Classes. . . . . . . . . . . . . 24
The Necropolis. . . . . . . . . . . . 9 Knights of the Golden 5e Character Classes. . . . . . . . . 24
Nobles’ Quarter . . . . . . . . . . . 9 Cross. . . . . . . . . . . . . . . . . . . . . 13 Cypher System Character Types. . 26
North Market. . . . . . . . . . . . . 9 Knights of the Pale. . . . . . . . . . 13 Magic . . . . . . . . . . . . . . . . . . . . . 26
Oldtown. . . . . . . . . . . . . . . . . 9 Longfingers Guild. . . . . . . . . . . 13 Spells. . . . . . . . . . . . . . . . . . . . . 26
Rivergate District . . . . . . . . . 10 The Malkuth. . . . . . . . . . . . . . . 13 Blessed Children. . . . . . . . . . . . 26
South Market . . . . . . . . . . . . 10 Order of the Fist. . . . . . . . . . . . 13 The Wintersouled. . . . . . . . . . . 26
Temple District. . . . . . . . . . . 10 Pale Dogs. . . . . . . . . . . . . . . . . 14 Equipment . . . . . . . . . . . . . . . . . . 26
The Warrens. . . . . . . . . . . . . 10 The Shuul. . . . . . . . . . . . . . . . . 14 Firearms and Technology. . . . . . . 27
The Undercity Market. . . . . . 10 The Sorn. . . . . . . . . . . . . . . . . . 14
Sisterhood of Silence. . . . . . . . . 14 City Map
The Vai. . . . . . . . . . . . . . . . . . . 14
Viridian Lords . . . . . . . . . . . . . 14 Districts of Ptolus. . . . . . . . . . 16–17
Religion . . . . . . . . . . . . . . . . . . . . 14
The Church of Lothian. . . . . . . 14 Character Sheets
Important Individuals in Ptolus. . . 15
People From History. . . . . . . . . 18 5e Version . . . . . . . . . . . . . . . . . . 28
Cypher System Version. . . . . . . . . 31
2
Introduction
INTRODUCTION
Ptolus is meant to be fantasy role-playing in microcosm. It embodies all that is fundamental to the genre, but it does so
in the space of a single city. That means there are dungeons to explore as well as townsfolk to interact with.
There are strange magical mysteries to discover, demons to fight, and even dragons. Ptolus is truly
a city of adventure—player characters don’t have to leave it to embark on amazing adventures.
P tolus is the union of some aspects of real-world medieval Europe (as real as is fun) CREDITS
with the rules and flavor of your favorite game system. When I wrote in the Third
Edition Dungeon Master’s Guide that merchants might hire wizards to use detect Writing Monte Cook
thoughts and see invisibility to deter crime, and that bars might post signs forbidding
detection spells so the patrons can relax, I was thinking of Ptolus. Additional Design Bruce R. Cordell
and Sean K. Reynolds
Ptolus is fantasy gaming with the volume turned all the way up. Magic, monsters,
dungeons to explore with swords drawn—this setting thrives on such things. Creative Director Monte Cook
Managing Editors Shanna Germain
I loved it when one day a player of mine said, “I polymorph myself into a troll and run out and Teri Litorco
into the street after the thief.” Editor and Proofreader Ray Vallese
Art Director Bear Weiter
Another player said, “Dude, you can’t go out there like that!”
And the first player replied, “Don’t worry about it! This is Ptolus—they see this stuff all Cover Art and Logo Todd Lockwood
the time.”
I knew then that the first player really got Ptolus. Cartography Ed Bourelle
We’d talk about how a City Watch patrol that found an entire city street blocked by a
web spell wouldn’t be mystified but instead annoyed—the guards knew from experience Artists Toren “MacBin” Atkinson,
what a pain it was to hack through the stuff. (The risk of fire is too great to burn the Kev Crossley, Talon Dunning, Jason
webbing.) In the end, unless it was a busy or important street, the Watch most likely would Engle, The Forge Studios (Maciej
just let the spell’s duration run out. Zagórski and Pawel Dobosz),
The people of Ptolus have seen this kind of magic all their lives. That doesn’t cheapen Michele Giorgi, Michael Komarck,
it or render spells humdrum—magic was never so common as to make Ptolus feel like a Brian LeBlanc, Eric Lofgren, Raph
modern setting with magic in place of technology. The players just learned to understand Herrera Lomotan, Howard Lyon,
that the folk of Ptolus lived in a world where the rules of the game governed their lives. Even Michael Phillippi, Alan Pollack,
if fewer than one in a hundred people were spellcasters, by the time Ptolus natives grew to rk post, Peter Schlough, J.D. Sparks,
adulthood, they’d have seen spells cast, monsters summoned, and so on. Matt Stawicki, Arne Swekel, Sam
Player characters, having spent their lives in Ptolus—or at least in the same world as this Wood, Kieran Yanner
city—certainly know a fair bit about the place. Whether you are a player or a GM, this
player’s guide is where you start getting to know Ptolus and the world of which it is a part. Original Editor Sue Weinlein
The guide is pulled straight from the pages of Ptolus: Monte Cook’s City By the Spire to give
you a quick overview of what the city has to offer. Of course, it doesn’t go into any of the Original Graphic Design Lisa Chido
secrets of the setting; those are for the GM to reveal as time goes on. and Brian Rassmussen
All the material in this guide represents common knowledge available to city residents or
visitors to Ptolus. Every player should have a copy of this guide to learn about the place and Midtown Partisan Erik Mona
get a good feel for the setting. This player’s guide is required reading for a player creating
a character for a Ptolus Campaign. GMs should read it, too, as it summarizes much of the Ptolus Residents Michele Carter,
general information about the setting. Everything in the full Ptolus: City by the Spire book Andy Collins, Sue Weinlein, Bruce
builds from the information found in this guide. After reading it all at the beginning, players R. Cordell, Jesse Decker, Erik
will want to refer to this material throughout the campaign as well. Mona, Christopher Perkins, Sean K.
To delve deeper into Ptolus, visit ptolusRPG.com. Reynolds, and Keith Strohm
In the meantime, welcome to Ptolus!
Visitors to the City Steven “Stan!”
Brown, Jeff Quick, Keri Reynolds,
Charles Ryan, Ed Stark, and
James Wyatt
Heroes of Ancient Praemal
Michele Carter, Bruce R. Cordell,
Christopher Perkins, John Rateliff,
Teresa Reid, and Sean K. Reynolds
3
A Player’s Guide to Ptolus
A PLAYER’S GUIDE TO PTOLUS
A city of mysteries, secrets, and dark histories, Ptolus lies forever in the shadow of a towering stone spire reaching impossibly
high into the sky, itself an enigma and a reminder of evil long past. In Ptolus, the supernatural is expected and treachery lies
around every corner—or is it that the supernatural lies around every corner and treachery is expected? Either way, the city of
Ptolus abounds with danger, magic, intrigue, and above all, adventure.
FROM MY CAMPAIGN TO YOURS T his guide is designed to introduce you as realm cleave off like icy shards from a melting
a player to the fundamentals of Ptolus, so glacier. This decaying society looks upon previous
In my original Ptolus Campaign, the that you can create and run a character centuries and sees grander, more civilized, and
characters started out not as Ptolus with plenty of knowledge about the world. The certainly better days. Progress seems on the
natives, but as a group of unrelated city is rich enough in detail that it’s difficult to decline—skills and lore that people possessed just
absorb it all at once, so keep this information a few hundred years ago are lost now.
people waiting in line to gain handy as a reference while you play in a Ptolus
entrance through the city gates. Campaign—and be prepared to discover that the But this is not a time to lose hope altogether.
information you learn in these pages is only the This civilization, older than our own real-world
very briefest overview. cultures, is more sophisticated than our own in
some ways, but less so in others. A myriad of
WELCOME TO THE CITY species and peoples have come and gone, creating
an intricate (and sometimes confusing) amalgam.
You are a native of a port city called Ptolus, or Good struggles against evil, and law against
you have recently arrived there. Native or not, chaos. But the shadows only threaten the light—
you know a few things about this city—it is not they do not yet consume it.
without a reputation, to say the least. To call
Ptolus a dynamic place with a strange and varied Not so long ago, the first men and women who
identity is to understate the situation greatly. Only would one day be called “delvers” returned from
now are explorers truly discovering how ancient exploring the catacombs below the city of Ptolus
the city really is and unearthing details of its laden with gold and magical treasures. Today,
varied history. Ptolus is where that strange breed hundreds of new would-be delvers pour into
that calls itself “adventurers” congregates. It’s a the city each month, hoping to strike it rich like
place where people are as concerned with what others before them. Most never crawl up from
lies below the ground as they are with what’s the realms below, but adventurers keep arriving
above. This is like no place else in the world. with dreams of gold and fame. Those who do
emerge back into the light bring with them tales
Ptolus lies in the world of Praemal within the of surprisingly vast reaches of natural caverns and
bounds of a very old Empire unsure of whether ancient hewn passages, perhaps dating back to
or not it has toppled. Three different emperors the dark days when this area lay in the thrall of
claim the throne, and portions of the once-great the terrible Skull-King, Ghul, and the region was
4
A Player’s Guide to Ptolus
pocked with winding warrens and subterranean this city did not involve building a fantasy world “Some place needs to be the worst
chambers created by his dark armies. They also first, then adapting the rules to make it work. place in the world. Why not here?”
tell of the horrors that dwell outside the life-giving Just the opposite, really. As a setting, Ptolus has
reaches of the sun: unknown monsters and been under the influence of RPG rules for a long, ~Brusselt Airmol, well-known
devious demon-minded things with a cunning long time. The things that make fantasy gaming rogue adventurer
unknown to human-, elf-, or dwarfkind. In the unique—the prevalence of magic (including the
city, entire industries have evolved quickly to specific spells we all know), the ever-increasing Some Ptolus adventures may
service the needs of these adventurers. In the power of individuals, and the creatures common include mature topics and themes.
shadow of an unnaturally tall, ancient spire with in the genre—have shaped the reality of Ptolus. For information on RPG safety
a very dark past, a whole new form of economics, And because I used this setting as a playtest and consent read the free
politics, and social structure struggles to be born. backdrop as I worked on the design of the Third Consent in Gaming PDF at
Edition Core Rules, Ptolus influenced the d20 myMCG.info/consent
Creatures and individuals (good, evil, and System rules as well. This is a setting steeped in
otherwise) that normally remain in the shadows are game history and significance. Ptolus was created to be, first
drawn to this large gathering of adventurers and and foremost, a place where
magic. The needs of the delvers prompt renewed That doesn’t mean Ptolus contains nothing characters could have interesting
devotion to magic, science, and religion. As the new, however. As the city developed, new and exciting adventures. It’s
Empire of Tarsis dies, Ptolus—for years a backwater material grew out of the process. The firearms, designed to accommodate
town on the edge of civilization—is quickly becoming creatures, spells, species, and foreboding both urban- and dungeon-style
the center of something much larger than itself. atmosphere all came very naturally. adventures. The city’s background
Omens and prophecies of children born with strange provides a foundation for political
birthmarks surface in the city with increasing The Ptolus Campaign is a fantasy that some intrigues, monster-bashing
frequency. No one yet knows exactly what, but would label “dark,” although it’s as much about adventures, treasure-hunts,
something is happening in Ptolus. Something new stirs rising up out of the darkness as living within it. and even adventures involving
in the city . . . and that something is very, very old. It is clearly an urban fantasy, for the campaign demons, angels, and other
takes place entirely within or beneath the city of interdimensional creatures.
CAMPAIGN FEEL Ptolus—a place with a vast history of dark secrets
waiting to be discovered.
Ptolus is an urban campaign setting. However, it
is also one that deals with dungeon delving and THE CITY OF PTOLUS
subterranean exploration. In your own Ptolus
Campaign, you can probably expect about a Ptolus is a major city of about seventy-five
fifty-fifty split between dungeon adventures and thousand people. It is located in the land of
urban adventures. The latter involve a surprising Palastan near a large bay on the southern end of
array of organizations and of individuals that live the Whitewind Sea. The place was established to
in this less-than-typical fantasy city. serve as the port for an important fortress built
at the time of the Empire’s foundation, a citadel
As a setting, Ptolus should prove a somewhat called Dalenguard. More significantly, however,
realistic interpretation of a place in which it lies in the shadow of an impossibly tall (almost
dungeon explorers really do plumb the depths 3000 feet) and thin pinnacle of rock known
of a gigantic underground labyrinth filled simply as the Spire. The Spire and its surroundings
with treasure, monsters, and traps. As much seethe with mysterious legends and rumors. These
as possible, many standard tropes of fantasy tales tell of ancient battles waged and cities erected
adventures, including “dungeons,” are presented on the site, of demons and dark lords, of forgotten
in a fashion that makes sense. kings and mighty wizards. Many such stories might
be at least somewhat true, for recent developments
While late medieval culture provides one have revealed vast complexes beneath the city.
building block of the setting, it’s not the focus
that you might think it to be. The game’s rules are Of late, Ptolus has become a city of
that focus. So, while Ptolus is based strongly in adventurers. Treasure-seekers flock there to
historical reality, many notions from real-world explore and plunder the labyrinthine structures
history that often hold true in other campaigns beneath the streets, which they call the
(most adults don’t believe in monsters, everyone’s “Dungeon.” If the stories are correct, these
bewildered by magic, you never see lizard men catacombs include:
walking down the street) are not present here.
Instead, Ptolus is a campaign where the common • The sewers of the city
tropes of fantasy gaming and all that they imply • Vast stretches of subterranean passages and
hold sway. That means “monsters” are common.
Wizards are everywhere. Lots of people walk chambers created by Ghul and his minions
around in plate armor. Humans strolling down the (see Timeline, page 20)
street rub shoulders with elves, dwarves, halflings, • The remains of an even older city
gnomes, half-orcs, and even stranger beings. • An abandoned underground dwarven
settlement called Dwarvenhearth
In a way, this campaign is “fantasy gaming • Levels that plunge incredibly deep below the
with the volume turned all the way up.” Creating present urban area
5
A Player’s Guide to Ptolus
For more on House Vladaam, Ptolus lies in a cool, rainy coastal region with Lothian or the Shuul (see page 14). Of course,
Sadar, Khatru, and the other harsh winters. It serves as an important port on those groups would never break any laws, so
the Bay of Ptolus off the Whitewind Sea and there’s surely nothing to worry about. . . .
noble houses of Ptolus, see belongs to the Empire of Tarsis, although a
page 11. growing faction in the city feels that Ptolus should THE FORCES OF LIGHT
declare itself independent.
The Commissar of Ptolus, Igor Aside from the law-enforcing authorities, both
Urnst, is a war veteran and a RULERS official and self-appointed, Ptolus benefits from
military man. Even though Ptolus the presence of various forces of munificence.
has not been threatened with The city is ostensibly ruled by a council, at whose Orders of knighthood like the Keepers of the
attack in centuries, he has a very head is the Commissar, a representative of the Veil, Order of the Dawn, and Knights of the Pale
defensive-minded approach to Empire of Tarsis. The other main council members uphold such concepts as benevolence and nobility.
running the city. However, at the are Kirian Ylestos, the Prince of the Church, and There are even angelic beings in Ptolus—more than
same time, he is wise enough the Mother Superior of the Sisterhood of Silence anyplace else in the world—from half-celestials to
to know that the residents of (see below). Other City Council members (with true angels. Many of these beings congregate in
Ptolus are not soldiers and that less influence) include guildmasters, the heads of a place called the Pale Tower and call themselves
sometimes he needs to give them the noble houses, and a few wealthy merchants. the Malkuth. Paladins and clerics of good deities
what they want to make them People of the town often refer to this body as the like Lothian, Gaen, and Navashtrom help Ptolus
happy. This understanding makes “Council of Coin,” because money is a powerful stand against the darkness as well.
him both efficient and fair, and he and influential force among its members.
And in Ptolus, the dark is deep.
is extremely well liked. Guildmaster Delver Sorum Dandubal, also a
council member, is quickly becoming another THE DARK SIDE
The City Watch approaches force to reckon with—almost a fourth main
any given situation with an member—but the three forces controlling the Like every city, Ptolus has a dark side. Here,
appropriate response. To handle a council dislike and oppose him. criminal lords command veritable armies of
bunch of rowdy drunks, the Watch rogues and assassins, and war amongst each other
captain sends some low-ranking Truth be told, the real ruler of the city is the as well as against the law. These criminals deal
guards. However, to deal with a Commissar, Igor Urnst. The City Watch operates in extortion, smuggling, gambling, usury, and
rampaging monster or a group of under his direct command from Dalenguard, prostitution. Chief among these criminals are
unruly adventurers, the captain a historic fortress that still stands in Oldtown. Menon Balacazar, leader of the oldest criminal
sends well-equipped fighters Urnst’s group of advisors in charge of the city’s syndicate in the city, and the newcomer Kevris
supported by multiple spellcasters. defense and protection is called the Twelve Killraven. They are bitter enemies. Depraved
Commanders. These include Lord Dorant Khatru assassins called the Vai hunt victims for money
of House Khatru, Aoska (a half-celestial), and and to fulfill their own bloodlust.
other local luminaries.
But worse things lurk in Ptolus than simply
THE AUTHORITIES AND THE LAW criminals. Dwelling among the crypts of the
city’s graveyard are the death-loving Forsaken,
To police the streets, the Commissar of the city so called because the rest of society finds them
commands a force of more than eight hundred so abhorrent. Worse still, chaos cultists—in
troops and City Watch guards, including a few league with terrible inhuman things—plot the
dozen elite individuals (captains, mages, clerics, city’s downfall and, in fact, the annihilation of
etc.). While the constables in many of the Empire’s the entire world to sate their lust for destruction.
cities are considered glorified street-sweepers with Lastly, and strangest of all, Ptolus is home to
little competence or desire to actually enforce actual demons from the lower realms. Some are
the law, this is not true of the experienced and merely demon-blooded tieflings, but others are
well-equipped guards of Ptolus, particularly those full-blooded fiends that call themselves the Fallen.
known as the Commissar’s Men. These beings dwell alongside the Forsaken in a
place called the Dark Reliquary.
Nevertheless, this well-trained and well-paid
force has its hands full maintaining order in the THE PEOPLE OF PTOLUS
city. Helping to enforce the law is a special order
of monks called the Sisterhood of Silence. These Ptolus is primarily a trade city, serving not only
nonspeaking female monks patrol the streets and as a major port but also as a link between the
apprehend criminals, even though they are not— northwest and the central portions of the Empire
strictly speaking—sanctioned to do so officially. A of Tarsis. About two-thirds of the population is
male eunuch always accompanies a small unit of human, with the remaining third being (from most
the Sisters of Silence to speak on their behalf. populous to least): Shoal elves, Stonelost dwarves,
halflings, litorians, Grailwarden dwarves, gnomes,
However, neither the city guard nor the half-elves, centaurs (aram), orcs and half-orcs,
Sisterhood of Silence is willing to go down into and others—lizardfolk (assarai), ogres, and far
the Dungeon and fight monsters. Nor are they stranger things. (Some of those species might
likely to help against well-known and influential sound unfamiliar. Read on.)
noble families such as House Vladaam or House
Sadar, or powerful groups like the Church of
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A Player’s Guide to Ptolus
DISTRICTS OF THE CITY two districts is not steep, so the slope of this Crimes in Ptolus
bridge seems far less noticeable than that of the While obvious offenses such as
Ptolus lies between the Spire and the sea. The other. murder and theft are illegal in
highest portion of the city, the Nobles’ Quarter, Ptolus, so are compulsion spells
is built on the base of the Spire. From there, THE DOCKS cast upon citizens (locals frown
the level of the city drops down a sharp cliff to Far below the level of the city’s streets, the Docks on charming shopkeepers to
Oldtown, and then down again into Midtown. rest at the bottom of the city’s eastern cliffs on a get a better price) and spells of
The final cliffs at the edge of Ptolus drop into the narrow strip of land. The wooden buildings here mass destruction cast within
bay, with the only area of dry land at the bottom sit slightly askew from one another, because the the city proper (no fireballs or
of those cliffs occupied by the city’s docks. entire small district is built upon slowly sinking disintegration spells). In particular,
Well-worn paths connect the various elevations sand. Even the streets are sand. A dozen or more the authorities hate spells that
and help make Ptolus very defensible (although ships moor in the deep waters here at any given bring more undead to the city.
the city has never been attacked). time. This is a particularly rough area of the city, They also prosecute people severely
thanks to the influx of sailors and its isolation for doing anything that spreads
The King’s River flows through the city, spilling from the other districts. A single winding road disease. These and other crimes
into an eroded chasm in the northwest corner and provides access up a steep incline to the city can be reported at a district’s
flowing down to the Bay of Ptolus near the docks. proper. Watchhouse.
The bottom of the chasm, called the King’s River
Gorge, is eighty feet below the level of the ground The Docks area is full of warehouses, See the map on pages 16–17 for a
on the north side, but more than two hundred feet shipyards, hostels, and taverns, all catering to good look at the city’s layout.
below on the south side. The south side still holds sailors and merchants. Isolated from the rest
the old city walls and fortifications. A bridge of the city by the cliffs, sometimes it seems as
built atop two massive pillars, themselves erected though the Docks area has had to become its
atop natural rock columns, stretches across the own little community. Many Ptolus residents live
King’s River Gorge at a steep angle, leading into their whole lives without going there—but, of
the area of the city known as Oldtown. Another course, they probably haven’t been to the Nobles’
bridge stretches across the chasm to join Oldtown Quarter, either.
with the Rivergate District. Although Oldtown is
higher, the difference in elevation between these
7
A Player’s Guide to Ptolus
Buying Magic GUILDSMAN DISTRICT MIDTOWN
Ptolus teems with guilds. Every type of artisan, As the central area of the city, Midtown is both a
People looking for magic items smith, or other professional belongs to a guild of commercial and a residential hub. It is also where
could do worse than come to similarly trained and employed individuals. These one finds many local entertainment offerings, in
guilds enjoy a strong voice in the City Council. the form of pubs and taverns as well as theaters,
Delver’s Square in Midtown. In This district in the south end of the city holds dance halls, gambling dens, and more. Visitors
the square, one can find Myraeth’s many tanneries, smithies, foundries, textile houses, looking for a place to stay usually find themselves
grain mills, paper mills, brickmakers, bookmakers, directed here, as most of the temporary lodgings
Oddities, a shop that buys magic woodworkers, and other production facilities, in the city are found in Midtown.
items of all kinds and resells them. as well as warehouses, granaries, coalhouses,
stockyards, and similar storage sites. Midtown is home to both Tavern Row and
This is a good place to acquire Delver’s Square, where many employers seeking
miscellaneous items, as well as Not surprisingly, this district has a distinct odor. to hire adventuring parties can post their
potions, rings, wands, and scrolls. Unless one works here, a local rarely finds announcements. It also has a few shops and
However, Myraeth doesn’t sell a reason to visit, although this district sports a plenty of residential areas, such as Emerald Hill,
few taverns and other businesses catering to the where most elves choose to live, and Narred, a
weapons or armor—for those working class. The Guildsman District’s rough centaur neighborhood.
items, try Rastor’s or the Bull and reputation prevents most people from frequenting
Bear, also in Delver’s Square. Like the area at night. Those who live there often join Besides the Delver’s Square shops that
a guild for protection. adventurers frequent (Rastor’s Weapons, the
Myraeth’s, they may have used Just a few of the guilds in this district include: Bull and Bear Armory, Ebbert’s Outfitters, and
magical equipment to sell. Just a Drapers’ Guild, Goldsmiths’ Guild, Herbalists’ Myraeth’s Oddities), those in the know also
few buildings down is Danbury’s, Guild, Ironworkers’ Guild, Masons’ Guild, appreciate Saches clothiers on Yeoman Street and,
a tavern in which one can find a Silversmiths’ Guild, Tanners’ Guild, of course, the Row Bathhouse. Potions and Elixirs
Weapon-smiths’ Guild, and Woodworkers’ Guild. offers a large stock of potions for sale.
representative of the Dreaming The Sages’ Guild, Shipwrights’ Guild, a warriors’
Apothecary, an organization that guild (called the Order of Iron Might), and a few The most popular adventurer hangout is the
makes new magic items (see page others are headquartered elsewhere in the city. Ghostly Minstrel tavern and inn in Delver’s
12). Across the street you can also Square. Many folks seem leery of both the Onyx
visit St. Gustav’s Chapel, a great Spider (on Tavern Row) and the Black Swan
(which is mainly for dwarves). Danbury’s, also in
place to obtain healing potions Delver’s Square, caters to spellcasters.
and holy items.
DELVER’S SQUARE
(Runihan Square)
Rastor’s Weapons The Ghostly Minstrel
Danbury’s Bull and Bear Armory
Watchhouse
Ebbert’s Outfitters Potter’s St. Gustav’s Chapel
Myraeth’s Oddities
8
A Player’s Guide to Ptolus
THE NECROPOLIS has it that the guards employ sorcerers to patrol Ptolus Architecture
A city several centuries old tends to have a large the area invisibly, using spells to keep an eye out Visitors to Ptolus will discover a
graveyard, and Ptolus is no exception. The vast not only for traditional thieves, but for magically melange of architectural styles.
Necropolis in the city’s northeastern corner sits aided ones as well. They watch for invisible Many of the buildings—especially
on a few rolling hills, now completely covered robbers, overt use of charm or compulsion magic, official Imperial structures—
with mausoleums, crypts, and graves. The entire and similar tricks. represent traditional Prustan
Necropolis is surrounded by a wall, with guards designs from the east: imported
posted at each of its four gates. These guards’ If you’re looking for tasty baked goods, try marble facades, tall columns, and
primary duty is to warn people not to stay in the Tavoh’s Bakery; a good clothier, try Endle’s grand entrances. On the other
Necropolis after nightfall and to watch for grave Finery; for a fair weapon shop, go to Mitoren’s hand, local Palastani influences
robbers. Most people know that undead roam the Blades, although Rastor’s Weapons in Delver’s are visible on nearly every street.
Necropolis, but various churches and holy orders, Square (in Midtown) is probably better for Characteristics include much
such as the Keepers of the Veil, do their best to traditional arms. A small firearms emporium simpler and more practical
contain the menace. called the Smoke Shop opened recently as well. designs, use of local stone and
wood, and insulating siding
NOBLES’ QUARTER OLDTOWN materials.
Ptolus has no shortage of wealth or wealthy Ptolus was founded three centuries ago as a
people. Technically outside the city’s walls, the small community surrounding a fortress called Of course, the predominant style
Nobles’ Quarter, with its row upon row of manors Dalenguard. The fortress’s original purpose was changes from district to district,
and estates, climbs the city’s western cliffs abutting to keep the area clear of evil creatures drawn by and even from block to block
the Spire itself. Travelers can enter the area only the power of Jabel Shammar, the citadel at the within the same area. But overall,
via a single avenue up from Oldtown that runs top of the Spire. It also sought to watch over Oldtown and the Nobles’ Quarter
through the fortress of Dalenguard before reaching Goth Gulgamel, the fortress halfway up the Spire appear heavily Prustan, while
the Nobles’ Quarter. The heights where this built by Ghul, the Half God. Dalenguard was the markets, Rivergate, and the
district now sits were easily defensible in the city’s constructed more than seven hundred years ago, Guildsman District are generally
younger days; originally, all Ptolus residents could just after the defeat of Ghul, to serve as a symbol Palastani in style. Midtown is
gather here in times of emergency, secure behind of the union of elves, dwarves, and humans in a good example of a blend of
Dalenguard’s stout gates. However, as time passed that war. styles, plus some more exotic
and the city grew, members of the elite class architecture of elven, gnomish,
claimed these enviable heights for their residences, Over time, the community grew into an and halfling design.
leaving the less wealthy to expand into the lower important port, and the need for Dalenguard as a
quarters. wilderness bastion waned. Today the old fortress This structure shows a blending
is still used by the Imperial-appointed ruler of the of Prustan style (soaring facade,
The largest estates in this section of town city, the Commissar, and the area surrounding it tall windows, prominent entry)
belong to the ten noble families that have held on the city’s near west side is known as Oldtown. with Palastani influences (local
power in the area—to one degree or another—for It sits atop a ridge higher than most of the rest of brickwork, economical design).
centuries. In addition to the homes of the wealthy Ptolus, but still lower than the Nobles’ Quarter.
and the services that cater to them, this district
houses the Holy Palace, where the Prince of the The stone and marble buildings of Oldtown
Church lives; lately he is joined by his father, the reflect a grander, earlier age. Graceful columns,
Emperor of the Church, visiting from his eastern majestic entrances, tall stone towers, and
capital. The Nobles’ Quarter holds the Crown buildings of three or even four stories are
Theater opera house, the Imperial Academy of common sights here. Yet all bear the signs of
Music, fabulous eating establishments, a floating age and wear. Today many of these buildings
apartment building, and other luxuries and sites house the bureaucracy the Empire forces upon
of interest. the city. Still others are museums or homes for
the wealthy (those not quite wealthy enough to
NORTH MARKET live in the Nobles’ Quarter). There are wonderful
When one enters the city from the north, one theaters, auditoriums, and even a grand Arena in
is greeted with the sights and smells of a busy this large district of the city. The Arena provides
marketplace. Well-worn cobblestone streets are a spot for tournaments, fairs, and sporting games
packed with vendors occupying wooden booths, of all sorts. Nearby, the Inverted Pyramid mages’
pushing carts, or simply hawking wares they tote guild sponsors a magical ball sport simply called
in massive baskets on their backs. Fresh foods of “the Mage Game,” held in an indoor coliseum in
all kinds—fish and shellfish from the sea, fruit Oldtown.
from the orchards to the north, and breads and
pastries from the city being favorites—are available This is where citizens go to get licenses, like
in any quantity. Other goods are for sale in small those needed to carry a firearm. The City Courts
shops, tents, or from the backs of wagons. The are located here, and as are the City Council’s
City Watch patrols this busy area to keep thieves meeting chambers. Both the Delver’s Guild
and pickpockets from running rampant. Rumor Library and Maproom (but not the guild’s main
office) and the City Library are here. Oldtown has
a fair number of parks, monuments, and other
touches of class and beauty.
9
A Player’s Guide to Ptolus
Imperial Identif ication RIVERGATE DISTRICT bar, Taggert’s, which is also a temple to Ollom,
Papers and Citizenship Strictly a residential area, the Rivergate District god of the keg.
is as close to a “middle class” neighborhood
The Empire of Tarsis requires all as Ptolus gets. It is located on a rise of land, THE WARRENS
citizens and noncitizens to carry surrounded by cliffs on all sides except the The Warrens in the eastern part of town is a
identification papers. Display of northeast, where a steep slope mostly free of terrible slum sick with poverty and crime.
these papers, which the Empire buildings and covered in trees rolls down to the Rumors say that the City Watch won’t go down
issues to all residents, is required North Market and the main North Gate. Each into the Warrens. The streets here have no names,
for purchases over 100 gold pieces. of its residential cul-de-sacs—called “burrows” and most of the buildings aren’t marked—the
by those who live here—boasts its own unique place is not friendly to outsiders. Some visitors
Guards and other officials also architectural identity. may have experienced a little theft or crime in the
can demand to see one’s papers city, but it’s nothing compared to what goes on
at any time. Identification papers SOUTH MARKET in this district. Some place the headquarters of
include a person’s name, species, To locals, the North Market is simply “the the Vai within the Warrens. Others whisper of a
place of birth, current residence, Market,” while this area is the “South Market.” crime lord named Jirraith and his gang of young
occupation, and a general physical Unlike its counterpart, the South Market is not an thieves called the Pale Dogs who really run the
open-air marketplace. It has fewer vendors dealing place.
description. Forgeries are fairly out of carts and more established shops and
common. places of business. Goods usually cost more in THE UNDERCITY MARKET
the South Market, but a buyer is far more likely
Almost all humans within the to find trustworthy and reliable salespeople here. Although not actually a district of Ptolus, the
Empire automatically become This is also where one finds the city’s commodities Undercity Market, accessed by a wide staircase
markets and the headquarters of large merchant in the middle of Delver’s Square, is the place to
citizens at birth. This is also organizations, such as the Rogue Moon Trading go for most adventuring gear (although Ebbert’s
true of most dwarves and many Company. As in the North Market, many of those Outfitters in Delver’s Square is a handy one-stop
who work here also live here; the district has shop with good prices). Looking for potions?
elves. It is more difficult, but substantial residential sections. Try Urnst, Alchemist. For scrolls, try the gnome
not impossible, for members of wizard Neridoc Bittersong, who runs a booth in
other species to gain citizenship The South Market is newer than the North the market under the sign “Arcane Scribe.”
status; they are not automatically Market and has more artisans and industry
citizens. Citizens enjoy legal rights than its counterpart. You’re more likely to get Also located here is the Delver’s Guild, an
that noncitizens do not, as well as something made to order in the South Market, association that provides assistance in the form
greater protection under the law. as the store selling leather goods, for example, of maps, reference material, and equipment
is probably also a leatherworker’s shop (such to explorers of the ancient dwarven city,
as Donnel’s, a friendly dealer in leather goods). Dwarvenhearth, and other areas below the streets
Nonstandard species or those with special of Ptolus.
physical needs when it comes to clothing should
check out Maran’s Odd Sizes. Navaen’s Bowcraft Nearby are entrances into the sewers as well
is a fine place to buy bows or arrows, and those as tunnels leading into “the Dungeon,” as
looking for a real treat should stop by Ramoro’s adventurers call it. The Chamber of Longing is a
Bakery. nearby landmark that features a strange statue of
a huge hand and serves as an occasional meeting
TEMPLE DISTRICT place for adventurers, because everyone knows
Although the worship of Lothian, the official where it is. One can access the profoundly
Imperial deity, is the dominant religion of the city, mysterious and magical Mirror Maze from the
Ptolus’s cosmopolitan residents revere hundreds of market as well.
other gods as well.
The presence of the Delver’s Guild makes the
Temples, churches, shrines, and small Undercity Market a center of employment relating
monasteries fill this district in the north central to Dungeon exploration. Those looking to hire
part of town, with the Street of a Million Gods adventurers frequently post bills in the guild’s
(a bit of an exaggeration) running through it all. meeting hall (much like the post in Delver’s
Even the Blessed Bridge across the King’s River Square). A number of market establishments hire
here has small shrines built upon and into it. out scouts, guides, porters, and guards, as well
as skilled labor to pick locks, cast spells, and
The district stretches east and west from the perform other necessary services.
Street of a Million Gods. Notable sights include
St. Valien’s Cathedral for worshippers of Lothian As the city grows, more people have begun
and the Priory of Introspection, where the to live in and around the Undercity Market
Sisterhood of Silence is based. Although clerics and throughout the underground levels. This is
are the most common representatives of the many particularly true of species not always welcome
gods, a number of temples support monks and elsewhere—minotaurs, lizardfolk, orcs, and so on.
paladins as well. The Temple District has a single
10
A Player’s Guide to Ptolus
House Abanar is unique among
the ten noble houses in that it
allows wealthy citizens to buy their
way into House membership. A
minor noble title costs 10,000 gold
pieces. The other houses look upon
this practice with disdain.
THE LOOK OF PTOLUS took over. (That’s where the King’s River gains its The folk of Ptolus love to gossip
name.) The noble houses are as follows: with each other about the nobles
Ptolus looks a little like a Germanic city from the and their activities and intrigues,
late medieval period. The buildings usually have Abanar: A mercantile house, Abanar is very and to read about the latest
stone first stories with wooden upper stories. The wealthy but not well regarded. Dered Abanar is high-society affairs in the various
main exception is Oldtown, where many buildings the very old head of the house. There is much broadsheets available about town.
are more classical in design, with impressive, controversy now among his many children as to For example, there is speculation
Roman-style facades and marble columns. who will take control when the elder Abanar is that Peliope Erthuo has taken up
gone. with some mysterious new love
It rains more often than not in Ptolus—at interest and that the half-mad
least, that’s the way it seems. Winters are cold, Dallimothan: Often called “House Dragon,” members of House Vladaam
grey, and wet, but summers are dry and mild. the members of this house dress in dragonscale scheme to destroy House Nagel
Occasionally, a cold, razorlike wind comes off armor, use dragon regalia, and are said to even once and for all.
the Bay of Ptolus, but usually it’s quite calm. truck with dragonkind. House Dallimothan, led
The smell of sea salt fills the air, when it’s not by Kirstol Dallimothan, remains a powerful and After painting this portrait of
overpowered by the stronger odors of such places wealthy force in the city. the Vladaam family (see next
as the leatherworking shops, slaughterhouses, and page), local artist Tulian Kremps
breweries of the Guildsman District. Erthuo: Scholars and gentlefolk, House Erthuo disappeared mysteriously, leaving
normally avoids confrontation and rarely gets behind a notebook filled with
One always feels the presence of magic in involved in squabbles between other houses. A indecipherable ravings.
Ptolus. A spellcaster flies over the city, a minor family of elves and half-elves belong to this house,
demon scurries down an alleyway bearing a headed by Peliope Erthuo, a half-elf.
message, or some adventurer walks down the
street followed by their manticore companion. Kath: A wealthy house, Kath is known for its
talented, glamorous, and attractive family. Devina
The touch of the technology that built the Kath is the head of the house, which patronizes
Empire of Tarsis is found here as well, although the arts.
its influence wanes with each year as fewer people
rely on its comforts or remember its secrets. Still, Khatru: Famous for its military leadership
aeroships, some with steam-powered engines, and martial prowess, House Khatru is made up
fly overhead from time to time. The City Watch of arrogant boors and self-righteous warriors.
employs firearms, and local defenses include Dorant Khatru is the current master of the house.
cannons watching over the harbor and within
Dalenguard. Leaflets printed on presses with Nagel: This old, charitable, and altruistic house
movable type distribute news and information. In has recently fallen on hard times. Fransin Nagel is
a few places, steam-powered pumps help clean out mistress of this rather minor house. She and her
the sewers, while in others clockwork machines family are the enemies of House Sadar.
power heavy doors that protect wealthy estates.
Rau: Foes of House Khatru, the Rau have a
NOBLE HOUSES reputation as rogues, pirates, and scalawags. The
house has a fair number of spellcasters as well.
Ptolus has ten noble families, all of whom enjoy The head of the house is Verrana Rau.
special status by ancestral right. Although the
Empire does not officially recognize their titles, Sadar: Known for its long line of mages, this
Ptolus is far enough removed from the heart of house—which some call the House of Shadows—
the Empire that local traditions and beliefs still is quite powerful. Its leader, Lord Renn Sadar, has
grant the noble houses hereditary seats on the a strong association with the Inverted Pyramid
city’s ruling council. Plus, most of them are quite arcanists’ guild and shadow magic. They are
wealthy, and with affluence comes influence. The enemies of House Nagel.
noble houses were once the seats of real power
in the area, serving a dynasty of kings that ruled Shever: Known for its skill with machines,
the entire region of Palastan before the Empire House Shever made a great deal of gold long
ago, but until recently was fading in influence.
Now with strong ties to the Shuul organization
of technophiles, the house is on the rise again.
Thollos Shever is the head of the house.
11
A Player’s Guide to Ptolus
Menon Balacazar is one of the Vladaam: An evil house, and very ancient, waystations, are stocked with food and simple
most feared men in Ptolus—not House Vladaam seems to have lost much of supplies. High-ranking members gain retrieval
for his personal power, but because its power and influence in recent times. Iristul insurance, which guarantees that, if they should
Vladaam is the current master of the house, die while exploring, guild members will retrieve
of the might of his criminal although he has not actually been seen in the their bodies and have them raised if possible
organization. city for years. Most people whisper that demonic (retrieval and raising paid for out of a special
blood runs through the family’s veins. guild account funded by the insured).
Adventurers weary of dealing with
the “What do we do with the ORGANIZATIONS The guild’s membership hovers around eight
hundred. In addition, there are said to exist at
prisoners?” situation can simply Ptolus teems with various factions that all have least four hundred delvers not affiliated with the
take their monstrous captives to their own agendas and secret goals. In brief, these guild. At any given time, about one-fifth of this
the Brotherhood of Redemption. include (but are not limited to) the following total (about two hundred fifty people) is exploring
Not only will the Brothers attempt groups. the Dungeon.
to “rehabilitate” the captives, BALACAZAR CRIME FAMILY It is estimated that for every ten delvers who
but they will pay a reward, too. go down each week, one does not come back.
Probably the most powerful crime family in the About one hundred new adventurers come to
Urlenius the ogre-mage was city, the Balacazars are certainly the oldest. Menon Ptolus and some twenty-five are raised from the
brought in by a group of delvers Balacazar is the aging head of the organization, dead every week. Since the Delver’s Guild began
with his son, Malkeen, serving as his second in keeping records three years ago, approximately
years ago and now is a command. Other siblings include at least two eight thousand adventurers have died permanently
well-respected priest of daughters. Arkhall Vaugn, an infamous wizard, while exploring the Dungeon. Another two
works with the family. hundred thirty have permanently retired, either in
Navashtrom. the city or elsewhere.
The family funds a number of criminal
People of Ptolus do not bring up endeavors, gaining profit from theft, extortion, DREAMING APOTHECARY
the Fallen or the Forsaken in polite smuggling, illegal gambling, assassination, and
trade in slaves, drugs, and evil magic items. The Dreaming Apothecary may be more legend
conversation. Most think of them than fact. Those in the know claim that a secretive
like a nearby hive of wasps, hoping BROTHERHOOD OF REDEMPTION group of spellcasters crafts magic items for
people, making transactions with them magically
that if they don’t disturb these An order of monks who believe that no evil is in their dreams. Darker rumors accuse these
undesirables, the dangerous groups irredeemable, the Brotherhood of Redemption powerful mages of keeping others in the city from
seeks to give any evil creature a chance to repent. making magic items for profit by coercion, backed
won’t threaten them. Certain Its members do not believe in “inherent evil.” up by their formidable magical might. Potential
stalwart orders, such as the Specializing in rehabilitation, they operate in the customers can reach the group at Danbury’s in
Dungeon out of the Fortress of the Redeemed but Delver’s Square.
Keepers of the Veil and the Knights maintain a surface headquarters in the Guildsman
of the Pale, believe otherwise. District. They make it known that they willingly THE FALLEN
accept any prisoners who are not of the major
species—in fact, they’ll pay a small bounty for evil The Fallen are fiends also known as the “young
creatures with a modicum of intelligence. demons,” though few people care to dwell long
on the question of who the “old” demons might
THE CONCILIATORS be. The Fallen live in the Dark Reliquary of the
Necropolis with their allies, the Forsaken, and
The Church of Lothian runs an organization called follow the leadership of two demons whose names
the Conciliators, which consists of inquisitors are only whispered: Raguel and Lilith.
dedicated to converting infidels, destroying a
power called chaositech (which resembles both Most people wish the Fallen were not in Ptolus
magic and technology), and stamping out evil. The but, for demons who dwell within the city’s walls,
group is headquartered in the Temple District. they actually cause surprisingly little trouble. Few
speak of them, but when they do, they often claim
DELVER’S GUILD these demons are either waiting for something or
quietly looking for something.
For the last five years, the Delver’s Guild has
grown in influence, becoming both popular to join FATE WEAVERS
and wealthy. The Delver’s Guild offers its members
information about job opportunities and events The Fate Weavers are a small group of prophets
pertaining to the exploration of regions below and seers who claim the ability to tell people’s
Ptolus. The guild also maintains the city’s most fortunes. Locals consider the group a front for
extensive collection of maps of the underground prostitution.
realm and an impressive library for research.
THE FORSAKEN
Members receive passwords that allow them
to access secret chambers within the underground Those who value death and undeath more
regions. These secret chambers, called than life are called the Forsaken. Necrophiles,
12
A Player’s Guide to Ptolus
necrophages, and necrophiliacs, these disgusting strive to eradicate the curse of the undead from the It’s fairly well accepted that Kevris
people worship dark gods and consort openly world forever. Their co-leaders are Sir Beck Von Killraven is not a member of one
with undead and the Fallen. They base their Tibbitz and a Lothianite priestess named Phadian of the major species. But as to
activities in the Necropolis. Gess. what she really is, opinions vary
widely. Folks presume her to be
The Forsaken are the sworn foes of the valiant KILLRAVEN CRIME LEAGUE perhaps a medusa, a particularly
Keepers of the Veil. A smaller subgroup within intelligent harpy, or even a
their ranks called the Licheloved carry out the will Kevris Killraven arrived in the city only recently, female giant.
of dark death gods in ways that—it’s said—even but in that short time this mysterious woman
the other Forsaken find difficult to stomach. has created the second most powerful criminal Characters thinking about joining
Another subgroup, the Torrens, are specifically organization in Ptolus. The league deals in the Longfingers Guild first must
anti-Lothianite. extortion, prostitution, and illegal drugs. A find the guild headquarters.
number of nonhumans work for Killraven— This task involves either a lot of
Some of the Forsaken are living people who troglodytes, ogres, and many other creatures. exploration below the city or a
consort with the undead, while others are actually good deal of networking above.
undead themselves. They particularly revere ancient Although early on Killraven was rumored to Obviously, most members of the
undead called the Wintersouled, who reportedly have ties with the Shuul technophiles and the Sorn guild are rogues and thieves, but
built the Dark Reliquary. If any of the Wintersouled mages, most now dismiss such tales as nonsense. not all of them are.
still exist, no one in the city knows about it.
KNIGHTS OF THE GOLDEN CROSS
HEALERS OF THE SACRED HEAT
An ancient order, the Knights of the Golden
Healers, physickers, and surgeons who use a Cross has remained alive through the extreme
magical process involving heat to heal wounds, devotion of its members and their descendants.
the Healers of the Sacred Heat base themselves in They oppose evil in all its forms, although they
the Temple District and offer inexpensive healing. have a particular hatred for the wicked House
It’s said to be painful, however. Theirs is not a Vladaam. They also revere the mysterious Elder
place known to appeal to adventurers (who look Gods and serve as a focal point for the pantheon’s
for instantaneous and painless healing and have reintroduction into society. The knights have a
the gold to pay for it), but rather to locals for citadel in Oldtown. Their leader is an elf named
treating various chronic ailments. Kaira Swanwing.
INVERTED PYRAMID KNIGHTS OF THE PALE
The Inverted Pyramid is a mysterious and The Knights of the Pale are a small order
ancient guild of arcanists. Their membership roll dedicated to combating supernatural threats,
remains shrouded in mystery, but it most likely particularly demons and spellcasters. Although
includes the most powerful mages in Ptolus— not an official organization of the Church
and probably the world. For years they have of Lothian, they focus on the veneration of
wielded considerable influence in the city. Their Lothianite saints. Their leader, Dierna
headquarters is said to lie somewhere hidden from Hillerchaun, bases the order out of her home, a
normal sight by powerful spells. manor in Oldtown called the Bladechapel. The
knights work with the Keepers of the Veil and the
In days past, the Inverted Pyramid was a great angelic Malkuth.
foe of the Church of Lothian. When the Edict of
Deviltry was issued centuries ago proclaiming all LONGFINGERS GUILD
arcane spellcasting to be an evil act, a number of
mages gathered to form a secret society dedicated This thieves’ guild has enjoyed a long tradition in
to preserving themselves and their lore. Within the the city, but many say its day has passed in light
Inverted Pyramid, the members of this guild meet, of the growing power of other, broader criminal
store their valuable books and supplies, organizations. Its headquarters is said to lie deep
and craft magic items and other creations. The below the city.
Inverted Pyramid concerns itself with preserving
magical lore and all things arcane from those it THE MALKUTH
believes would eradicate such knowledge.
The Malkuth are a mysterious group of celestials
KEEPERS OF THE VEIL and half-celestials who live in the Pale Tower in
Oldtown. Little about them is known, as they
The Keepers of the Veil is an order of holy keep to themselves and rarely come out of their
knights dedicated to the destruction of undead, impressive abode.
specifically free-willed spirits that should have
remained on their own side of the great veil of ORDER OF THE FIST
death. Occasionally they ally with a smaller group
called the Knights of the Pale. Calling themselves the Order of the Fist, a small
band of monks and warriors believes in action:
The Keepers of the Veil possess a fortress, the setting a goal and doing whatever it takes to
Siege Tower, on the edge of the Necropolis. They achieve it. Although members may differ in their
13
A Player’s Guide to Ptolus
“The Viridian Lords were keeping particular goals—even in their outlooks on the learned a way to fuse themselves with plants to
the peace in this region long before world—they all agree on the importance of going grant themselves greater power and a stronger
for what you want in life. Their leader is Wynn affinity for nature and the land.
the Empire arrived, and we’ll be Rabinall, a male human.
doing so long after the Empire RELIGION
dies.” PALE DOGS
~Rechel Pattemon, In Ptolus, there is one religion and there are many.
Viridian Lord A gang of young thieves based in the Warrens, While the Church of Lothian remains the official
the Pale Dogs paint their fingernails black and religion of the Empire, tied closely to every aspect
Most people in the city are often wear double rings. They follow a mysterious of Imperial government, many other far smaller
Lothianites, and most Lothianites figure named Jirraith and may have connections and less popular religions exist as well. These
to the Balacazars or the Vai. faiths worship gods like Ahaar, Lord of the Air, a
attend religious services every minor elemental sky god; the Fifty-Three Gods of
Theoday. This means that the THE SHUUL Chance, deities of chaos and randomness; Gaen,
Goddess of Light, a popular benevolent deity;
various churches in Ptolus Once a simple organization created to uphold the and the orderly Teun, Mother of All Machines,
hold services all day long to concept of order, the Shuul has grown over the goddess of technology. And these are just
accommodate all the faithful. years into a powerful force attempting to restore examples. Your GM can provide you with a full
Many of the “devout” attend the prominence of technological devices such as list, or you can work to create your own with the
services because, if they don’t, firearms, clockwork devices, and steam technology GM’s help.
their employer may make them in the city. Despite a predilection for machines, the
work on Theoday—piety means Shuul do not reject magic, as one might expect. THE CHURCH OF LOTHIAN
getting a day off from work. Instead they embrace it and see the union of magic
and machine as the ultimate accomplishment. Lothian was a mortal who lived about fifteen
hundred years ago. He ascended to godhood
Most members of the organization are humans based on his own good works and strength of
and dwarves, particularly Grailwarden dwarves. spirit. Lothian today is the god of justice and
purity. His followers usually take one aspect or
The Shuul maintain close ties with the Temple the other (justice or purity), focusing on either
of Teun, the Mother of All Machines, as well as Lothian’s lawful or his good qualities. In his
with House Shever. lawful aspect, Lothian is the Lawgiver. In his
good aspect, he is called the Daykeeper. In either
SISTERHOOD OF SILENCE case, he remains a staunch foe of cruelty and
destruction and harbors a particular hatred of
Founded in Ptolus more than two hundred undead. He promotes peace, harmony, and safety.
years ago, an all-female order calling itself His symbol is an ankh crucifix.
the Sisterhood of Silence established itself as
a major force for law and defense. While the The Church of Lothian is the most powerful
order has since spread to other cities, the Priory religion in the Empire, and thus in Ptolus. So
of Introspection in Ptolus remains the central closely tied are the Empire and the Church of
headquarters of the entire Sisterhood. Lothian that the head of the religion’s hierarchy is
known as the Emperor of the Church. Alongside
As their name suggests, the Sisters of Silence do the traditional secular Emperor of Tarsis, he rules
not speak. Instead, they employ a cadre of devout over all Imperial lands and citizens. The Emperor
eunuchs to speak for them. Among themselves, they of the Church normally lives in the far-off capital
use a complex set of signs, postures, and expressions city of Tarsis but of late has been in Ptolus staying
to convey vast amounts of information quickly. with his son, the Prince of the Church.
THE SORN When it initially spread its influence across the
growing Empire, the Church was far less tolerant
Rumors say this quasi-legal spellcaster of divergent beliefs and even of arcane magic
organization maintains a close association with than it is today. The Church of Lothian released
the Shuul. Others say its real backing comes from the Edict of Deviltry centuries ago, proclaiming
Kevris Killraven. Its members favor the use of all arcane spellcasting to be an evil act. (The
technology and mechanical devices to supplement more enlightened modern Church rescinded
their magic. the Edict.) In Ptolus, many different chapels
throughout the city are devoted to Lothian. The
THE VAI Church maintains its headquarters in St. Valien’s
Cathedral in the Temple District.
The Vai is a wicked assassins’ guild in Ptolus.
Each member takes an oath to kill an intelligent A knighthood called the Order of the Dawn
creature every day. They are tied to almost every serves the Church of Lothian as elite defenders
evil organization in the city in some way. of the faith. While low-ranking members are
warriors and fighters, the higher ranks include
VIRIDIAN LORDS paladins and a few martial clerics.
The men and woman calling themselves Viridian
Lords are powerful, twisted rangers who haunt
the wilderness of Palastan. These rangers have
14
A Player’s Guide to Ptolus
In general, the Church of Lothian seeks to Menon Balacazar. Crime lord who also deals Sheva Callister is a well-known
convert the heathen and protect and nurture in necromancy and black magic, the trade of adventurer in Ptolus. She is
the faithful. Far more than typical organized forbidden items, demonic slaves, etc. retired, however, and has sold
religions, the Church of Lothian remains involved most of her equipment. She still
in day-to-day government administration and Myraeth Tuneweaver. Elf who owns Myraeth’s frequents places like Delver’s
the making (and sometimes enforcing) of laws. Oddities in Delver’s Square. Sells odd trinkets, Square and the Undercity Market,
Lothian’s priests serve as judges and officials in adventuring souvenirs, and minor magic stuff though, and she still carries her
the government of the Empire. recovered from the Dungeon. infamous magical greatsword.
His clerics normally wear white and blue, Peliope Erthuo. Head of House Erthuo. Daersidian Ringsire is a friend of
although on high holy days they wear golden Phadian Gess. A cleric of Lothian and one of Sheva’s and a fellow adventurer.
garments. the leaders of the Keepers of the Veil. He is never seen without his
Rastor. Litorian who operates a weapon shop adventuring partner, the halfling
IMPORTANT INDIVIDUALS in Delver’s Square. rogue Brusselt Airmol (see page 5).
IN PTOLUS Renn Sadar. Head of House Sadar. These two have made names
Savane. Leader of the Shuul. for themselves with such diverse
As a player in a Ptolus Campaign, you may find Sorum Dandubal. Guildmaster Delver and adventures as stopping an entire
that your character has occasion to meet some of council member. tribe of hill giants from raiding
these important citizens. Steron Vsool. Human champion of Gaen. His small communities outside of
heart glows so brightly that you can see it within Ptolus, and infiltrating the manor
Aoska. One of the Commissar’s Twelve his chest. of House Sadar looking for an
Commanders. A Malkuth woman with a unicorn Tagel Unergart. Paladin of the Church of artifact called the box of shadows.
horn growing out of her head. Lothian and head of the Order of the Dawn.
Tarin Ursalatao. Male human bard, uncanny Shibata is a well-known minotaur
Beck Von Tibbitz. Paladin and one of the in his charm. priest of Niveral, god of secrets.
leaders of the Keepers of the Veil. Thollos Shever. Head of House Shever.
Urlenius, Star of Navashtrom. Ogre-mage The city map on the next two
Daersidian Ringsire. Well-known elf battle cleric of Navashtrom, God of Harmony. Bears pages contains many important
mage who rides a wyvern. many magical gems. Major representative of the locales within the districts of
Brotherhood of Redemption. Ptolus. However, your GM has
Dered Abanar. Head of House Abanar. Verrana Rau. Head of House Rau. access to many, many more
Devina Kath. Head of House Kath. Wynn Rabinall. High-level monk and leader of locations discussed in the full
Dierna Hillerchaun. Leader of the Knights the Order of the Fist. Ptolus book. If your character
of the Pale. Lives in a manor house called the Zade Kenevan. Human bartender at the seeks a particular service or shop,
Bladechapel in Oldtown. Ghostly Minstrel. Bald, thin, and gruff. or wants more details about the
Doraedian Mythlord. Elven master of Iridithil’s ones marked on the map, your
Home, an elvish sanctuary. Very influential in GM can tell you what you need
town. to know.
Dorant Khatru. Head of House Khatru.
Ebbert Boltcrafter. Dwarf who operates an
outfitters’ shop in Delver’s Square.
The Emperor of the Church. Holy Emperor
Rehoboth, who claims to be the rightful
temporal Emperor as well.
Fabitor Thisk. Cleric and pastor of
St. Gustav’s Chapel, which caters to
adventurers.
Igor Urnst. The Commissar of Ptolus.
Iristul Vladaam. Head of House
Vladaam.
The Iron Mage. Rarely seen in public.
It’s said that the Iron Mage is the most
powerful wizard in Ptolus (he notably
does not belong to the Inverted Pyramid).
Jevicca Nor. Human member of the
Inverted Pyramid. Powerful sorceress.
Jirraith. Crime lord operating out of the
Warrens. Runs the Pale Dogs.
Kevris Killraven. Female crime lord.
Kirian Ylestos. The Prince of the Church.
Kirstol Dallimothan. Lord of House
Dallimothan. May be a dragon or half-dragon
himself.
Malkeen Balacazar. Son of the crime lord
Menon.
15
NOBLES’ QUARTER 13 Khatru Estate 25 City Courts NORTH MARKET
1 Rau Estate 14 Holy Palace 26 Citadel of Might 33 Red Stallion Pub
2 Sadar Estate 15 Soaring Idyll 27 City Library 34 Mitoren’s Blades
3 Castle Shard 16 Vladaam Estate 28 Yarrow Street Forum 35 Smoke Shop
4 Kath Estate OLDTOWN RIVERGATE 36 Zar’at
5 Erthuo Estate 17 Citadel of the Golden Cross 29 Jangave Lesh’s Training Hall NECROPOLIS
6 Nagel Estate 18 Pale Tower 30 Barbarian Balloonists 37 Hall of the Valiant
7 Dallimothan Estate 19 Clock Tower 31 Center Circle 38 Clasthamus Isle
8 Rosegate House 20 White House 32 Finelle’s Pleasant Diversions 39 Siege Tower
9 Swordthrower’s 21 Dalenguard 40 Deathguild Headquarters
10 Imperial Academy of Music 22 Imperial University 41 Dark Reliquary
23 Administration Building
(Conservatory) 24 Arena
11 Abanar Estate
12 Shever Estate
TEMPLE DISTRICT 54 Priory of Introspection SOUTH MARKET GUILDSMAN DISTRICT
42 Conciliators Chapterhouse 55 Temple of Excellence 63 Exotic Market 72 Ironworkers’ Guildhouse
43 Temple of Teun 56 House of Sacred Heat 64 Star Crossing Plaza 73 Skull and Sword
44 Celestial Conclave MIDTOWN 65 Rogue Moon Trading Company 74 Stockyards
45 Temple Observatory of the Watcher 57 Iridithil’s Home 66 Golden Tooth 75 Longdraught Brewery
58 The Griffon 67 Mahdoth’s Asylum 76 Darkbirth Madhouse
of the Skies 59 Delver’s Square 68 Fabric Market 77 Herbalists’ Guild
46 Temple of Asche 60 St. Gustav’s Chapel 69 Welcome Inn 78 Foundry
47 Order of the Fist Compound 61 Onyx Spider 70 Spice Market 79 Midden Heaps
48 Hall of Heroes 62 Fish Market 71 Blackstock Printing 80 Masons’ Guildhouse
49 Temple of Ahaar THE DOCKS
50 Temple of Navashtrom Watchhouse 81 Savage Shark
51 Temple of Gaen 82 Dockmaster’s Tower
52 Blessed Bridge
53 St. Valien’s Cathedral
A Player’s Guide to Ptolus
People today still do not PEOPLE FROM HISTORY You will find no references in myths or legends,
say the name “Eslathagos let alone in history, to people traveling to these
Malkith” aloud, but refer to Abesh Runihan. Defeated the lich Kagrisos as he realms beyond (except the Ethereal Sea). However,
him only as the Dread One. rose to cast a spell that would spread a plague demons and angels do live in the world, clearly
throughout the city. Runihan died in the process. having come here from beyond. That such mystic
Players wishing to have characters A statue of him stands in Delver’s Square (also places as the Heavens and Hells exist is beyond
from lesser-known lands might known as Runihan Square). question.
choose Kem, a place still reeling
from ancient magical wars, or Danar/Eslathagos Malkith. Creator of the OUTSIDE THE CITY WALLS
Ren Tehoth, a land thick with Banewarrens and Jabel Shammar, the citadel atop
the Spire. Also known as the Dread One. Although the campaign takes place entirely
ancient ruins and mysterious stone within the city of Ptolus, there are, of course,
circles. Players wishing to create Delian Von Tessel. The first Emperor of Tarsis. lands beyond the city. Knowledge of these places
characters outside of Ptolus with Ghul. Creator of Goth Gulgamel, the fortress may prove useful for designing your character’s
more mundane backgrounds halfway up the Spire. Also known as the Half God background, if you are not playing a Ptolus
might hail from Rhoth, a remote and the Skull-King. Claimed to be the offspring of native. Your character might be from Tarsis, the
realm of farmers and ranchers, Eslathagos Malkith. oldest and largest city in the world and the heart
or nearby Palastan, whose Parnaith. Wife of Danar and creator (along of the Empire. Or you might run a barbarian from
inhabitants are mainly herders with the Wizard-Priests of Ni-Gorth) of the Seven the Eastern Hordes beyond the Grey Mountains
and fishermen. Jewels of Parnaith: small demiplanes associated to the east of Tarsis. Your arcanist character
with the Spire and Ptolus. might hail originally from the mysterious land of
To the vast majority of Ptolus Tacheron Kint. Famous delver and explorer. Kem along the Southern Sea.
residents, all entities from the Yrkyth Vladaam. Mad wizard who attempted
to destroy the world by gaining access to powerful The land surrounding Ptolus along the
celestial realms are simply magic below the city. Whitewind Sea is Palastan, an ancient realm that
angels, and all creatures from evil stands on the verge of breaking away from the
THE WORLD (AND BEYOND) Empire. Its capital is Trolone. The people who
dimensions are demons. More founded the Empire, the Prust, hail originally
specific distinctions seem pointless Two moons hang in the night sky. Lunas is a from the Prustan Peninsula to the east. This is
large bluish-white orb, while Rogue is the smaller, also where Grail Keep, home of the Grailwarden
to anyone but a sage. more erratic satellite. Most people are well aware dwarves, lies.
that the world is round and that the moons orbit
around it, while the world circles the sun. (They These are only examples. Your GM can show
do not, however, have any concept that the stars you a map of the world beyond the walls of
are suns or that other worlds might circle about Ptolus and can tell you about all the interesting
them—but then, who’s to say that’s true?) and sometimes exotic lands.
Learned folk know the world is made up of CUSTOMS
matter and energy (the essence of both of which
can be expressed as air, earth, fire, and water) Below is a small sampling of cultural customs
and that matter is made of particles smaller than widely observed throughout the setting.
a person can see. Magnetism, lighter-than-air
gases, and other basic aspects of science are not Brightfather’s Day: This longstanding holiday
unknown, either. is still observed every Fourteenth of Blessing,
although its exact origins are now lost. Most
Most people know that the Ethereal Sea is a religions have adopted it as a high holy day to
magical place that shares the same space with the revere an important god. All look upon it as a
world but remains apart from it or “out of phase.” day of feasting, family, and making peace with
The Elemental Planes are conceptual places based enemies.
around the fundamental building blocks of matter
and energy. The Upper Realms, Upper Planes, the Dreamspeakers: Since ancient times, religious
Heavens, the Celestial Realm—these are all names people have attempted to interpret the dreams
for the place of ultimate goodness where angelic of others, thinking they represented some sort
beings rule and good people go when they die. of “sending” from a divine source. Today,
Most do not believe this to be the realm of the dreamspeakers are minor fortunetellers or wise
gods, however—the gods dwell in secret places women who, for a small price, tell one the
within the world or high in the sky. meaning of one’s dreams. Many do not take
these oracles seriously, and even believers admit
The Heavens’ opposite, the Hells (or just that some dreamspeakers just make up their
Hell)— also known as the Pit, the Abyss, the interpretations. Only a select few actually have
Dark Realms, the Lower Planes, or the Nether any preternatural affinity with dream meanings.
Realms—exist in a similar metaphysical state.
They are a place of demons and devils, where the Friendship Bands: Long ago, it became a custom
evil go when they die to face eternal torment (or to write one’s name on a thin strip of cloth and
get their deserved reward, according to some). wrap it around the index finger of an ally. This
Plenty of evil gods and demons live right in the sacred bond of trust displays your feelings of close
world, however, hiding in the shadows. friendship. It’s said that in older times, kings used
18
A Player’s Guide to Ptolus
Even though a mug of ale in
a tavern is cheap, most Ptolus
locals still can’t afford to frequent
drinking houses. Neighborhood
parties, in which everyone pitches
in to buy a keg of cheap ale, are
common. These parties usually
involve a lot of dancing, music,
and storytelling.
the bands as a way to demonstrate their support Although he controls no lands the way the The Lion-Guarded Throne sits in
to their vassals (and, in turn, lesser nobles gave Emperor of Tarsis does, the Emperor of the the center of the Imperial Palace
them to their liege to show loyalty). Essentially, the Church governs the spiritual lives of all citizens. in the capital city of Tarsis. Its
giving of a friendship band means, “I’ll work with The Holy Emperor has his own court, his own crafters used hundreds of pounds
you/follow you/help you because I respect you.” army, and his own vast treasuries. He has the of gold and other precious metals
power to pass laws and issue edicts, although they in its construction and spent
House Gifts: Although not everyone adheres must involve spiritual matters, such as the Edict of collectively over one thousand
to the belief behind the giving of house gifts, it’s Deviltry, issued in the year 560 ia to ban the use man-hours on its relief work and
practiced widely. It is held that every home develops and practice of arcane magic. ornamentation.
a spirit, sometimes called a luritas. When coming to
someone’s home for the first time, or when invited LIFE UNDER THE EMPIRE The Emperor of the Church lost
formally, people bring the luritas a little gift—a the bulk of his army during the
shiny bauble, a coin, a tiny icon, or anything Unlike many empires, the Empire of Tarsis gained barbarian attack on Tarsis and
similar. The small object is placed upon a shelf little of its dominion through conquest. A thousand now keeps only his Knights of the
always found near the entrance on an inside wall. years ago, the evil lord Ghul waged war against the Dawn and bodyguards.
rest of the world, his armies comprised of demons,
HISTORY undead, and horrible monsters. At that time, a
group of humans called the Prust occupied the area
History, as it was taught to your character, around the city of Tarsis far to the east. When the
centers about the formation of the Empire of Prustan forces from Tarsis came westward to help
Tarsis and the establishment of the Lion-Guarded defeat Ghul, they stayed, helping to rebuild and
Throne, its hereditary seat of power. However, establish order. Following their terrible defeat in
be aware that history stretches for thousands the Ghulwar, the folk west of Tarsis welcomed
and thousands of years before that—not that the not only the Prust’s help but also their advances in
Empire, in its arrogance, believes anyone should science. The Prust (and the Grailwarden dwarves of
care about such “primitive” times. the same area) brought with them firearms, clocks,
printing presses, and even steam-powered engines.
TWO EMPERORS They built roads, waterways, and well-ordered
cities with running water, sewer systems, and
To understand the Empire is to understand that postal services. Their laws were codified in a book
there are truly two Empires: a spiritual one called the Vast Codex rather than arbitrary. In
and a temporal one. When Delian Von Tessel short, life under the Empire seemed good.
became the first Emperor, he also named himself
Holy Emperor of the Church of Lothian, which The Empire, however, also brought with it strict
became the official religion of the Empire of controls. Various freedoms suddenly vanished in
Tarsis. After his death, his nephew Radlov Von the name of maintaining order. Official citizens of
Tessel took both positions, but quickly abdicated the Empire achieved rights denied noncitizens, such
the role of Holy Emperor. Since that time, the as permits to own firearms. The Church of Lothian
same individual has never held the two seats of became the official religion of the Empire, and
power and, in time, they have built very different eventually the only allowed religion. Other faiths
infrastructures around themselves.
19
A Player’s Guide to Ptolus
were persecuted, and ultimately arcane magic was TIMELINE
demonized, restricted, and finally outlawed. Life
became very complicated. be = Before the Empire of Tarsis
ia = Imperial Age
For hundreds of years, the Empire of Tarsis
“The fact that the Empire is expanded its domains and influence. The Church 350 be The dwarves of Dwarvenhearth
coming apart at the seams only of Lothian, or simply “the Church,” became observe that someone has moved onto
shows that totalitarianism is an omnipresent within society. Emperors and 319 be the Spire near their city and has begun
outmoded and inefficient means empresses came and went. It seemed that the 292 be building a fortress. Their spies reveal it
Lion-Guarded Throne was destined to rule the to be Ghul—the Half God, the Skull-
of governance.” known world forever. 291 be King—who claims to be the son of
~Helmut Itlestein, 290 be Eslathagos Malkith, an evil lord from
republican leader But slowly the pillars supporting the Empire 289 be the distant past. Ghul calls his fortress
began to decay. The Edict of Deviltry was 288 be Goth Gulgamel and builds it by the
“It doesn’t matter to a fellow like overturned, and arcane spellcasting became legal 285 be labor of Toruk-Rul (meaning “closing
me who’s in charge. I still gotta once again (even before that, time’s passage fist”), creatures he created from orcs.
work six days a week and break had brought with it more and more safe havens 282 be Ghul’s forces drive the dwarves from
for the practitioners of magic—including the 281 be Dwarvenhearth.
my back to support my family, no city of Ptolus). Other religions practiced fairly 152 be The Skull-King begins the Ghulwar, an
matter what.” openly, and the Church of Lothian was no longer invasion to conquer the surrounding
organized or powerful enough to stop them. 150 be lands. His forces include Toruk-Rul,
~Harris Ralston, Education worsened. Complex Prustan and dark elves, tribes of evil men and
delivery man dwarven devices wore down and were forgotten 87 be dwarves, and monsters.
rather than repaired. If anything, the last two 86 be Palastan falls to Ghul.
hundred years have seen a decline in science 85 be The Sea Kingdoms fall to Ghul.
rather than its further advancement. 84 be Eastern Rhoth falls to Ghul, cutting
off Cherubar to the far west from the
THE EMPIRE TODAY rest of the continent.
Ghul conjures forth a vast magical
The Empire teeters on the brink of disintegration. darkness called the Utterdark, which
Barbarians from the distant east have defeated covers the lands he has conquered.
Tarsisan armies and ransacked Tarsis itself. Three The elves of the northern Moonsilver
different people claim the Lion-Guarded Throne, Forest fall to Ghul. They are taken to
including the current Emperor of the Church, Goth Gulgamel and filter out again slowly
Rehoboth Ylestos. as Harrow elves—the blighted ones.
The Elder Elves of Theridae stop the
The secular Empress Addares XXXIV is the advance of Ghul’s armies near the
cousin of the previous Empress Addares, who died River Tonam.
with no children or siblings. No one currently The Cold Quiet begins. Few pass into
holds the title of Prince or Princess of Tarsis, or out of the Utterdark.
so there is no heir apparent. Segaci Fellisti, a The Cold Quiet ends. The armies of
powerful and aged councilor who has survived Ghul issue forth from the Utterdark,
six Emperors, now claims that only he is fit to composed of his creatures the Toruk-Rul
rule in these trying times. Despite his non-Prustan and the even mightier Sorn-Ulth (meaning
heritage, his followers believe he has more right “bleeding breath”), ogres, trolls,
to rule than the Empress, whose blood ties to giants, undead, and other monsters.
the original Von Tessels are convoluted at best. The Elder Elves, now allied with the
Addares now holds court in Dohrinthas, the city Stonelost dwarves (descended from
she has proclaimed as the new capital, while those who fled Dwarvenhearth), drive
Segaci apparently has returned to Tarsis following back Ghul’s armies.
its sacking. Meanwhile, the Emperor of the The elven wizard Khelaeson banishes
Church, now residing in Ptolus, claims to be the the Utterdark.
only true ruler with the title Emperor. The elves and dwarves invade the
realm of Ghul.
But outside of Tarsis, some see the fall of the The invaders take back the Moonsilver
Empire—if it has indeed fallen—as a good thing. Forest and most of Palastan from Ghul.
The hereditary monarchies, long disenfranchised, Ghul calls forth the Squirming Horde,
now return to power as Imperial governors lose also known as the Shrieking Horde,
their influence. Like a disease overcome, the and defeats the elves and dwarves.
Empire is fading and life is returning to its state The horde, composed mainly of
of a thousand years ago—but not without many minor demons, lycanthropes, fiendish
indelible scars left behind.
20
A Player’s Guide to Ptolus
71 be monsters, and incorporeal undead, c. 500 ia The demigod Raguel arrives in the The Ghulwar
follows the Elder Elves back to their world with a demonic host, seeking
61 be homeland of Theridae and razes it. his divine parents. They find a home The Ghulwar, which began more
The Stonelost dwarves, Shoal elves, with the undead-loving Forsaken in than a thousand years ago and
59 be halflings, and gnomes forge the Pact the Dark Reliquary. lasted for three centuries, both
55 be of Brightfather’s Day with eastern shaped and scarred the
forces—the Grailwarden dwarves and 560 ia The Edict of Deviltry is issued, adding present-day world. It was the
50 be the Prustan humans of Tarsis—to ally strict laws prohibiting arcane magic to unification of the species to
43 be against Ghul. They also gain allies from the Vast Codex. oppose Ghul under the command
41 be among the aram and the Cherubim elves, of the Prustan armies that
40 be as well as a few select individuals— 562 ia The First Inquisition terrorizes the paved the way for the Empire
9 be giants, unicorns, and others. Empire. The “Days of Blood” begin. of Tarsis to form and spread.
1 ia The dark hordes of Ghul, weakened Schoolchildren are all taught the
110 ia from a battle with an unknown foe, 564 ia The First Inquisition ends. history of this time, even though
386 ia fall to the combined forces of the 598 ia The Second Inquisition begins, in it was so long ago, because
Brightfather Pact, bringing an end to these events are considered
413 ia the Ghulwar. particular looking for a group of vital to today’s society. Even the
Goth Gulgamel falls in the harrying arcanists called the Inverted Pyramid. uneducated know that the world
that follows the war. Ghul flees to a 609 ia Despite tortures and horrible came very close to falling into
mysterious place known only as Orr. massacres, the Second Inquisition ends eternal darkness. Those who
The Great Seven—Uthegos (a dwarf in failure. The Edict of Deviltry falls took part in defeating Ghul are
fighter), Saerth (an elf wizard-rogue), into disfavor. The “Days of Blood” end. still discussed in reverent tones.
Runshallot (a human cleric), Yllistro 615 ia The leadership of Ptolus declares
(a half-elf sorcerer-ranger), Kam (a the city a safe haven for arcane A similar but far more ancient
halfling monk), Dionys (a human spellcasters. struggle—against the Dread
fighter-druid), and Eriskal (an elf 641 ia The Edict of Deviltry is officially One—is all but forgotten. Were
rogue)—hunt down Ghul and destroy overturned. it not for the presence of Jabel
him in Orr. 657 ia In a surprising move by the Church Shammar atop the Spire, most
With help from Tarsis, the people of of Lothian, the Prince of the Church people likely would never have
the once-dark lands begin to rebuild. takes up permanent residence in the heard of this long-ago foe.
Construction of Dalenguard, a fortress fairly remote city of Ptolus.
the dwarves build for the Tarsisans, 706 ia The Empire is in chaos, with three
begins near the Spire. different people claiming the
Tarsisan outposts and garrisons dot Lion-Guarded Throne. Empress
the landscape, providing security and Addares (Von Tessel) XXXIV attempts
maintenance on the roads. to move the capital to Dohrinthas, her
Construction of Dalenguard is longtime home.
completed. 708 ia The mysterious and ornately armored
Delian Von Tessel becomes ruler of Urthon Aedar begin to appear in
Tarsis. He christens his seat of power Ptolus, prophesying doom.
“the Lion-Guarded Throne” after his 710 ia Tarsis is overrun by barbarians from
family symbol. the Eastern Hordes. Holy Emperor
The Lion-Guarded Throne proclaims Rehoboth of the Church of Lothian
Imperial control over the lands around flees to Ptolus to stay with the Prince
it. The Age of the Empire of Tarsis begins. of the Church, his son Kirian.
Despite magical aids, Delian Von 713 ia Explorers plumbing down into
Tessel, first Emperor of the ancient Dwarvenhearth discover great
Lion-Guarded Throne, dies. treasures and begin bringing them to
Following the assassination of her the surface.
husband, Empress Addares (Von 714 ia The barbarians leave Tarsis.
Tessel) X makes it illegal to own a “Emperor” Segaci attempts to
firearm without an official Imperial reestablish the Empire from its
dispensation. traditional capital.
Ptolus—named after fragmentary facts 717 ia Ptolus becomes the center of much
from the distant past discovered by the attention as more and more
loremaster Gerris Hin—is founded as would-be treasure-seekers plumb
a small port city on the edge of a large the depths below the city. Activities
bay off the Whitewind Sea. It is built of so-called “chaos cults” increase.
near the fortress of Dalenguard and The potential for both greatness and
eventually will encompass it. danger has never been as intense.
721 ia Today.
21
A Player’s Guide to Ptolus
Humans make up around 70 CREATING A CHARACTER or cities, magic over the
percent of Ptolus’s population. FOR A PTOLUS CAMPAIGN mundane, the moon and
Elves are the next most common stars over the sun.
species, but constitute only 10 You will find the following information especially
percent of the populace. After that useful when creating characters for a Ptolus When non-elves simply
come dwarves, halflings, litorians, Campaign. As always, your GM is the final say “elf,” they’re probably
gnomes, half-elves, centaurs, orcs arbiter of what is allowed in the game. referring to the Shoal
and half-orcs, and lizardfolk—in elves, or simply the Shoal.
COMMON SPECIES Generally dark-haired,
that order. these elves are prevalent
All of the following species are available as player in the Sea Kingdoms, for
Physically, the differences characters (your GM can tell you what you need they love the sea and
between Stonelost dwarves to create one of these PCs). They’re also the most ships. Some can be found
and Grailwarden dwarves are common NPC species. in the Moonsilver Forest
so slight, they are recognizable along the Whitewind Sea
only by dwarves. However, DWARVES as well, but they care less
Grailwarden dwarves usually Although most people call them “dwarves,” for the cold, and so are
dress more formally and are far their own name for their species is Haurdir, the fewer in number than those in the south. Unlike in
more likely to wear spectacles Stalwart Kings of Order. There are two great other fantasy settings, elves in the world of Praemal
than their Stonelost cousins overclans of dwarves in the known world—the need sleep, like humans and other species.
Stonelost and the Grailwardens—but rumor
(although not necessarily claims there was once another. Halflings and gnomes are technically
more likely to need them). distant elven relations. In fact, they were once
Grailwarden dwarves hold Dwarves, Stonelost considered elven subspecies.
themselves to high standards These are the children of the dwarves of
Dwarvenhearth, said to be the greatest of all GNOMES
regarding their physical dwarven cities. Although their small villages lie Frequently mistaken for halflings (or the other
appearance, whereas the scattered about the north, since the evil lord way around), gnomes are the rarest of the major
Ghul’s forces drove them from their glorious city, species, particularly in Ptolus. Unlike halflings,
Stonelost dwarves are they no longer have the centralized focus they they are more likely to consort with elves than
not as concerned with once did. Hence the name Stonelost. with humans. They favor song and magic over
their looks and dress. just about anything else, often combining the two
When Ghul fell and Dwarvenhearth was (in fact, some call them “loresong faen”). They
liberated, influential dwarven leaders would not dwell throughout the lands of Cherubar, Rhoth,
allow their people to repopulate the city. No one Palastan, and the Sea Kingdoms.
knows why. Instead, the city was sealed.
Dwarves, Grailwarden HALF-ELVES AND HALF-ORCS
Deep within the mountains of the Prustan Although understandably rare, these species are
Peninsula, the Grailwarden dwarves build large more common in Ptolus than in many other
underground cities devoted to industry. Their places in the world. Half-elves are always half
name comes from their stewardship of the White Shoal elf, while half-orcs usually come from the
Grail, one of three powerful, linked magical Ornu-Nom tribes of Palastan and Rhoth.
artifacts (the Black Grail and the Unseen Grail
are the other two). HALFLINGS
Although members of this species were originally
While the Stonelost dwarves—and the called “quickling faen,” humans named them
Stonemight dwarves of Dwarvenhearth before “halflings” due to their stature, and the name
them—developed stalwart fighting skills by stuck. They are small, fair, and nimble, but their
warring against evil humanoids and dark elves, childish size does not carry with it a childish
the Grailwarden dwarves focused their attention demeanor. Although originally considered a type
on science, craft, and magic. of elf, they do not have much contact with other
Machine-based skills are introduced in Ptolus: species of elves—in fact, they interact more with
Monte Cook’s City by the Spire, Chapter humans. Nomadic halflings often move about in
29: Technology. roaming tribal caravans throughout the nearby
lands of Rhoth and Palastan.
ELVES
Their ancient name aduel deaistorm refers to the HUMANS
seven “Species of Chaos,” for once there were According to the elves and dwarves, the humans
many more types of elf than one can find today are the youngest of the common species. Despite
(although the dark elves and Harrow elves are this fact, they are the most prevalent of all
technically additions). Today, the Elder Elves are intelligent peoples.
thought to be extinct. Elves have always preferred
the deep woods or the open sea to the mountains
22
A Player’s Guide to Ptolus
MINOR SPECIES most seem continually besieged by some darker From left: Shoal elf, Stonelost dwarf,
nature within, tugging at them to do wrong. litorian, halfling, human, and
Far less numerous than the common species are gnome.
the following peoples. You should not have more Litorians: Once masters of the Plains of Panish
than one of these species represented in the PC to the east, the golden-maned, feline litorians Months of the Year
group at any time. The GM can provide you with were scattered in the Wars of Fire thousands Newyear, Birth, Wind, Rain,
game information regarding any of these species. of years ago. Small prides hunt here and there Bloom, Sun, Growth, Blessing,
in the wilderness, and occasionally a litorian Toil, Harvest, Moons, Yearsend.
Aram: The Dwarvish name for these folk is attempts to fit into a human culture.
“centaur.” These half-horse, half-human people Days of the Week
are boisterous, arrogant, and boorish, yet many Lizardfolk (Assarai): More common in the Theoday, Kingsday, Airday,
others find them likable nonetheless. They live in lands to the south, these saurians attempt to Waterday, Earthday, Fireday,
both Palastan and Rhoth. Many have found their keep out of the affairs of other species but often Queensday.
way into human communities—but usually as fail. Their own myths say they originated in a
individuals rather than groups. vast, swampy forest that once covered most of Ptolus offers everything needed to
what is now the Cold Desert, Palastan, and the play variant species as well, such as
Elves, Cherubim: More common in the Whitewind Sea. Sages indicate there are reasons the minor species described here.
western mountains, these winged elves are frail to believe this is true.
but graceful even by elven standards. They live
mainly in Cherubar, a land named for them. They OTHER NPC SPECIES
are aloof (again, even by elven standards) and
rarely travel outside their homeland. While by no means comprehensive, the
following list of species includes some of the
Elves, Harrow: The parents and grandparents more predominant nonplayer character species
of these very rare individuals were tortured involved in a Ptolus Campaign. These species
and changed by the dark lord Ghul almost a are unavailable as PC species choices without
thousand years ago. Once Elder Elves, they permission from the GM.
now are misshapen and cursed, often displaying
perverse magical powers. While not strictly evil,
23
A Player’s Guide to Ptolus
Ptolus is a very humanocentric Aasimars: Graced with celestial blood in their diphthongs like “ae,” “ai,” and “oe.” Both
city. However, compared to other veins, these fortunate scions of blessed creatures dwarves and elves often use surnames that are
have a representative of Heaven as part of their Common tongue translations, like Stonemate or
cities in the world, it seems very heritage. Hammersblood for dwarves and Moonshadow
cosmopolitan. Creatures like orcs or Wavesong for elves; many gnomes have a
and minotaurs, which would be Elves, Dark: One must delve deep into elvish similar practice. Some elves—particularly those
history to trace the origin of this splinter species from the south—keep the Elvish translations of
considered monsters anywhere of elvenkind. Mostly subterranean, dark elves their surnames, like Lorenci or Vaenarum.
else in the Empire, actually make are rarely seen, although the Stonelost dwarves
say their people fought great underground wars CHARACTER BACKGROUND
their homes right here in the with them before Ghul drove the dwarves from
city. It should be noted, though, Dwarvenhearth. Sadistic and cruel, they revere You either are from Ptolus or have come to the
that such creatures are by far the evil gods who urge them toward conquest and city from elsewhere. If you are a city native, think
exception and face daily prejudice, dominance. about what district you grew up in and where you
live now. Think about some of the organizations
discrimination, and hostility Minotaurs: Although most of them are quite involved in the city, and decide whether you have
from other residents. Even far bestial, some minotaurs are intelligent and any affiliation with them or, more likely, aspire
more common creatures, such as civilized—albeit bloodthirsty by most people’s to have one (your GM may wish to have a say in
litorians (which make up 2 percent standards. Most of these intelligent individuals this). If you are not a Ptolus native, the GM will
of the city’s population) frequently are outcasts, although sometimes they become help you create your background by providing
leaders. They often become powerful sorcerers or details about the lands that surround the city. You
face similar reactions. clerics as well. should think about why you’ve come to Ptolus.
“Every day, more eager young Orcs: Orc myth contends that these creatures It also is the responsibility of the players to
treasure-seekers come through the were birthed by an evil demon god, although decide how the PC group forms. Some ideas:
city gates hoping to find adventure some ancient texts claim they were created by an
evil wizard. The orc tribes who call themselves • You’ve all come to Ptolus looking to strike it
and riches. Most of them leave Ornu-Nom (meaning “howling axe”) dwell in rich (or for other reasons), and you meet on
Ptolus in coffins, yet still they keep the wilderness throughout Palastan and Rhoth. the road and decide to work together.
The Ornu-Nom are proud beings and have a
coming.” strong sense of honor, but tend to be aggressive. • Two or more people in the group are family
~Zade Kenevan, They are sometimes deadly enemies of humans members or long-term friends already.
and other city-dwelling species, but they have
bartender at the Ghostly been known to ally with humans against greater • Two or more of you met recently and
Minstrel in Delver’s Square threats. Other peoples of Praemal tend to be discovered that your goals coincide enough to
prejudiced against orcs, but the residents of band together for mutual support.
Two tribes of orcs that dwelled in the cosmopolitan Ptolus are much more tolerant of
area around Ptolus were magically them. • Some major patron has gathered you together
transformed by the evil lord Ghul, for a specific task.
Tieflings: These individuals have fiendish
creating two entirely new species: the blood in some small but measurable quantity You can even work out a couple of different
Toruk-Rul and the Sorn-Ulth, which flowing through their veins. Tieflings are a rare reasons to join together into two or three small
resemble orcs but are no longer orcs. but significant force in Ptolus. groups, then leave it to the GM to throw the
The Toruk-Rul are large, bestial, and groups together once you’re in the city. In that
ferocious. Their name means “closing The Unwanted: The city also is home case, at least some of your initial meetings will
to goblins, ratmen, and other undesirable occur in-game, and you’ll know some of the other
fist” and they are bloodthirsty, elements. Most people consider these creatures PCs better than others.
gluttonous, and concerned only with more of an infestation than true inhabitants,
though. These creatures contribute nothing to Your GM can give you access to a larger map
strength and power. The Sorn-Ulth Ptolus, but they prey on its populace, stealing of the city of Ptolus than the one in this book, as
(“bleeding breath”) are dark skinned what they need to live. well as a calendar to help you keep track of time
passage, and various other visual aids.
and smaller, bred for evil magic NAMES
and stealth. Both of these kinds of CHARACTER CLASSES
creatures live along the coast of the Since the dawning of the Empire, surnames
have become popular, because the Prust have Here are a few notes regarding how various 5e
Whitewind Sea. long used them. Prustan (Imperial) names sound character classes and Cypher System character
Germanic or even Prussian. Other human names types fit into a Ptolus Campaign.
The Ornu-Nom orcs never suffered descend from such diverse cultural backgrounds
Ghul’s manipulations, and they that they can be almost anything. Some halfling 5E CHARACTER CLASSES
loathe Toruk-Rul and Sorn-Ulth, names sound a bit like non-Prustan human
names, while others hearken back to their distant Barbarians: Human barbarians likely come
seeing them as beast-like corruptions elf ancestry. from the recent invasion from east of the Grey
of orcs without any honor or virtues. Mountains (known as the Eastern Hordes). There
Dwarvish names are short and somewhat are no elven or dwarven barbarians (unless you’ve
Likewise, the Toruk-Rul and harsh, often using diphthongs like “au” and got a really interesting backstory).
Sorn-Ulth revile orcs as weaklings, “ou.” Elvish names are long and grand, using
much like how demons view mortals. Bards: This being an urban-based campaign,
bards fit in very well. Minstrels with talent
are well received in the city, where the taverns
24
A Player’s Guide to Ptolus
PLAYER CHARACTER BACKGROUNDS
Here are some ideas to keep in mind as you create your Ptolus player characters.
Background Contacts Home District
Alchemist’s apprentice Skilled alchemist Guildsman, Midtown, either market, Oldtown, Rivergate
Arena fighter Skilled trainer or warrior Oldtown, Rivergate
Artisan’s apprentice Skilled artisan Guildsman, South Market
Carriage driver Wealthy individual Guildsman, Midtown, either market, Oldtown
City Watch guard City Watch captain Any but Nobles’ Quarter
Clerk in office Important official Guildsman, Oldtown, Rivergate, South Market
Clerk in shop Almost anyone (customer or other merchant) Any but Warrens
Conservatory student Famous entertainer Nobles’ Quarter
Gang member Influential criminal Guildsman, Midtown, Warrens
Gardener Wealthy individual Midtown, Nobles’ Quarter, Oldtown, Rivergate
Imperial soldier Army officer Oldtown
Laborer Almost anyone Docks, Guildsman, Midtown, either market, Oldtown
Messenger Wealthy or influential individual Any
Sailor Sea captain or dockworker Docks
Servant Wealthy individual Nobles’ Quarter, Oldtown
Squire Knight or other noble Nobles’ Quarter, Oldtown
Stablehand Almost anyone Any but Docks
Temple acolyte Influential priest Midtown, Temple
University student Professor Oldtown
Wizard’s apprentice Skilled wizard Midtown, either market, Oldtown, Rivergate
Background: This was the occupation the character had before the game started.
Contacts: These are people the GM creates related to the background; the PC can consult them for information or assistance.
Home District: This is the district that a Ptolus native with the given background would call home (although not necessarily the
district where their family lives or where they were born). If more than one is listed, the player may choose. The Necropolis is never
considered a home district, even when it says “any.”
are outnumbered only by the temples. An in the Core Rules, many temples treat monks Ptolus offers specific organizations
organization of martial bards called the Knights as religious figures. In this way, they become that various kinds of characters
of the Chord dwells in Oldtown. like very different sorts of clerics, but remain can join. These groups have
representatives of a deity and a belief system. backgrounds, goals, and
Clerics: Clerics are, not surprisingly, among connections geared toward
the most respected people in society. Clerics Paladins: The campaign includes a number of particular types of characters:
of Lothian have some political clout (but in orders of knighthood that you may wish to join the Inverted Pyramid for arcane
turn have to cope with the Church’s byzantine one day. Also, look at the earlier cleric discussion spellcasters, the Knights of the
structure and politics). You can work with the regarding religion, as most paladins in the campaign Dawn for martial characters with
GM to choose a deity appropriate to your needs. have a close connection with a specific deity. an interest in holy power, and
so on. Ask your GM for more
Druids: A long time ago, there were many more Rangers: Rangers are uncommon but certainly information about groups that
druids in the area than there are now, and they not unheard of in Ptolus. Human rangers are might be appropriate for your
belonged to a group called the Circle of Green. likely to be from the Viridian Lords of Palastan. character to join.
No major druid organizations exist anymore. Elves are very often rangers, particularly elves
Druids are mostly loners now and—truth be from the Moonsilver Forest north of the city.
told—aren’t often found in Ptolus. They are
almost certainly the least common character class. Rogues: While there is a major thieves’ guild
in Ptolus (the Longfingers), remember that as a
Fighters: The campaign includes a number of rogue, “thief” is just one option. Rogues make
orders of knighthood that you may wish to join excellent scouts, spies, and even merchants and
one day. There is also the warriors’ guild, the artisans, due to their skillfulness. This may be the
Order of Iron Might, to consider. Many fighters most common PC class in the city.
get their start in Oldtown’s combat arena.
Sorcerers: Sorcerers were the first mages,
Monks: The monk tradition, it is said, born with magical abilities innate within their
comes originally from the far south. Now it is very blood. They command great respect. Many
very pervasive, and orders of monks are quite sorcerers aspire to join the Inverted Pyramid
common—usually dedicated to a particular cause mages’ guild, although no character can begin the
or belief. Unlike the way they are presented game with such an affiliation.
25
A Player’s Guide to Ptolus
Your Arrival in Ptolus Warlocks: Warlocks in Ptolus are few, and SPELLS
those there with evil patrons are often involved
If your character is not a native with the Fallen. Even those Warlocks not allied In a world this old, with magic having been
of Ptolus, you arrive at the city with such groups were likely drawn to Ptolus common throughout history, there are literally
either through one of the main like a moth to a flame, for within this city, some thousands of magical traditions, theories, and
gates or by ship at the Docks. At eldritch beings are not distant entities but actual methods. To reflect this heritage, all players with
the main gates, the City Watch inhabitants. spellcasting characters should name their own
will ask to see your papers and spells and be able to describe the appearance
will demand an entrance toll of 2 Wizards: Wizards, as opposed to sorcerers, of their effects fairly freely. One wizard might
copper pieces. At the Docks, you’ll are extremely scholarly—they look upon magic know a spell called “magic missile” while another
also be greeted by the Watch, as as a science and attempt to learn its rules and knows a spell called “Inoris’ slap of retribution”
well as by a low-ranking Imperial utilize its loopholes. Because people acknowledge and cast it as a slapping hand made of energy,
official who likely spends a little and respect their power, wizards often figure while still another wizard casts “daggers of
time looking over your belongings. into the military, the City Watch, and similar death,” which causes white-hot daggers to fly
Again, you’ll be asked to pay a 2 groups. Elves are only very rarely wizards— through the air. And yet they are all basically
copper pieces toll, and you also they become sorcerers instead. A surprising the same spell.
might face other taxes or tariffs, number of Grailwarden dwarves are wizards in
Ptolus. Many wizards aspire to join the Inverted Further, players creating spellcasting characters
depending on what you have Pyramid mages’ guild, although no character can should be aware that a few spells—mostly of a
with you. begin the game with such an affiliation. planar nature, such as astral projection or
banishment—function a bit differently in Ptolus.
Once in the city, you’ll find the CYPHER SYSTEM CHARACTER TYPES Your GM can provide you with details, should
streets bustling with a staggering you need them.
array of individuals going about Warriors: Warriors in Ptolus tend to take on the
roles described above as barbarians, fighters, BLESSED CHILDREN
their business. If you’re hungry or monks, depending on their background and
or thirsty, you’ll find numerous focus. If appropriate, warriors even use those Blessed children are the “opposite” of undead.
names. You might want to join one of the city’s They are the spirits of people not yet born. Just as
vendors and establishments orders of knighthood or the Order of Iron evil priests call upon the undead, good priests can
clustered close to the entrances Might. call upon the blessed children for aid. In a Ptolus
Campaign, spells that summon monsters may
to the city. They will be more Adepts: Adepts in Ptolus cast magic spells, make blessed children available for summoning.
than happy to take your coin. either channeling this magic from a god and
Since you’re likely an adventurer, calling themselves priests or clerics, or focusing THE WINTERSOULED
on different kinds of magic and calling themselves
anyone you meet can direct druids, sorcerers, warlocks, or wizards. Spellcasters Once, long ago, there were no undead in the
you to Delver’s Square, which often join the Inverted Pyramid, although those world, or so it is said. But through a great act of
lies near the heart of the city. focusing on nature magic—druids—keep to villainy, the veil between life and death was rent
There you’ll find places to stay, themselves, and priests usually devote themselves asunder, allowing the dead to enter the world
gear to purchase, an entrance to to a temple in the Temple District. of the living. The first of these are called the
the Undercity, and lots of other Wintersouled, and they remain among the most
adventurers who can help you get Explorers: Explorers in Ptolus are more powerful of all undead. A small handful of them
started in your new delving career. often than not urban-focused rather than is said to dwell within the world to this day.
wilderness-focused. They call themselves thieves,
rogues, spies, touts, and so on. Characters EQUIPMENT
focused more on the outdoors might call
themselves rangers and probably hail mainly Characters can buy and sell equipment costing
from outside the city. up to 100,000 gold pieces in the large city that
is Ptolus. Standard gear is available throughout
Speakers: Speakers often call themselves bards the city, although Ebbert’s Outfitters in Delver’s
and seek to entertain. However, they also serve Square is a popular spot for adventurers. One
as diplomats, negotiators, merchants, and leaders can buy and sell magical gear in Midtown at
(and of course, con artists). Myraeth’s Oddities—a shop
run by an elf wizard named
MAGIC Myraeth and guarded
by powerful wards
Not surprisingly, magic is prevalent in a Ptolus and an ogre fighter.
Campaign. That is, magic remains beyond the Myraeth also buys
reach of the common person, but certainly well other valuables (gems,
within their observable world. One can say the jewelry, artwork, and so
same of monsters—while not everyone’s seen a on) for a fair price and
dragon, there’s certainly no one who refuses to offers spell components and
believe in them. And most people have seen many similar wares as well as resale
other types of horrible creature in their lives. magic items. The GM should
They’re just far too common for locals to remain determine at any given time
unfamiliar with them.
26
A Player’s Guide to Ptolus
LIVING IN PTOLUS As an adventurer in Ptolus, your
first mission might very well deal
What does the average Ptolus resident know with the humanoid ratmen—
about their community? Here are some basics: diseased ratlike thieves that live
in the sewers—that plague the
• Humans are by far the most common city. Even as you prepare for your
species in the city. first adventure, you might look
upward to the very top of that
• The Ptolus year has 364 days, with twelve three-thousand-foot Spire rising
months and a seven-day week. above you. What dangers, what
treasures, might still lie in the
• The Ptolus climate is cool, with many fortress at the top of the Spire?
overcast or rainy days. Will you ever be so powerful as to
find out for yourself ?
• Commoner men typically wear white shirts
and vests, sometimes with a wide-lapeled
coat. Hats are frequently worn. They
usually keep their hair short and their faces
clean shaven.
• Commoner women wear dresses, often
covered with an apron. They wear their
hair long, sometimes styled up.
• The typical commoner earns 1 to 3 silver pieces per day. A silver piece is often called a “shield”
or a “shiny.”
• There are no banks, as such, but you can rent out a small personal vault to store your valuables
at places such as Hammersong Vaults in Oldtown.
• Buildings have glass windows that hinge open.
• Most buildings, but not all of them, have indoor plumbing, including privies that pump water in
via hand pumps and drain it away into the city sewers.
• You can hire a messenger to carry notes and packages anywhere in the city. This typically costs 1
silver piece per delivery. There is also a magical messenger service.
• Carriages are widely available for hire to take you wherever you want to go. This service costs
about 1 silver piece per trip.
• While no stranger to magic or monsters, the typical Ptolusite fears the undead rumored to stir in
the Necropolis. Even more real, however, are fears of thieves, fire, and plague.
• The Ptolus City Watch is extremely competent. Despite this fact, the city has a terrible crime
problem.
• Ratmen live in the sewers.
• Rumors speak of chaos cults finding new members about the city these days.
• Imperial law requires that everyone carries identification papers. Written law favors citizens over
noncitizens, but practical law favors the upper classes over the lower.
• Spells that make people do things they normally wouldn’t, like mind control magic, are illegal in
Ptolus. So are spells that create undead or spread plague.
• Most shops and places of business stay open as long as the sun is up, which means that business
hours are longer in the summer than in the winter. Many are open seven days a week.
what magic items Myraeth has on hand. For than what would be considered early medieval. Using firearms requires special
100 gold pieces per item, he also can identify This includes firearms, most commonly known as rules. Ask your GM how they
items brought to him, with a twenty-four-hour “dragon pistols” and “dragon rifles” (although might work should you be
turnaround. For custom-made permanent magic there are other types as well). It also includes interested.
items, people sometimes speak of the Dreaming spyglasses, pocketwatches, spectacles, and powder
Apothecary, but characters just starting out do bombs. In the city, player characters will find
not know how to contact this group. printing presses, hot air balloons, and even steam
engines.
A place called Potions and Elixirs, also in
Midtown, has a large stock of potions for sale. A However, all these devices are rare and steadily
number of arcanists offer scrolls for sale all over becoming more so. Such advancements in science
town. A few other places sell potions as well, and helped forge the Empire, but as the Empire
most temples sell divine scrolls and potions to declines, so too does the knowledge of how to
help fund their religion. create and maintain these wonderful devices. It
is often difficult to purchase such items these
FIREARMS AND TECHNOLOGY days—although rumors abound of a place in the
North Market called the Smoke Shop where they
In Ptolus characters have access—albeit extremely are available.
limited—to a slightly higher level of technology
27
NAME CLASS & LEVEL BACKGROUND PLAYER NAME
SPECIES ALIGNMENT EXPERIENCE POINTS
STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA
SAVING THROWS ARMOR CLASS INITIATIVE SPEED PERSONALITY TRAITS
____ STRENGTH ____ INTELLIGENCE IDEALS
BONDS
____ DEXTERITY ____ WISDOM FLAWS
MAXIMUM HIT POINTS TEMPORARY FEATURES & TRAITS
____ CONSTITUTION ____ CHARISMA
INSPIRATION HIT DICE DEATH SAVES
PROFICIENCY BONUS SUCCESSES
PASSIVE PERCEPTION FAILURES
SKILLS ATTACKS & SPELLCASTING
ACROBATICS MEDICINE ATTACK BONUS DAMAGE/TYPE
(DEX) (WIS)
ANIMAL HANDLING NATURE
(WIS) (INT)
ARCANA PERCEPTION
(INT) (WIS)
ATHLETICS PERFORMANCE
(STR) (CHA)
DECEPTION PERSUASION
(CHA) (CHA)
HISTORY RELIGION
(INT) (INT)
INSIGHT SLEIGHT OF HAND
(WIS) (DEX)
INTIMIDATION STEALTH
(CHA) (DEX)
INVESTIGATION SURVIVAL
(INT) (WIS)
OTHER PROFICIENCIES EQUIPMENT
& LANGUAGES
COPPER
SILVER
GOLD
PLATINUM
NAME DESCRIPTION
CHARACTER SKETCH ALLIES, RELATIVES, CONTACTS, & ORGANIZATION AFFILIATIONS
CHARACTER BACKSTORY ADDITIONAL FEATURES & TRAITS
PERSONAL GOALS
TREASURE
NAME SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS
SPELLCASTING CLASS
SLOTS TOTAL LEVEL 3 SLOTS EXPENDED SLOTS TOTAL LEVEL 6 SLOTS EXPENDED
CANTRIPS PREPARED PREPARED
SLOTS TOTAL LEVEL 1 SLOTS EXPENDED SLOTS TOTAL LEVEL 7 SLOTS EXPENDED
PREPARED
SLOTS TOTAL LEVEL 4 SLOTS EXPENDED
SLOTS TOTAL LEVEL 8 SLOTS EXPENDED
SLOTS TOTAL LEVEL 2 SLOTS EXPENDED
SLOTS TOTAL LEVEL 5 SLOTS EXPENDED
SLOTS TOTAL LEVEL 9 SLOTS EXPENDED
ADVANCEMENT
Name
is a who INCREASE MOVE TOWARD EXTRA SKILL OTHER
CAPABILITIES PERFECTION EFFORT TRAINING Refer to the
Descriptor Type +4 points into +1 to the Edge +1 into Effort Train in a skill or Cypher System
of your choice specialize in a trained skill Rulebook
stat Pools See page 240
Focus SPECIAL ABILITIES
MAGIC ITEMS
Type, flavor, or other
Tier Effort XP
MIGHT SPEED INTELLECT
Pool Edge Pool Edge Pool Edge
RECOVERY ROLLS DAMAGE TRACK
1d6+ IMPAIRED DEBILITATED
1 action 1 hour +1 Effort per level Can move only an Cypher Limit
Ignore minor and major immediate distance
10 min 10 hours effect results on rolls Cannot move if Speed
Combat roll of 17-20 Pool is 0
deals only +1 damage
SKILLS EQUIPMENT & TREASURE
T = trained, S = specialized, I = inability Pool T S I
ATTACKS EASED/
HINDERED DAMAGE
Armor Details and Speed Effort Cost Armor
BACKGROUND NOTES PORTRAIT
Alignment Deity
Home District and Street
PERSONAL GOALS ORGANIZATION AFFILIATIONS CONTACTS IN THE CITY
©2006-2021 Monte J. Cook. PTOLUS, its logo, and all Ptolus characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte J. Cook in the U.S.A. and other countries. Published under license by Monte Cook Games, LLC. CYPHER SYSTEM and its
logo, and the Monte Cook Games logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
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backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken
from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.
OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
The following text is the property of Wizards of the Coast, Inc. and is Copyright any Open Game Content You are copying, modifying or distributing, and You
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means 7. Use of Product Identity: You agree not to Use any Product Identity, including
copyrighted material including derivative works and translations (including as an indication as to compatibility, except as expressly licensed in another,
into other computer languages), potation, modification, correction, addition, independent Agreement with the owner of each element of that Product
extension, upgrade, improvement, compilation, abridgment or other form in Identity. You agree not to indicate compatibility or co-adaptability with any
which an existing work may be recast, transformed or adapted; (c) “Distribute” Trademark or Registered Trademark in conjunction with a work containing
means to reproduce, license, rent, lease, sell, broadcast, publicly display, Open Game Content except as expressly licensed in another, independent
transmit or otherwise distribute; (d)”Open Game Content” means the game Agreement with the owner of such Trademark or Registered Trademark. The
mechanic and includes the methods, procedures, processes and routines use of any Product Identity in Open Game Content does not constitute a
to the extent such content does not embody the Product Identity and is an challenge to the ownership of that Product Identity. The owner of any Product
enhancement over the prior art and any additional content clearly identified Identity used in Open Game Content shall retain all rights, title and interest in
as Open Game Content by the Contributor, and means any work covered and to that Product Identity.
by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) “Product Identity” means 8. Identification: If you distribute Open Game Content You must clearly
product and product line names, logos and identifying marks including indicate which portions of the work that you are distributing are Open Game
trade dress; artifacts; creatures characters; stories, storylines, plots, thematic Content.
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and 9. Updating the License: Wizards or its designated Agents may publish updated
other visual or audio representations; names and descriptions of characters, versions of this License. You may use any authorized version of this License
spells, enchantments, personalities, teams, personas, likenesses and special to copy, modify and distribute any Open Game Content originally distributed
abilities; places, locations, environments, creatures, equipment, magical or under any version of this License.
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity 10. Copy of this License: You MUST include a copy of this License with every
by the owner of the Product Identity, and which specifically excludes the Open copy of the Open Game Content You Distribute.
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the 11. Use of Contributor Credits: You may not market or advertise the Open
associated products contributed to the Open Game License by the Contributor Game Content using the name of any Contributor unless You have written
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, permission from the Contributor to do so.
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement. 12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
2. The License: This License applies to any Open Game Content that contains a due to statute, judicial order, or governmental regulation then You may not
notice indicating that the Open Game Content may only be Used under and in Use any Open Game Material so affected.
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except 13. Termination: This License will terminate automatically if You fail to comply
as described by the License itself. No other terms or conditions may be applied with all terms herein and fail to cure such breach within 30 days of becoming
to any Open Game Content distributed using this License. aware of the breach. All sublicenses shall survive the termination of this
License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
4. Grant and Consideration: In consideration for agreeing to use this License, enforceable.
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Your original creation and/or You have sufficient rights to grant the rights Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
conveyed by this License. Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE