Beneath the Surface Beneath the Surface - Awareness
Cities and capitals are large enough places where goings on can Things happening in a capital city do not happen in a vacuum.
be hidden from the knowledge of all but a few. There can often Eventually, things get around; someone talks, something falls
be things happening that not everyone is aware of. Roll on the apart, or someone sees something they shouldn’t (or, perhaps,
following table to see if there is something beneath the surface wish they hadn’t). If you rolled on the above beneath the
in your capital. surface table, roll on the table below to see how much (if any)
awareness there is of what’s going on.
d12 Beneath the Surface
1 Pack. A pack of particularly feral animals roams d12 Beneath the Surface - Awareness
the capital. 1 Utterly Oblivious. The public has not seen, or
2 Monster. A monster lurks somewhere in the capital. heard, any hint of whatever is going on. It will go
3 Markings. Strange markings have been showing up unchecked until something triggers a change.
around the capital. 2 Single, Subtle Occurrence. Someone has noticed
4 Fight Club. A fight club has started somewhere in some kind of evidence, but doesn’t quite know what
the capital, and may be gaining more participants. to make of it. They just know it’s strange.
5 Secret. Some portion of the populace is not as 3 Disparate, Subtle Occurrences. A few people have
they seem. passively encountered some evidence of what’s
6 Outside Contact. Someone in the capital is in regular going on, though they are not aware of one another,
communication with an interesting external contact. and are not sure about what they’ve encountered.
7 Tampering. Someone is interfering with forces best 4 Many Subtle Occurrences. A fair amount of people
left alone. have encountered something related to what’s going
8 Unsafe. There is a structural problem with a on and, while firm conclusions have not been drawn,
location within the capital (or, possibly, the land, there may be rumors.
or environment, it is built on). The longer it goes 5 Single Occurrence. Someone has noticed
unnoticed, the more damaging it could be. something, and has formed some ideas. They have
9 Parties. A guerilla party scene has been emerging started to ask questions, or poke around a bit.
within the capital, with semi-frequent, secret, 6 Disparate Occurrences. A few people have noticed
invitation-only parties being held at ever-changing evidence, and are beginning to ask serious questions.
locations. 7 Many Occurrences. A fair amount of people have
10 Black Market. An underground black-market has noticed evidence, and are beginning to ask serious
been established, dealing in the movement of illicit questions. Some may even have found one another
goods or services. and pooled their knowledge.
11 Races. A racing circuit has been established outside 8 Single, Direct Occurrence. Someone has had a
the capital. direct, first-hand experience involving the issue, and
12 Haunted. The capital is being haunted by some kind is trying to deal with it somehow.
of spirit. 9 Disparate, Direct Occurrences. A few people have
had direct, first-hand experiences involving the
issue, and word is starting to spread. Claims have
become difficult to dismiss.
10 Many Direct Occurrences. A fair amount of people
have had direct, first-hand experiences involving the
issue. Talk seems to be all over the place, and some
of the witnesses have grouped together.
11 Willfully Ignorant. The public is fully aware of
most, or all, of the issue, but deliberately avoids
addressing it or dealing with it in any way.
12 Actively Aware. The public is fully aware, and
actively addressing whatever is going on.
250 C h apt er S ix | C apit als
T h e G r eat R u m o r T ab le
On page p. 444 you will find Appendix C: Rumors,
which contains a 50-item table of rumors that may be
floating around your settlement. This table is made up of
political rumors from the Villages chapter, as well as rumors
from both Cities and Capitals. Most of the rumors in the
Appendix have been altered to make them fit any settlement,
with the exception of a small few. Try it out and see what
kind of flavor you discover!
What’s next?
You’ve reached the end of the builder, but the process is not
yet complete. Though you have undoubtedly started doing so
already, your final task awaits. Look back at all of your rolls and
the information that gives you and think about why things are
the way they are, and what that means for your capital. Think of
every detail that you rolled as another clue to revealing the true
identity of this place. Be creative, let your imagination wander
and don’t tell yourself, “no”. As we said in Chapter 1, embrace the
contradictions and oddities, and you will see your capital come
to life.
I nt er es t ing N P C s
If you need to populate your capital with some pre-
generated characters, head on over to Chapter 8:
Interesting NPCs. You can find tables for different types
of NPCs and, following the tables, details on the NPCs
themselves, arranged by profession.
C h apt er S ix | C apit als 251
Duskmire Basic Information
By Jennifer Roy & Megan Roy Origin: Magical. The capital was founded around something
related to magic (perhaps a theory, rumor, or massive spell
Situated on the cusp of a verdant valley against the rising hills event). The draw of the original idea proved to be very strong
lies Duskmire, an ancient capital founded upon a well of magic. indeed.
Its awe-inspiring skyline is peppered with a unique arrangement Age: Ancient. The capital is older than living, and possibly even
of towers and spires, built from all manner of stones, crystals, recorded, memory.
lumber, clockwork, and even vegetation. Towering, well- Size: Large. Structures in the capital are able to support around
patrolled walls surround the magnificent city 100,000 people.
and elicit a defined sense of security for all Environment: Valley. The capital is found within, or on the
inhabitants, temporary or permanent. However, no edge of, an area of recessed elevation in relation to the landscape
great concentration of creatures will ever be purely around it.
peaceable, and Duskmire's seedy underbelly, based
out of the slums, is proof.
Renowned for its University of Magic and devotion
to all facets of knowledge, Duskmire is host to a
steady stream of travelers year-round, and home
to all manner of races. Of particular celebrity
are the gnomes, whose cleverness and ingenuity
have birthed two of Duskmire’s main attractions.
At the heart of the capital's botanical district
one can find the first: the Clockwork Gardens,
a sanctuary where plants of metal and gears
are perfectly syncopated to bloom with the sunrise
and sleep with the sunset. As mesmerizing as the
gardens are, it is the second attraction that more
often inspires gossip and intrigue. This attraction
is the club, Gnomish Nights. Admittance to the
raucous night haunt is limited to shortfolk only,
with fliers lining the bottom of every building
and fence calling them to attend. Club proprietor
and sorcerer extraordinaire, Xarzival, can often be
found there of a night, delighting guests with his
magic and his dancing automatons. Many suppose
it is the rarest magic of all that allows Xarzival to
maintain both this extravagant night-life and his
position as the University’s headmaster.
Duskmire prides itself on being a hub for diversity in
populace, study, and thought. As such, it never ceases
to amaze its denizens. In need of entertainment?
Try an ale at the market district’s Mage Hand Inn,
where wait staff line the walls and provide all service with
ethereal disembodied hands! While you're at it, pop into the
Market Theatre next door to see what hot tickets are on sale
for the night's performances. Hoping to strike a lucky bet,
or release some pent up aggression? Vartak’s Arena has you
covered as a spectator or contender, and even has open positions
for security detail (they promise it pays well). In need of an
adventure? Rumor even has it that below the relative modernity
of Duskmire lies an ancient web of caverns, though who can
say if such whispers bear truth? There have been those strange
occurrences… could the mages just be experimenting again?
252 C h apt er S ix | C apit als
Outside the Capital: Leader 1
• Resource Harvesting. Depending on the landscape and • Name: Bobdon Hightide. Head of the Arcane.
available resources (trees, minerals, ore, stone, etc.), a • Lifestyle: Distinguished. The leader aspires to quality and
logging camp, mine, or quarry, belonging to the capital, has high-functionality, but without concern for needless luxury
been built nearby to harvest them, which it then uses or or vanity.
sells. • Residence: Large House. The leader’s residence is large
• Exploration. Explorers have been investigating something enough to make an impression and, potentially, have some
at this site a fair distance outside the capital. It has been spare rooms.
abandoned/completed. • Intent: Genuine. The individual lives this lifestyle because
they truly believe it is good/right/acceptable to live this
Stewardship: Managed. The city’s fundamental elements are way. This (whether positive or negative) might be based on
all accounted for and well attended to. Whoever is responsible is influences from their life, such as how they were raised, or
doing an admirable job. even a sense of entitlement.
General Condition: Impressive. The capital is well taken
care of, and cleanliness is clearly a priority. Structures are Leader 2
maintained, though signs of wear may still be apparent. It feels • Name: Quintus Finewire. Head of the Merchants.
lived-in, but of a respectable quality in every regard. • Lifestyle: Ostentatious. The leader revels in comfort and
Fortification: Extremely Fortified. The capital is surrounded luxury, probably to excess, or endeavors to project such an
by an imposing wall of wood or stone, with many fully-staffed image. They aim to inspire awe and jealousy in all who see
watchtowers at regular intervals along its length. The gate is them.
double-thickness, reinforced with metal bands, augmented with • Residence: Large Mansion. The leader’s residence
a portcullis, and is always manned. A supplementary wall of likely has many spare rooms, as well as plenty of space for
wood or stone encompasses the surrounding countryside, with recreational rooms.
its own watchtowers. Nothing goes in or out without the watch’s • Intent: Unknown Alternative. The individual is living this
knowledge or permission. lifestyle because they simply do not really know (or have
Market Square: Ample. Room for a fair number of vendor forgotten) how to live any other way.
stalls.
Vendor Stall Acquisition. Lease. Merchants pay in advance Leader 3:
(sometimes far in advance) for the right to a space in the market • Name: Vartak Grimwrath. Head of the Arena.
square. • Lifestyle: Respectable. The leader’s lifestyle is
Merchant Overflow: Monitored. Excess vendors are allowed to unassuming, but comfortable, appropriate to one in their
set up stalls, and the city watch patrols through regularly, but the position.
areas themselves are less-maintained and traffic is lighter. • Residence: Modest House. The leader’s residence is just
Underground Passages: Natural Caves. Below the capital, enough to accommodate their needs. This may garner
natural cave systems can be found that may, or may not, have positivity among the poor or frugal, but may also draw
been discovered yet. derision from the wealthy or extravagant.
• Intent: Genuine. The individual lives this lifestyle because
Government & High Society they truly believe it is good/right/acceptable to live this
way. This (whether positive or negative) might be based on
Leadership: Elected Council. Prominent members of the influences from their life, such as how they were raised, or
community were chosen to lead the capital collectively. even a sense of entitlement.
Leadership Unity: Uneasy. Something feels off, but it may just
be that someone is having a bad day. Connections: 3
Governing Priority: Enlightenment. The leadership prides • Connection 1: Ally - Trusted. The relationship is solid and
itself on intelligence and wisdom, typically making choices that unlikely to be shaken. Trust is likely founded on concrete
preserve culture and heritage or reinforce the community’s elements, such as mutual admiration and/or shared interest.
access to knowledge and understanding. • Connection 2: Ally - Trusted. The relationship is solid and
Priority Approach: Peaceable (Moderate). An agreeable unlikely to be shaken. Trust is likely founded on concrete
stance is taken unless heavily provoked, when an aggressive elements, such as mutual admiration and/or shared interest.
response is carefully deliberated. Deals and negotiations • Connection 3: Enemy - Hated. The relationship is bitter
are preferred, but shows of force, or use of leverage, are not and, barring an amazing turn of events, unsalvageable. This
completely unheard of. hatred could have stemmed from a perceived (or actual)
Priority Success: Mediocre. The leadership has made small insult, an attack, or opposing interests.
steps in realizing its priority, achieving, perhaps, a single
milestone.
C h apt er S ix | C apit als 253
Spy Network Size: Ample. The capital has over a dozen spies Community
working outside its borders.
Infiltration Depth: Deep. Culture: Self-Improvement. Citizens believe life finds its
meaning through the endless pursuit of bettering oneself, inside
• Goals: Gathering general intelligence involving and out.
identification of key places, figures, routines and Pursuit of Culture: Obsession. Interest is pervasive, and talk
infrastructure, ingratiating selves with individual targets, of the culture seeps into regular conversation frequently. The
monitoring and noting relationships and actively guarded pursuit of culture tends to dominate many aspects of daily life.
information. Population Density: Dense. There is a large amount of people
living in the capital. There are few, if any, vacant buildings. In high
• Repercussions: Individual - revelation of identity, traffic areas, one generally has elbow room, but not much more.
imprisonment/ransom or attempts to turn operative Demographics: Wide Distribution. 20% primary race. All
National - diplomatic tension, divulging information about others reasonably well represented.
discovered spy’s efforts, difficult negotiations. Population Wealth: Average. Most of the capital’s population
have enough to live a modest life. Those without are a minority.
Counterintelligence: Adequate. The capital has up to a dozen Visitor Traffic: Droves. Large groups of people regularly
operatives working within its borders. frequent the capital. Congestion is significantly increased.
Counterintelligence Watchfulness: Vigilant. Pursuit of Disposition: Friendly. Locals are generally friendly, welcoming
threats is ongoing and thorough. Skilled efforts at secrecy are and slow to take offense.
often caught and dealt with. Night Activity: Lively. There is little difference between day and
Priority Success: Mediocre. The leadership has made small steps night traffic. There are always people on the streets, and it may
in realizing its priority, achieving, perhaps, a single milestone. seem like no one ever sleeps. Most shops and services remain
Number of Notable Visitors: 1 open constantly. If the capital has a gate, it remains open and is
Notable Visitor 1: Sentient Large Monster. only closed under the most dire of circumstances.
Law Enforcement: Extensive City Watch. Run by a captain and
• Reason for Visit: Lost. They wound up here trying to find several sergeants, all key points are thoroughly guarded. The city
their way somewhere else. perimeter is patrolled constantly, and city patrols happen regularly.
General Crime: Uncommon. Theft or mild violence happens
Military Force: Yes (Standing). The capital’s military is ever at from time to time. Best to keep an eye out, just in case.
the ready and active. Their training is ongoing, and they are kept
well-supplied. They may double as a garrison for the capital or • (+2 to urban encounter rolls taking place within the
bolster city defenses. capital, but outside a district)
Recruitment Type: Volunteer. Forces are made up of
individuals who joined up willingly, and of their own volition. Districts
Size of Force: Strong. The force’s size is large, and likely solid
enough to consider going into battle. Scholar District. This district has a focus on education and the
Specialization: Magical. A section of the military force is made pursuit of knowledge.
up of magic-users, or arcane specialists are placed in every squad.
Military Facilities: Moderate Structures Inside the Capital. • District Condition: Magnificent. The district is incredible.
This encompasses well-equipped and outfitted barracks facilities, Cleanliness, maintenance and structural integrity are all of
as well as quarters for officers. Training grounds are well- the highest standard. Loving attention seems to have been
maintained, with separate, specialist facilities, all surrounded by lavished on as many aspects as is possible.
moderate walls.
Type of Nobility: Egalitarian. The nobility is comprised of • District Entry: Gated & Guarded with Toll. The district
self-made people. Theoretically, anyone could attain this degree entrance is barred by a guarded gate, and a fee is charged for
of notability, as there are few (if any) rules that would prevent entry or exit (or both), which may be based on personage,
social climbing. Typically, those in this group have some agreed- method of transport, or goods being transported.
upon metric they use to judge suitability, such as a challenging,
but achievable, goal. • District Crime: Frequent. The streets are unsafe, and a
Primary Nobles: 7 purse in plain sight is almost sure to be stolen. Vandalism
Relationship to Leadership: Tolerated. The nobility put up and muggings are fairly regular. It’s dangerous to travel
with the leadership, at least for the moment. alone.
Relationship with the People: Good. Relations are generally • (+4 to urban encounter rolls taking place within this
friendly. When a noble and commoner pass in the street, a nod or district)
tip of the hat is typical.
Root of Relationship with the People: Opinion of • District Housing: Limited. Only a few live here; the
Leadership. When it comes to their opinion of the leadership, district may be predominantly a place of business or
both sides… functionality, or perhaps people avoid living here for
another, less innocent reason.
• Positive. ...agree.
• Noble Residents: 1
254 C h apt er S ix | C apit als
• District Notable Locations: One. The first additional • (+2 to urban encounter rolls taking place within this
location in the district is notable. district)
• District Included Locations: Academy/University, • District Housing: Limited. Only a few live here; the
Archives/Library, Hired Help - Scholars and Clerics, district may be predominantly a place of business or
Schoolhouse, Forum functionality, or perhaps people avoid living here for
another, less innocent reason.
• District Additional Locations: Rare Trade Goods,
Alchemist, Schoolhouse • Noble Residents: 2
• Magic Shop - Books - Notable: Local Loyalty. People • District Notable Locations: Two. Up to the first 2 additional
who live nearby know this place and stick to it out of
a deep-seated loyalty, even if there would seem to be locations in the district are notable.
better alternatives. • District Included Locations: Baker, Butcher, General Store,
Slums District: This district is an area where those with lesser Smithy, Tailor
means might live. • District Additional Locations: Rare Libations & Fare,
• District Condition: Decent. The district is passable. While Magic Shop - Clothing
not offensive to the senses of one that is well traveled, it • Inn - Notable: Important Person. Someone directly
could still be off-putting to those with lofty expectations. involved with this location (owner, employee, etc) is a
Structures may not be aesthetically pleasing, but are major figure in the community.
generally functional. • Club - Notable: Excellent Offerings. Whatever
product or service the location offers, it’s good enough
• District Entry: Gated & Guarded. The district entrance is to draw notice.
barred by a gate with guards.
Botanical District. This district has a focus on nature.
• District Crime: Infrequent. Most don’t believe there is any • District Condition: Magnificent. The district is incredible.
crime, and certainly haven’t experienced any. Cleanliness, maintenance and structural integrity are all of
• (+1 to urban encounter rolls taking place within this the highest standard. Loving attention seems to have been
district) lavished on as many aspects as is possible.
• District Entry: Guarded. The district entrance has a strong
• District Housing: Limited. Only a few live here; the guard presence.
district may be predominantly a place of business or • District Crime: Uncommon. Theft or mild violence
functionality, or perhaps people avoid living here for happens from time to time. Best to keep an eye out, just in
another, less innocent reason. case.
• (+2 to urban encounter rolls taking place within this
• Noble Residents: 3 district)
• District Notable Locations: Three. Up to the first 3 • District Housing: Limited. Only a few live here; the
district may be predominantly a place of business or
additional locations in the district are notable. functionality, or perhaps people avoid living here for
• District Included Locations: Butcher, House of Leisure, another, less innocent reason.
• Noble Residents: 1
Inn, Tavern • District Notable Locations: Two. Up to the first 2 additional
• District Additional Locations: Club locations in the district are notable.
• District Included Locations: Outdoor Recreational Area,
• House of Leisure - Notable: Important Person. Inn, Stables
Someone directly involved with this location (owner, • District Additional Locations: Soothsayer, Cobbler
employee, etc) is a major figure in the community. • Club - Notable: Top-Notch Marketing. All around the
capital you can see signage, or hear people mentioning,
• Butcher - Notable: Rumors. Something intriguing has the location.
been heard about this place that, for some reason, has • Hired Help - Guides and Trackers - Notable: Magic.
piqued visitor’s curiosity. Some form of magic plays a role in what is drawing
people here. It could be on purpose or accidental,
• Doctor/Apothecary - Notable: Organization innocent or malicious.
Affiliation. Association with certain people has
generated traffic to this location.
Market District. This district has a focus on the sale of practical
goods.
• District Condition: Impressive. The district is well taken
care of, and cleanliness is clearly a priority. Structures are
maintained, though signs of wear may still be apparent. It
feels lived-in, but of a respectable quality in every regard.
• District Entry: Lightly Guarded. The district entrance has
a token guard presence.
• District Crime: Uncommon. Theft or mild violence
happens from time to time. Best to keep an eye out, just in
case.
C h apt er S ix | C apit als 255
Administration District. This district has a focus on • District Additional Locations: Hired Help - Priestly
government and civil matters. Guidance, (2) Doctor/Apothecary
• Club - Notable: Local Loyalty. People who live
• District Condition: Magnificent. The district is incredible. nearby know this place and stick to it out of a deep-
Cleanliness, maintenance and structural integrity are all of seated loyalty, even if there would seem to be better
the highest standard. Loving attention seems to have been alternatives.
lavished on as many aspects as is possible.
Extra Intrigue
• District Entry: Open. Entrance to the district is
unrestricted. Recent History. Someone within the city has been breeding
chickens, and numbers are getting out of control. The streets
• District Crime: Common. Most are used to hearing about are filled with poultry, and no one knows where they’re coming
some sort of trouble every day or two. Everyone knows from, or who started breeding them.
someone who’s been a victim of crime, either a theft or, Noteworthy Official: Master of Trade. Responsible for the
sometimes, even a mugging, or worse. management of imports and exports.
• (+3 to urban encounter rolls taking place within this
district) • Official’s Competence: Incompetent. Doesn’t truly
understand how to execute the position.
• District Housing: Extensive. A significant amount of the
district’s buildings are housing for residents. Beneath the Surface: Unsafe. There is a structural problem
with a location within the capital (or, possibly, the land, or
• Noble Residents: None environment, it is built on). The longer it goes unnoticed, the
• District Notable Locations: One. The first additional more damaging it could be.
location in the district is notable. • Beneath the Surface - Awareness: Single, Direct
• District Included Locations: Courthouse, Chancery, Town Occurrence. Someone has had a direct, first-hand
experience involving the issue, and is trying to deal with it
Hall, Treasury, Hired Help - Scribes and Clerks somehow.
256 C h apt er S ix | C apit als
The Free City of Salus
By Lou Fryer
When the greater part of your entire world is five paces wide, the The Firsts know their people need a purpose (and see the danger
mind has little else to do but wander. One might start to make of their attentions turning inward), so have sent their army to
plans and formulate schemes with no real hope of success, just as ‘liberate’ other oppressed settlements. Their great host sweeps
a way of breaking the monotony of incarceration. One might well through prisons, plantations, and labor camps, freeing any that
be surprised when hypothetical plans actually bear fruit, and you have no control of their own destiny. Taking a portion of any
are one of thousands given, as if by providence, a second chance. wealth pillaged and setting up smaller councils owing fealty to
This is the situation that inmates found themselves in twenty years the Firsts, The Free City of Salus has become the capital of a free
ago, when an escape attempt from their enormous prison colony nation, a haven for the deposed, oppressed and subjugated.
unexpectedly spiralled into a full-scale revolt. Prisoners fought
tooth and nail, destroying everything obstructing their path out Basic Information
into the sun. The shocked ‘Firsts’ (as the escape plan’s originators
came to be called) let their erstwhile captors leave; after all, they Origin: Prison. The site was originally a holding colony for
were as surprised as anyone that their plan had succeeded. criminals but, over time, events transpired allowing the place
Revered as heroes, the Firsts were immediately elected the ruling to become a legitimate city in its own right. Was this thanks to a
council of the new ‘Free City of Salus’, whose first act was to successful revolt? Or perhaps the kingdom that held the prison
handpick a grand militia from thousands of crooks to fortify the colony was conquered and the colony was left to its own devices?
city and act as a standing army against inevitable repercussions. Maybe something made the colony’s kingdom change its mind
The great majority of former captives stuck around to carve out and legitimize it?
a place in this new nation, for their own lands only knew them Age: Established. The capital has been around for at least 10,
as criminals. The Firsts, still giddy with fresh power, deemed but up to 100, years.
all citizens pardoned, praying that none would jeopardize Size: Large. Structures in the capital are able to support around
the do-over they’d all been granted. They fervently pushed a 100,000 people.
message of ‘self-improvement’, encouraging their people to Environment: Plains. The capital is in the wide open fields.
take up a trade, educate themselves and each other, or enlist Outside the Capital:
to guard their newfound freedom. They established a city
watch and, determined to set themselves apart from other • Makeshift Settlement. A large mass of hovels, lean-tos,
‘oppressed’ nations, opened their doors to visitors for pleasure tents, and other improvised shelters have been built in the
and commerce, transforming the old exercise quadrangle into shadow of the capital’s walls. Why? Do the leaders and
an enormous marketplace and reestablishing, as legitimate residents care?
businesses, the old offices, forges, mills and factories that
inmates had formerly laboured in. Stewardship: Adequate. The capital’s fundamental elements
Of course, a utopia it is not. Such was the damage caused by are all taken care of relatively competently, but some room for
the initial revolt that many buildings are beyond repair and the improvement still exists. Lack of resources or involvement in
populous, accustomed to routine and dictatorship, grow restless. more pressing matters, such as external conflicts or disaster
management, are possible explanations.
C h apt er S ix | C apit als 257
General Condition: Dilapidated. Things are dirty and in a Leader 2
widespread state of disrepair, though some token effort may • Lifestyle: Exquisite. The leader quietly enjoys the luxuries
have been made at cleanliness. Streets are probably packed afforded to one in their lofty position, and presents a
dirt or broken stone. They may be uneven, rutted or muddy. refined, well-maintained appearance.
Structures have likely received similar low levels of care, though • Residence: Small Estate (Inside the Capital). The
there could be some disparity. leader’s main residence is notable, and on a small amount of
Fortification: Heavily Fortified. The capital is surrounded by land. The property is likely bordered with hedges, fencing,
a heavy wall of wood or stone, with several watchtowers built or a wall.
along its length. The gate is double-thickness and reinforced with • Intent: Negative Deception. The individual would not
metal bands. There are additional watchtowers built at various typically live this lifestyle, but is doing so out of selfish
points throughout the surrounding countryside motives, or because they are somehow being forced into this
Market Square: Spacious. Room for lots of vendor stalls. lifestyle against their will.
Vendor Stall Acquisition: First Come, First Served - Fee.
Merchants line up prior to market day. Those at the front of the Leader 3
line are given first pick of the available stall spaces, provided • Lifestyle: Respectable. The leader’s lifestyle is
they can pay the fee for the day. unassuming, but comfortable, appropriate to one in their
Merchant Overflow: Banned. Excess vendors are not allowed position.
to set up stalls outside the town. City guards will enforce this. • Residence: Small Estate (Inside the Capital). The
Underground Passages: Sewers. A network of drains, pipes, leader’s main residence is notable, and on a small amount of
and trenches lies beneath the capital. Base the sewer’s condition land. The property is likely bordered with hedges, fencing,
upon that of the settlement, if they were built concurrently. They or a wall.
may pre-date the current capital city. • Intent: Positive Deception. The individual would not
typically live this lifestyle, but is doing so because they
Government & High Society believe it will have a positive impact, such as inspiring those
who see them.
Leadership: Elected Council. Prominent members of the
community were chosen to lead the capital collectively. Leader 4
Leadership Unity: Uneasy. Something feels off, but it may just • Lifestyle: Respectable. The leader’s lifestyle is
be that someone is having a bad day. unassuming, but comfortable, appropriate to one in their
Governing Priority: Isolationist. The capital has no desire to position.
get involved in the dealings of other sovereign entities. They are • Residence: Large Mansion. The leader’s residence
open and clear about this. likely has many spare rooms, as well as plenty of space for
Priority Approach: Peaceable (Moderate). An agreeable recreational rooms.
stance is taken unless heavily provoked, when an aggressive • Intent: Negative Deception. The individual would not
response is carefully deliberated. Deals and negotiations typically live this lifestyle, but is doing so out of selfish
are preferred, but shows of force, or use of leverage, are not motives, or because they are somehow being forced into this
completely unheard of. lifestyle against their will.
Priority Success: Mediocre. The leadership has made small
steps in realizing its priority, achieving, perhaps, a single Leader 5
milestone. • Lifestyle: Exquisite. The leader quietly enjoys the luxuries
Leader 1 afforded to one in their lofty position, and presents a
refined, well-maintained appearance.
• Lifestyle: Respectable. The leader’s lifestyle is • Residence: Large Estate (Inside the Capital). The
unassuming, but comfortable, appropriate to one in their leader’s main residence is substantial, and surrounded by
position. modest grounds. Staff probably have apartments within
the property. The property is likely bordered with hedges,
• Residence: Modest House. The leader’s residence is just fencing, or a wall.
enough to accommodate their needs. This may garner • Intent: Positive Deception. The individual would not
positivity among the poor or frugal, but may also draw typically live this lifestyle, but is doing so because they
derision from the wealthy or extravagant. believe it will have a positive impact, such as inspiring those
who see them.
• Intent: Positive Deception. The individual would not
typically live this lifestyle, but is doing so because they
believe it will have a positive impact, such as inspiring those
who see them.
258 C h apt er S ix | C apit als
Connections: 1 Primary Nobles: 5
• Connection 1: Ally - With Reservations. The entity is Relationship to the Leadership: Liked. The nobility like the
considered a friend, but treated with care, possibly not leadership well enough; some may even be friends.
fully trusted. They could be a friend yet to truly prove their Relationship with the People: Good. Relations are generally
loyalty, or one who is unpredictable or fickle. friendly. When a noble and commoner pass in the street, a nod or
tip of the hat is typical.
Spy Network Size: Adequate. The capital has up to a dozen Root of Relationship with the People. Manipulation. An
spies working outside its borders. individual or group has orchestrated the sentiment between
Infiltration Depth: General. the two classes. The manipulator is looking out for the capital’s
interests.
• Goals: Gathering general intelligence involving
identification of key places, figures, routines and Community
infrastructure.
Culture: Self-Improvement. Citizens believe life finds its
• Repercussions: Individual - revelation of identity meaning through the endless pursuit of bettering oneself, inside
National - diplomatic tension, divulging information about and out.
discovered spy’s efforts.Gathering general intelligence involving Pursuit of Culture: Rabid Fanaticism. The pursuit of culture
identification of key places, figures, routines and infrastructure. has overrun the capital and, even to visitors, is likely inescapable.
Counterintelligence: None. The capital does not have Local speech is dominated by it, and events honouring it are
counterintelligence operatives working within its borders. ongoing. It seems to be represented, in some way, almost
Number of Notable Visitors: 4 everywhere one looks.
Notable Visitor 1: Ambassador. Population Density: Populous. A moderate amount of people
live in the capital. Walking through the streets, you will see
• Reason for visit: Looking for a Change. They are here plenty of people, but never so many that it would feel cramped.
because they want to change something significant in their Demographics: Wide Distribution. 20% primary race. All
life. others reasonably well represented.
Population Wealth: Average. Most of the capital’s population
Notable Visitor 2: Sentient Small Monster have enough to live a modest life. Those without are a minority.
• Reason for visit: Doing a Favor. A friend or loved one Visitor Traffic: Groups. There are generally a fair amount of
asked them to come here and resolve some kind of business. visitors to the capital. May slightly increase congestion.
Disposition: Open. The locals actively enjoy visitors, and their
Notable Visitor 3: Sentient Large Monster culture incorporates this. Just about anyone is welcome.
• Reason for visit: Doing a Favor. A friend or loved one Night Activity: Active. Inns and taverns remain open
asked them to come here and resolve some kind of business. perpetually. Some shops and services may be open, catering to
late travelers or night owls. A fair amount of establishments
Notable Visitor 4: Spy may still be closed. If the capital has a gate, it is kept open, but
• Reason for visit: Seeking Advice. They are here to gain guarded, ready to be closed, if needed.
understanding about an issue that has been affecting them. Law Enforcement: City Watch. Run by a single captain,
the watch has sufficient strength to cover key points, as well
Military Force: Yes. The capital has some kind of military force. establish a patrol once or twice a day.
Standing or Disbanded: Standing. The capital’s military is General Crime: Common. Most are used to hearing about
ever at the ready and active. Their training is ongoing, and they some sort of trouble every day or two. Everyone knows someone
are kept well-supplied. They may double as a garrison for the who’s been a victim of crime, either a theft or, sometimes, even a
capital or bolster city defenses. mugging, or worse.
Recruitment Type: Hand-Picked. The capital hand picks
individuals from its populace, based on certain criteria. • (+3 to urban encounter rolls taking place within the capital,
Size of Force: Strong. The force’s size is large, and likely solid but outside a district)
enough to consider going into battle.
Specialization: Unconventional. A section of the military Organized Crime: Whispers. There are hushed rumors of
force employs unorthodox thinking and methods, taking criminal organization, but most folks keep these suspicions to
advantage of the enemy’s preconceived notions to achieve themselves, for fear of ridicule, or reprisal. The organization has
unexpected results. a few operatives within the capital and they work hard to keep a
Military Facilities: Temporary Shelters Outside the very low profile.
Capital. This encompasses tents for all troops and few, quickly-
built minimal structures. Training grounds have been established C h apt er S ix | C apit als
in the landscape around the encampment.
Type of Nobility: Egalitarian. The nobility is comprised of
self-made people. Theoretically, anyone could attain this degree
of notability, as there are few (if any) rules that would prevent
social climbing. Typically, those in this group have some agreed-
upon metric they use to judge suitability, such as a challenging,
but achievable, goal.
259
Districts • District Additional Locations: Foundry/Smelting, Textile
Production
Administration District. This district has a focus on the sale of • Hired Help - Magical Mercenaries - Notable:
practical goods.. History. This location is notable for its links to local
history. Perhaps it belongs to a family with a particular
• District Condition: Squalid. The district is in a deplorable reputation? Maybe it has ties to events from long ago?
state. Things are falling apart, filthy and, to anyone who • Rare Trade Goods - Notable: Expansion. This place
doesn’t live here, seems positively unlivable. Most of the has grown recently.
buildings, if not all, are likely a disgrace, or in terrible need
of help. Industrial District. This district has a focus on large-scale
production facilities.
• District Entry: Guarded. The district entrance has a strong
guard presence. • District Condition: Dilapidated. Things are dirty and in a
widespread state of disrepair, though some token effort may
• District Crime: Dangerous. The streets are crawling with have been made at cleanliness. Streets are probably packed
crime. Having things stolen is the least of folks’ worries. dirt or broken stone. They may be uneven, rutted or muddy.
Vandalism and muggings are a daily occurence, and Structures have likely received similar low levels of care,
discoveries of bodies are not what one would call ‘rare’. though there could be some disparity.
• (+5 to urban encounter rolls taking place within this
district) • District Entry: Guarded. The district entrance has a strong
guard presence.
• District Housing: None. No one lives in this district.
• Number of Noble Residents: 2 • District Crime: Common. Most are used to hearing about
• District Notable Locations: One. The first additional some sort of trouble every day or two. Everyone knows
someone who’s been a victim of crime, either a theft or,
location in the district is notable. sometimes, even a mugging, or worse.
• District Included Locations: Courthouse, Chancery, • (+3 to urban encounter rolls taking place within this
district)
Town Hall, Treasury, Hired Help - Scribes and Clerks (Guild
Member) • District Housing: Limited. Only a few live here; the district
• District Additional Locations: Alchemist (Guild Member), may be predominantly a place of business or functionality,
Club, Luxury Furnishings (Guild Member) or perhaps people avoid living here for another, less
innocent reason.
• Baker - Notable: Coercion. Customers, who might
otherwise go somewhere else, are pressured into • Number of Noble Residents: 3
coming here instead. This could be the owner’s doing, • District Notable Locations: One. The first additional
but could also be the work of another interested party.
location in the district is notable.
Craft District. This district has a focus on the creation of • District Included Locations: Smithy, Foundry/Smelting
different goods. • District Additional Locations: Treasury, Cooper (Guild
• District Condition: Squalid. The district is in a deplorable Member), Weaver
state. Things are falling apart, filthy and, to anyone who • Carpenter - Notable: Local Loyalty. People who live
doesn’t live here, seems positively unlivable. Most of the nearby know this place and stick to it out of a deep-
buildings, if not all, are likely a disgrace, or in terrible need seated loyalty, even if there would seem to be better
of help. alternatives.
• District Entry: Guarded. The district entrance has a strong Extra Intrigue
guard presence.
Recent History: A block of buildings caught fire in the district
• District Crime: Dangerous. The streets are crawling with with the lowest district condition (Administration), devastating
crime. Having things stolen is the least of folks’ worries. multiple businesses and/or residences.
Vandalism and muggings are a daily occurence, and Noteworthy Official: Master of the Treasury. Responsible for
discoveries of bodies are not what one would call ‘rare’. the capital’s expenditures and paying contracts and debts.
• (+5 to urban encounter rolls taking place within this
district) • Official Competence: Corrupt. Taking advantage of the
position for personal gain.
• District Housing: Limited. Only a few live here; the
district may be predominantly a place of business or Beneath the Surface: Pack. A pack of particularly feral animals
functionality, or perhaps people avoid living here for roams the capital.
another, less innocent reason.
• Beneath the Surface - Awareness: Single, Direct
• Number of Noble Residents: 0 Occurrence. Someone has had a direct, first-hand
• District Notable Locations: Two. Up to the first 2 additional experience involving the issue, and is trying to deal with it
somehow.
locations in the district are notable.
• District Included Locations: Smithy, Carpenter, General
Store, Tailor (Guild Member), Magic Shop - Armor (Guild
Member)
260 C h apt er S ix | C apit als
The Free City of Salus
C h apt er S ix | C apit als 261
Kharaz-Surgoz Basic Information
By Ralph Stickley Origin: Advantageous Position. The site was chosen to take
advantage of desirable geographical features, like a strategic
The dwarf hold of Surgoz is not the largest, or the choke point, or an ideal high-ground posting. As the location
wealthiest, but it holds an important place in proved itself, it grew which, in turn, created a stronger hold, and
dwarf culture for its connections and location, so on.
acting as a route through an otherwise- Age: Mature. The city has been around at least 100, but up to
treacherous mountain range and as access 300, years.
to Kharaz-Surgoz, The Singing Mountain Size: Medium. Structures in the city are able to support around
(named for the rock formations which 50,000 people.
create otherworldly music in the howling Environment: Mountains. The capital is found on stony passes
winds), sacred to the little-worshiped or soaring peaks.
dwarf god of music.
In days gone by, the dwarves here were a
secretive people, more than happy to deal only
with their own kind, and the traditionalists
amongst the nobility would much rather it had
stayed that way. As it transpired, a young
and rebellious heir (for a conservative
dwarven hold at least) inherited the
throne, and opened Surgoz to the wider
world. King Mjothi had nothing but the
people’s interests and prosperity in mind
- a goal he still places above all others.
Indeed, he was willing to sell off his
mansion to fund exploratory expeditions
into the city’s underlying tunnels to
potentially improve infrastructure - the
entrenched nobility, however, did all in
their power to prevent this, suggesting it
would be entirely improper for a king to
relinquish his ancestral hall and that he
would lose the people’s respect (though
their tone implied it was theirs on the line).
Outnumbered by his nominal advisors, the
king was forced to relent, as he was on many of
his proposed edicts.
The old guard hold particular sway on
Surgoz’s production and business, and
there are therefore strict rules on who can
trade within the city proper. Until that is
no longer the case, it will never be the most
welcoming place to outsiders, yet outsiders
come nonetheless, and in great numbers.
Surgoz also harbours deeply entrenched
suspicions of neighbouring dwarf holds, and rivalries have been
bubbling for centuries. Historically, these have been mercantile
affairs, for the most part, wars fought with levies and tariffs
rather than soldiers. Indeed, representatives from rival cities are
positively encouraged to attend the markets which take place
outside the city gates (where they can get a good impression of the
immaculate and impressive architecture on the other side of the
walls, leaving little doubt who is and is not welcome in the nicer,
main city). The inner market is reserved for residents alone, and,
even then, strict rules dictate who can trade there - any would-be
merchant must gain sponsorship, thus lining the pockets of the
nobility and spreading their influence further.
262 C h apt er S ix | C apit als
Outside the Capital: Priority Success: Very Successful. The leadership has made
• (2) Farming [Agriculture]. A group of farms, providing great strides at achieving its initial vision, and looks like their
food grown for the capital, are found on the nearest success will continue.
hospitable land under its control. Leader 1
• Subterranean Warrens. Something is under the capital
(below even the sewer system, if the capital has one). These • Name: King Mjothi
could be the ruins of another city, the crude dwelling • Lifestyle: Distinguished. The leader aspires to quality and
place of simple beasts, or the residence of another active
civilization. It is not known about. high-functionality, but without concern for needless luxury
or vanity.
Stewardship: Managed. The capital’s fundamental elements • Residence: Large Mansion. The leader’s residence
are all accounted for and well attended to. Whoever is likely has many spare rooms, as well as plenty of space for
responsible is doing an admirable job. recreational rooms.
General Condition: Magnificent. The capital is incredible. • Intent: Negative Deception. The individual would not
Cleanliness, maintenance and structural integrity are all of the typically live this lifestyle, but is doing so out of selfish
highest standard. Loving attention seems to have been lavished motives, or because they are somehow being forced into this
on as many aspects as is possible. lifestyle against their will.
Fortification: Fortified. The capital is surrounded by a Connections: 3
substantial wall of wood or stone. The wall is able to be patrolled • Connection 1: Ally - Trusted. The relationship is solid and
by guards on a raised walkway. Visitors to the city pass through a unlikely to be shaken. Trust is likely founded on concrete
main gate that can be barred in the evenings. A few watch towers elements, such as mutual admiration and/or shared interest.
may be placed around the city, though are likely sporadic. • Connection 2: Enemy - Friendly. Relations are civil
Market Square: Spacious. Room for lots of vendor stalls. enough, but there is a fundamental and irreconcilable
Vendor Stall Acquisition: Sponsored Referral Only - Fee. rivalry, or difference of opinion, that prevents any real
A stall may only be acquired once the vendor pays a fee, and alliance.
the vendor is sponsored by a citizen of the capital. The sponsor • Connection 3: Enemy - Friendly. Relations are civil
assumes responsibility for the vendor. The space is granted once enough, but there is a fundamental and irreconcilable
payment and proof of sponsorship is submitted and approved. rivalry, or difference of opinion, that prevents any real
Merchant Overflow: Encouraged. Excess vendors are alliance.
encouraged to set up stalls outside the capital, if they are unable Spy Network Size: Modest. The capital has up to a few spies
to get a spot in the square. There are maintained areas available working outside its borders.
for use, and are provided on a first-come, first-served basis. Infiltration Depth: Deep. Ingratiating selves with individual
When in use by vendors, this area is regularly patrolled, if law targets, monitoring and noting relationships and actively
enforcement personnel can be spared. guarded information.
Underground Passages: Tunnels. A series of tunnels exist • Goals: Ingratiating selves with individual targets,
beneath the capital. This could be for maintenance, defensive, or monitoring and noting relationships and actively guarded
clandestine purposes and may, or may not, have been purpose- information.
built for the current settlement. They could potentially have been • Repercussions: Individual - revelation of identity,
dug by enemy forces, either recently or long ago. imprisonment/ransom or attempts to turn operative
National - diplomatic tension, divulging information about
Government & High Society discovered spy’s efforts, difficult negotiations.
Counterintelligence: Modest. The capital has up to a few
Leadership: Hereditary. A non-elected leader is in power, by operatives working within its borders.
virtue of their bloodline. Counterintelligence Watchfulness: Wary. Efforts are diligent
Leadership Unity: Uneasy. Something feels off, but it may just and concerted, though not taken to extreme. Moderate efforts at
be that someone is having a bad day. secrecy are often caught and dealt with.
Governing Priority: Humanitarian. The leadership’s goal
is to truly do right by its people. Care and compassion are their
highest priorities.
Priority Approach: Aggressive (Moderate). A defensive
stance is taken, though opportunity is provided for good faith. If
that opportunity is squandered, dealings can become much more
difficult. Shows of force are typically relied upon but peaceful or,
at least, agreeable resolutions are usually considered.
C h apt er S ix | C apit als 263
Number of Notable Visitors: 4 Night Activity: Slow. Almost everything is closed except for
Notable Visitor 1: Ambassador taverns, which may be open until early morning, and inns, which
stay open perpetually. If the capital has a gate, it is closed, but
• Reason for Visit: Lost a Bet. The visitor is here for some guards will generally be ready to open it, as needed.
particular, unpleasant reason as the losing penalty of a Law Enforcement: Robust City Watch. Run by a captain and
wager. two sergeants, the watch are able to place extra support at key
points, as well as establish three or four patrols a day.
Notable Visitor 2: Military Commander General Crime: Frequent. The streets are unsafe, and a purse in
• Reason for Visit: Collecting a Debt. Someone owes the plain sight is almost sure to be stolen. Vandalism and muggings
visitor (or someone connected to them) and it’s time to are fairly regular. It’s dangerous to travel alone.
collect.
• (+4 to urban encounter rolls taking place within the
Notable Visitor 3: Scribe capital, but outside a district)
• Reason for Visit: Visiting an Old Friend. They are in the
capital to meet with someone they haven’t seen in a long Organized Crime: Whispers. There are hushed rumors of
time. criminal organization, but most folks keep these suspicions to
themselves, for fear of ridicule, or reprisal. The organization has
Notable Visitor 4: Sentient Small Monster a few operatives within the capital and they work hard to keep a
• Reason for Visit: In Need of Help. They are beset by a very low profile.
problem and have come here looking for aid.
Districts
Military Force. No. The capital does not employ its own military
force. Scholar District. This district has a focus on education and the
Type of Nobility: Blood. Title and status are hereditary, pursuit of knowledge.
passed down by birth or through marriage. Positions were likely
originally awarded to the ancestors of current nobility by a • District Condition: Magnificent. The district is incredible.
powerful individual, perhaps to reward or purchase loyalty. Cleanliness, maintenance and structural integrity are all of
Number of Primary Nobles: 4 the highest standard. Loving attention seems to have been
Relationship to the Leadership: Disliked. The nobility are not lavished on as many aspects as is possible.
fond of the leadership, but have yet to truly cause a problem.
Relationship with the People: Bad. Dislike is pervasive. • Entry: Open. The district entrance is unrestricted.
Dealings between nobles and commoners usually result in • District Crime: Dangerous. The streets are crawling with
mutterings and barely-concealed curses, but open hostility is
rare. crime. Having things stolen is the least of folks’ worries.
Root of Relationship with the People: Leadership Vandalism and muggings are a daily occurence, and
Treatment. The leadership treats the people and the nobility… discoveries of bodies are not what one would call ‘rare’.
• Negative. ...differently. • (+5 to urban encounter rolls taking place within this
district)
Community
• District Housing: Moderate. A fair amount of the
Culture: Music. Citizens believe life finds its meaning in the buildings in the district house residents.
making and experiencing of music, the true language of the soul.
Pursuit of Culture: Moderate. Culture is viewed as passingly • District Notable Locations: Three. Up to the first 3
important. Most enjoy cultural activities, but they do not additional locations in the district are notable.
dominate to the detriment of other aspects of life.
Population Density: Sparse. Folk live in the capital, but it • District Included Locations: Archives/Library, Academy/
would never be called bustling. Walking down the street, you’ll University, Forum, Schoolhouse, Hired Help - Scribes and
typically only see a few people. Clerks
Demographics: Normal Distribution. 50% primary race, 25%
secondary race, 15% tertiary race, 10% other. • District Additional Locations:
Population Wealth: Prosperous. The majority have enough to live • Academy/University - Notable: Organization
a good life and, of them, a fair amount can even live comfortably. Affiliation. Association with certain people has
Visitor Traffic: Multitudes. Massive groups of people throng generated traffic to this location.
the streets, likely spilling out onto the roads outside the capital. • Luxury Furnishings - Notable: More-Than-Meets-
Congestion is an ever-present reality and a regular issue. the-Eye. This location may seem to be one thing, but
Disposition: Unfriendly. Locals don’t care much for visitors, the right people know what else is there.
looking upon them with contempt, fear, or suspicion. • Weaver - Notable: Vested Interests. A third party (not
the shopkeeper or an employee) has a stake in whether
this location is successful, and has done something to
ensure the populus know about it.
264 C h apt er S ix | C apit als
Slums District. This district is an area where those with lesser Craft District. This district has a focus on the creation of
means might live. different goods.
• District Condition: Magnificent. The district is incredible. • District Condition: Magnificent. The district is incredible.
Cleanliness, maintenance and structural integrity are all of Cleanliness, maintenance and structural integrity are all of
the highest standard. Loving attention seems to have been the highest standard. Loving attention seems to have been
lavished on as many aspects as is possible. lavished on as many aspects as is possible.
• Entry. Gated & Guarded. The district entrance is barred by • Entry: Gated & Guarded. The district entrance is barred by
a gate with guards. a gate with guards.
• District Crime: Infrequent. Most don’t believe there is any • District Crime: Frequent. The streets are unsafe, and a
crime, and certainly haven’t experienced any. purse in plain sight is almost sure to be stolen. Vandalism
• (+1 to urban encounter rolls taking place within this and muggings are fairly regular. It’s dangerous to travel
district) alone.
• (+4 to urban encounter rolls taking place within this
• District Housing. Moderate. A fair amount of the district)
buildings in the district house residents.
• District Housing: Extensive. A significant amount of the
• District Notable Locations: Two. Up to the first 2 additional district’s buildings are housing for residents.
locations in the district are notable.
• District Notable Locations: Two. Up to the first 2 additional
• District Included Locations: Butcher, House of Leisure, locations in the district are notable.
Inn, Tavern
• District Included Locations: Carpenter, General Store,
• District Additional Locations: Soothsayer Magic Shop - Books, Tailor
• Weaver (Guild Member) - Notable: History. This
location is notable for its links to local history. Perhaps • District Additional Locations: Smithy, Wainwright
it belongs to a family with a particular reputation? • Armorsmith - Notable: Vested Interests. A third
Maybe it has ties to events from long ago? party (not the shopkeeper or an employee) has a stake
• Performance Entertainment - Notable: Unique in whether this location is successful, and has done
Offering. This location has a product or service that no something to ensure the populus know about it.
one else in the capital has. • Foundry/Smelting (Guild Member) - Notable:
Coercion. Customers, who might otherwise go
Market District. This district has a focus on the sale of practical somewhere else, are pressured into coming here
goods. instead. This could be the owner’s doing, but could also
be the work of another interested party.
• District Condition: Magnificent. The district is incredible.
Cleanliness, maintenance and structural integrity are all of Extra Intrigue
the highest standard. Loving attention seems to have been
lavished on as many aspects as is possible. Recent History: The owner of a bank & exchange (if one is
present, a shop if not) has discovered a tunnel entrance down
• Entry: Guarded. The district entrance has a strong guard in their cellar that they swear wasn’t there before. Where did it
presence. come from?
Noteworthy Official: Judge. Decision-maker in legal matters.
• District Crime: Infrequent. Most don’t believe there is any
crime, and certainly haven’t experienced any. • Official Competence: Incompetent. Doesn’t truly
• (+1 to urban encounter rolls taking place within this understand how to execute the position.
district)
Beneath the Surface: Strange markings have been showing up
• District Housing: Limited. Only a few live here; the around the capital.
district may be predominantly a place of business or
functionality, or perhaps people avoid living here for • Beneath the Surface - Awareness: Willfully Ignorant.
another, less innocent reason. The public is fully aware of most, or all, of the issue, but
deliberately avoids addressing it or dealing with it in any
• District Notable Locations: One. The first additional way.
location in the district is notable.
• District Included Locations: Baker, Butcher, General Store,
Smithy, Tailor
• District Additional Locations: Stables, Tavern (Guild
Member)
• Rare Libations and Fare (Guild Member) - Notable:
Top-Notch Marketing. All around the capital you can
see signage, or hear people mentioning, the location.
C h apt er S ix | C apit als 265
Kharaz-Surgoz
266 C h apt er S ix | C apit als
Klopani
By Kevin LaCroix
The pungent smell of rotting vegetation is the main indicator than the other. This street, as well as the myriad branching
alerting visitors to their destination’s proximity. The seemingly alleyways around it, is where the apprentices come, meal in
endless tracks of swamp around the city break as the first hand, to listen to local gossip. The capital’s leadership triad is
building comes into sight, the first of many clusters in a maze strained, with one member of the oligarchy caring more about
of dilapidated stilt dwellings, connected by rotting and broken their own hide than the city, and the other two competing for as
walkways. Each cluster looks worse for wear than the last. big a share of the capital’s assets as they can get, ostensibly for its
Visitors to Klopani can be seen visibly tucking, hiding, or covering own good. Only a few nights ago, some buildings in the merchant
up anything of even meager value before entering the city. The district caught fire, and there are some believe it may have been
half-sunken Merchant district houses, amongst pools of stagnant collateral in a scheme orchestrated by one leader or another.
water, Dunkers, the magical clothing shop; outside, patrons test And, of course, everyone knows about the spirit haunting the
the merchandise by rolling around in the mud and grime of the city, though linking that to their erstwhile leaders is tenuous, at
swamp before returning to their feet and finding their clothes best. In any case, it seems a storm is brewing; perhaps it will wipe
perfectly clean. Most seem happy customers, faces smiling with the capital clean, if it doesn’t wipe it out entirely.
incredulity through green-brown gunk (the enchanted garments
doing nothing to repel the swamp from exposed skin). Those Basic Information
impressed enough bundle inside to proffer their gold as, in the
distance, the decaying walls of the crafts district loom. Origin: Invading Occupation. The settlement was previously
Some of the only armed guards in the city patrol the scholar smaller and of little significance. It was sacked and conquered by
district. Built on what little dry land can be found in the swamp, an invading force, who chose to make the place their own centre
it is in far better condition than the rest of the city. The relative of operations, for better or worse.
success of the district is due, in no small part to Frank, the Age: Established. The capital has been around for at least 10,
capital’s self proclaimed head scholar. Whatever his actual but up to 100, years.
qualifications may be, he cares about his city in the people in Size: Medium. Structures in the capital are able to support
it. Students mill around attending seminars and holding study around 50,000 people.
groups, and Frank invites them daily to pick up a discount token Environment: Swamp. The capital is in, or near, a vast area of
for the capital's rare food and drink shop as a philanthropic stagnant water.
gesture to let them know he is looking out for them. Outside the City: None
The path to a plate of warm food and a decent beverage leads Stewardship: Neglected. All of the fundamental elements of
past the homes of the capital’s leadership; two great mansions the capital are being ignored, or are unable to be addressed.
dominate the otherwise-unremarkable street, one slightly nicer
C h apt er S ix | C apit als 267
General Condition: Dilapidated. Things are dirty and in a Leader 2
widespread state of disrepair, though some token effort may • Lifestyle: Luxurious. The leader takes unrestrained
have been made at cleanliness. Streets are probably packed advantage of the comforts and luxuries available to one
dirt or broken stone. They may be uneven, rutted or muddy. in their position, and presents a striking, or flamboyant,
Structures have likely received similar low levels of care, though appearance.
there could be some disparity. • Residence: Large Estate (Inside the Capital). The
Fortification: Unfortified. The capital is exposed on all sides, leader’s main residence is notable, and on a small amount of
save for any barriers created by the presence of buildings or land. The property is likely bordered with hedges, fencing,
natural land formations. There may still be gates across main or a wall.
thoroughfares, but no fortification of substance surrounds the city. • Intent: Positive Deception. The individual would not
Market Square: Spacious. Room for lots of vendor stalls. typically live this lifestyle, but is doing so because they
Vendor Stall Acquisition. Lease. Merchants pay in advance believe it will have a positive impact, such as inspiring those
(sometimes far in advance) for the right to a space in the market who see them.
square.
Merchant Overflow: Banned. Excess vendors are not allowed Leader 3
to set up stalls outside the town. City guards will enforce this. • Lifestyle: Humble. The leader requires only what is
Underground Passages: Sewers. A network of drains, pipes, necessary to live and function basically. Minimal attention is
and trenches lies beneath the capital. Base the sewer’s condition paid to their comfort.
upon that of the settlement, if they were built concurrently. They • Residence: Modest House. The leader’s residence is just
may pre-date the current capital city. enough to accommodate their needs. This may garner
positivity among the poor or frugal, but may also draw
Government & High Society derision from the wealthy or extravagant.
• Intent: Positive Deception. The individual would not
Leadership: Oligarchy (Other small group; Rebels). A few typically live this lifestyle, but is doing so because they
top individuals hold sway, collectively, over the capital. believe it will have a positive impact, such as inspiring those
Leadership Unity: Strained. Tension can be felt in the room, who see them.
and overly polite disagreements are frequent.
Governing Priority: Cloak & Dagger. The government heavily Connections: 1
favors pursuing its goals through the liberal use of secrecy and • Connection 1: Enemy - Hated. The relationship is bitter
intrigue. These operations could be secret to all but the inner and, barring an amazing turn of events, unsalvageable. This
circle, or the use of these types of operations may be blatant and hatred could have stemmed from a perceived (or actual)
open within the governing body itself.. insult, an attack, or opposing interests.
Priority Approach: Peaceable (Moderate). An agreeable
stance is taken unless heavily provoked, when an aggressive Spy Network Size: Modest. The capital has up to a few spies
response is carefully deliberated. Deals and negotiations working outside its borders.
are preferred, but shows of force, or use of leverage, are not Infiltration Depth: General.
completely unheard of.
Priority Success: Mediocre. The leadership has made small • Goals: Gathering general intelligence involving
steps in realizing its priority, achieving, perhaps, a single identification of key places, figures, routines and
milestone. infrastructure.
Leader 1
• Repercussions: Individual - revelation of identity
• Lifestyle: Exquisite. The leader quietly enjoys the luxuries National - diplomatic tension, divulging information about
afforded to one in their lofty position, and presents a discovered spy’s efforts.
refined, well-maintained appearance. Counterintelligence: Adequate. The capital has up to a dozen
operatives working within its borders.
• Residence: Small Estate (Inside the Capital). The Counterintelligence Watchfulness: Wary. Efforts are diligent
leader’s main residence is notable, and on a small amount of and concerted, though not taken to extreme. Moderate efforts at
land. The property is likely bordered with hedges, fencing, secrecy are often caught and dealt with.
or a wall. Number of Notable Visitors: 2
Notable Visitor 1: Spy.
• Intent: Genuine. The individual lives this lifestyle because
they truly believe it is good/right/acceptable to live this • Reason for visit: Lost a Bet. The visitor is here for some
way. This (whether positive or negative) might be based on particular, unpleasant reason as the losing penalty of a
influences from their life, such as how they were raised, or wager.
even a sense of entitlement.
Notable Visitor 2: Priest or Priestess.
• Reason for visit: Seeking Advice. They are here to gain
understanding about an issue that has been affecting them.
268 C h apt er S ix | C apit als
Military Force: Yes. Night Activity: Slow. Almost everything is closed except for
Standing or Disbanded: Disbanded. When the military is not taverns, which may be open until early morning, and inns, which
on active campaign, it disbands. While disbanded, members stay open perpetually. If the capital has a gate, it is closed, but
may contribute to the city watch, work a trade, or undertake any guards will generally be ready to open it, as needed.
number of other activities, but can be called upon to reform at a Law Enforcement: None. If not openly opposed by the
moment’s notice.. collective population, crime can easily run amok. This could
Recruitment Type: Mandatory. Law states all able-bodied manifest itself in subtle or obvious ways.
citizens must spend a certain amount of time serving in the General Crime: Dangerous. The streets are crawling with
military. . crime. Having things stolen is the least of folks’ worries.
Size of Force: Strong. The force’s size is large, and likely solid Vandalism and muggings are a daily occurence, and discoveries
enough to consider going into battle. of bodies are not what one would call ‘rare’.
Specialization: None.
Military Facilities: Simple Structures Inside the Capital. • (+5 to urban encounter rolls taking place within the capital,
This encompasses barracks facilities for the troops, and quarters but outside a district)
for officers. Training grounds are equipped drilling yards within
light walls. Organized Crime: Whispers. There are hushed rumors of
Type of Nobility: Egalitarian. The nobility is comprised of criminal organization, but most folks keep these suspicions to
self-made people. Theoretically, anyone could attain this degree themselves, for fear of ridicule, or reprisal. The organization has
of notability, as there are few (if any) rules that would prevent a few operatives within the capital and they work hard to keep a
social climbing. Typically, those in this group have some agreed- very low profile.
upon metric they use to judge suitability, such as a challenging,
but achievable, goal. Districts
Number of Primary Nobles: 3
Relationship to the Leadership: Liked. The nobility like the Merchant District. This district has a focus on business and
leadership well enough; some may even be friends. non-essential goods.
Relationship with the People: Good. Relations are generally
friendly. When a noble and commoner pass in the street, a nod or • District Condition: Squalid. The district is in a deplorable
tip of the hat is typicalRoot of Relationship with the People: state. Things are falling apart, filthy and, to anyone who
Manipulation. An individual or group has orchestrated the doesn’t live here, seems positively unlivable. Most of the
sentiment between the two classes. The manipulator is looking buildings, if not all, are likely a disgrace, or in terrible need
out for.... of help.
• Positive. ...the capital’s interests. • District Entry: Open. Entrance to the district is
unrestricted.
Community
• District Crime: Dangerous. The streets are crawling with
Culture: Art & Beauty. Citizens believe life finds its meaning in crime. Having things stolen is the least of folks’ worries.
the appreciation of the world and its beauty, exploring it through Vandalism and muggings are a daily occurence, and
creative pursuits. discoveries of bodies are not what one would call ‘rare’.
Pursuit of Culture: Keen Interest. Interest is deep and far- • (+5 to urban encounter rolls taking place within this
reaching, but not overwhelming. Many folks incorporate some district)
aspect of cultural endeavor into their daily life.
Population Density: Populous. A moderate amount of people • District Housing: None.
live in the capital. Walking through the streets, you will see • Number of Noble Residents: None.
plenty of people, but never so many that it would feel cramped. • District Notable Locations: Two. Up to the first 2 additional
Demographics: Wide Distribution. 20% primary race. All
others reasonably well represented. locations in
Population Wealth: Destitute. Nearly everyone in the capital • the district are notable.
consistently lacks the barest essentials of what they need to • District Included Locations: Bank & Exchange (Guild
survive.
Visitor Traffic: Droves. Large groups of people regularly Member), Tailor, Artist (Guild Member), Cobbler, Magic
frequent the capital. Congestion is significantly increased. Shop - Misc. and Curiosities
Disposition: Neutral. Locals are standoffish, or perhaps hard • District Additional Locations:
on the outside, but can be friendly if you get to know them.
• Magic Shop - Clothing - Notable: Top-Notch
Marketing. All around the capital you can see signage,
or hear people mentioning, the location.
• Inn - Notable: Organization Affiliation. Association
with certain people has generated traffic to this
location.
C h apt er S ix | C apit als 269
Craft District: This district has a focus on the creation of • District Housing: Limited. Only a few live here; the district
different goods. may be predominantly a place of business or functionality,
or perhaps people avoid living here for another, less
• District Condition: Dilapidated. Things are dirty and in a innocent reason.
widespread state of disrepair, though some token effort may
have been made at cleanliness. Streets are probably packed • Number of Noble Residents: Two.
dirt or broken stone. They may be uneven, rutted or muddy. • District Notable Locations: None. There are no notable
Structures have likely received similar low levels of care,
though there could be some disparity. locations in the district.
• District Included Locations: Library, University, Forum,
• District Entry: Gated & Guarded. The district entrance is
barred by a gate with guards. Schoolhouse, Hired Help - Scribes and Clerks
• District Additional Locations: Library, Schoolhouse, Rare
• District Crime: Dangerous. The streets are crawling with
crime. Having things stolen is the least of folks’ worries. Libations & Fare
Vandalism and muggings are a daily occurence, and
discoveries of bodies are not what one would call ‘rare’. Extra Intrigue
• (+5 to urban encounter rolls taking place within
within this district) Recent History: A block of buildings caught fire in the district
with the lowest district condition, devastating multiple
• District Housing: Limited. Only a few live here; the businesses and/or residences.
district may be predominantly a place of business or Noteworthy Official: High Mage. The representative of the
functionality, or perhaps people avoid living here for practitioners of arcane arts to the capital leadership.
another, less innocent reason.
• Official’s Competence: Corrupt. Taking advantage of the
• Number of Noble Residents: None. position for personal gain.
• District Notable Locations: One. The first additional
Beneath the Surface: Haunted. The capital is being haunted by
location in the district is notable. some kind of spirit.
• District Included Locations: Smithy, Carpenter, General
• Beneath the Surface - Awareness: Actively Aware. The
Store (Guild Member), Tailor, Magic Shop - Weapons (Guild public is fully aware, and actively addressing whatever is
Member) going on.
• District Additional Locations: Carpenter, Luxury
Furnishings
• Rare Trade Goods - Notable: Favoritism. Certain
people are given particularly good service here, and it
incentivizes them to frequent this location.
Scholar District. This district has a focus on education and the
pursuit of knowledge.
• District Condition: Decent. The district is passable. While
not offensive to the senses of one that is well traveled, it
could still be off-putting to those with lofty expectations.
Structures may not be aesthetically pleasing, but are
generally functional.
• District Entry: Guarded. The district entrance has a strong
guard presence.
• District Crime: Common. Most are used to hearing about
some sort of trouble every day or two. Everyone knows
someone who’s been a victim of crime, either a theft or,
sometimes, even a mugging, or worse.
• (+3 to urban encounter rolls taking place within this
district)
270 C h apt er S ix | C apit als
Klopani
C h apt er S ix | C apit als 271
Leorda One remarkable local legend (and popular, fireplace tale) is
that a deity of chaos and trickery once visited Leorda in the
By Zach Zimmerman flesh. While the common folk gasp and chuckle, embellishing
The capital city of Leorda is found hidden deep in a complex cave all their favorite parts, the archmages know the story is not
system, and is truly a place of darkness and mystery. Its focus mere legend. Not only did the deity’s materialisation actually
has always been on exploring magic but, truth be told, it may be happen, but it does so regularly. The mages are content with the
to an unhealthy degree. The raw magic present there is evidenced wives’ tales, knowing full well that it is easier to hide secrets
in many ways, such as the simple fact that there are many amongst half-truths, and none but they know the true purpose or
strange plants that seem magical in nature and, as far as anyone reason behind the visitations. Further secrets are lying dormant
knows, are not found anywhere else in the world. Magical fires, within a mine local to the capital, filled with magical crystals
in shades of blue and purple, light the streets at all hours, and called ‘soul stones’. Within, a collapsed tunnel conceals an
architecture is found here in styles and configurations that otherworldly, crystalline castle, long since abandoned and, thus
would be unachievable without magical aid. To an outsider, the far, undiscovered.
cave appears to be a wondrous spectacle of bizarre and amazing
gothic styles, all lit with flickering, magical flame. The most
notable feature is the arcane district at its center,
which is completely contained within a massive
central pillar that dominates all sightlines in the
cavern.
Leorda’s government consists of an
isolationist group of archmages; because of
this, outsiders are generally not welcome. To
enforce their segregation, the city has both
a substantial city watch and a volunteer
military presence. Due to these two groups,
as well as the strict punishment, crime
rates are extremely low. Military units
always travel in groups of three to five
soldiers, and there is always at least
one present possessing some magical
abilities. The magical power here is
arcane focussed, not divine; religion
does not seem to affect the political
environment, and judicial law is
held above that of any deity, though
shrines and altars to just about all
of them can be found in one place or
another. The citizens of Leorda are
also as diverse as their places of
worship. Many and varied are the
lifestyles and cultures on display.
What might concern folks, were
they to know, are the activities of
the leaders themselves. The mages
are constantly tinkering and
experimenting with dark magic
in ways that many would insist
are crimes against nature itself.
Those who have had their suspicions, or even concrete knowledge,
have thus far turned away, likely feeling powerless to stop it.
Rumor even has it that the archmages tricked a powerful and all-
knowing demon into visiting the capital, striking deals of terrible
consequence in exchange for access to the wisdom it possessed.
For good or ill, Leorda is home to vast stores of knowledge. Vast
collections of books, housing all manner of rare and esoteric
knowledge, have been amassed and fill the many libraries within
the capital. The rarest and most-prized are kept off-limits to
anyone besides the archmages and nobility but, with so many
books, keeping track of all of them has to be somewhat difficult…
272 C h apt er S ix | C apit als
Basic Information Leader 1
• Lifestyle: Ostentatious. The leader revels in comfort and
Origin: First Settlement. This location was the first one settled luxury, probably to excess, or endeavours to project such an
in the region, and continued to grow as a central location, image. They aim to inspire awe and jealousy in all who see
outpacing all others. them.
Age: Ancient. The capital is older than living, and possibly even • Residence: Palace (Inside the Capital) - (shared with
recorded, memory. other leaders). The leader’s main residence is grand and
Size: Very Large. Structures in the capital are likely able to palatial, with a great many opulent and comfortable rooms.
support over 150,000 people. It occupies a significant amount of the land in the capital.
Environment: Underground. The capital is within a large Staff probably have their own wing, or floor, within the
network of caves. property. The palace is designed as a luxury residence, not a
Outside the Capital: None. defensible military structure.
Stewardship: Managed. The capital’s fundamental elements • Intent: Genuine. The individual lives this lifestyle because
are all accounted for and well attended to. Whoever is they truly believe it is good/right/acceptable to live this
responsible is doing an admirable job. way. This (whether positive or negative) might be based on
General Condition: Magnificent. The capital is incredible. influences from their life, such as how they were raised, or
Cleanliness, maintenance and structural integrity are all of the even a sense of entitlement.
highest standard. Loving attention seems to have been lavished
on as many aspects as is possible. Leader 2
Fortification: Fortified. The capital is surrounded by a • Lifestyle: Respectable. The leader’s lifestyle is
substantial wall of wood or stone. The wall is able to be patrolled unassuming, but comfortable, appropriate to one in their
by guards on a raised walkway. Visitors to the city pass through a position.
main gate that can be barred in the evenings. A few watch towers • Residence: (shared, see Leader 1)
may be placed around the city, though are likely sporadic. • Intent: Positive Deception. The individual would not
Market Square: Tight. Only room for a few vendor stalls. typically live this lifestyle, but is doing so because they
Vendor Stall Acquisition. First Come, First Served - Fee. believe it will have a positive impact, such as inspiring those
Merchants line up prior to market day. Those at the front of the who see them.
line are given first pick of the available stall spaces, provided
they can pay the fee for the day. Leader 3
Merchant Overflow: Banned. Excess vendors are not allowed • Lifestyle: Humble. The leader requires only what is
to set up stalls outside the town. City guards will enforce this. necessary to live and function basically. Minimal attention is
Underground Passages: None. paid to their comfort.
• Residence: (shared, see Leader 1)
Government & High Society • Intent: Genuine. The individual lives this lifestyle because
they truly believe it is good/right/acceptable to live this
Leadership: Oligarchy (Mages). A few top individuals hold way. This (whether positive or negative) might be based on
sway, collectively, over the capital. influences from their life, such as how they were raised, or
Leadership Unity: Accord. Most of those involved are on the even a sense of entitlement.
same wavelength, and can often anticipate one another.
Governing Priority: Isolationist. The capital has no desire to Leader 4
get involved in the dealings of other sovereign entities. They are • Lifestyle: Humble. The leader requires only what is
open and clear about this. necessary to live and function basically. Minimal attention is
Priority Approach: Aggressive (Strong). A defensive paid to their comfort.
stance is taken, assuming and preparing for conflict at all • Residence: (shared, see Leader 1)
times. Negotiation is considered only if the offer is extremely • Intent: Unknown Alternative. The individual is living this
appealing. More often than not, the preference is to use lifestyle because they simply do not really know (or have
ultimatums or physical force. forgotten) how to live any other way.
Priority Success: Incredibly Successful. The leadership has
gone above and beyond in pursuit of its priority, achieving more Leader 5
than it ever thought possible. • Lifestyle: Distinguished. The leader aspires to quality and
high-functionality, but without concern for needless luxury
or vanity.
• Residence: (shared, see Leader 1)
• Intent: Genuine. The individual lives this lifestyle because
they truly believe it is good/right/acceptable to live this
way. This (whether positive or negative) might be based on
influences from their life, such as how they were raised, or
even a sense of entitlement.
C h apt er S ix | C apit als 273
Leader 6 Number of Primary Nobles: 6
• Lifestyle: Respectable. The leader’s lifestyle is Relationship to the Leadership: Supported. The nobility
unassuming, but comfortable, appropriate to one in their support what the leadership is doing, and generally agree with
position. their goals and priorities.
• Residence: (shared, see Leader 1) Relationship with the People: Bad. Dislike is pervasive.
• Intent: Negative Deception. The individual would not Dealings between nobles and commoners usually result in
typically live this lifestyle, but is doing so out of selfish mutterings and barely-concealed curses, but open hostility is
motives, or because they are somehow being forced into this rare.
lifestyle against their will. Root of Relationship with the People: Opinion of
Leadership. When it comes to their opinion of the leadership,
Connections: 1 both sides...
• Connection 1: Ally - With Reservations. The entity is
considered a friend, but treated with care, possibly not • Negative. ...disagree.
fully trusted. They could be a friend yet to truly prove their
loyalty, or one who is unpredictable or fickle. Community
Spy Network Size: Ample. The capital has over a dozen spies Culture: Non-Specific. Culture within the capital is shaped
working outside its borders. simply by their environment and current events.
Infiltration Depth: Deep. Population Density: Populous. A moderate amount of people
live in the capital. Walking through the streets, you will see
• Goals: Ingratiating selves with individual targets, plenty of people, but never so many that it would feel cramped.
monitoring and noting relationships and actively guarded Demographics: Wide Distribution. 20% primary race. All
information. others reasonably well represented.
Population Wealth: Wealthy. Nearly everyone has what they
• Repercussions: Individual - revelation of identity, need to live comfortably, many are able to live well, and some are
imprisonment/ransom or attempts to turn operative very prosperous.
National - diplomatic tension, divulging information about Visitor Traffic: Mostly Locals. On any given day, there are
discovered spy’s efforts, difficult negotiations. typically a few from outside the capital, though not enough to
impact congestion.
Counterintelligence: Adequate. The capital has up to a dozen Disposition: Unfriendly. Locals don’t care much for visitors,
operatives working within its borders. looking upon them with contempt, fear, or suspicion.
Counterintelligence Watchfulness: Vigilant. Pursuit of Night Activity: Lively. There is little difference between day and
threats is ongoing and thorough. Skilled efforts at secrecy are night traffic. There are always people on the streets, and it may
often caught and dealt with. seem like no one ever sleeps. Most shops and services remain
Number of Notable Visitors: 1 open constantly. If the capital has a gate, it remains open and is
Notable Visitor 1: Otherworldly Being. only closed under the most dire of circumstances.
Law Enforcement: Extensive City Watch. Run by a captain
• Reason for visit: Tricked. They wound up here after being and several sergeants, all key points are thoroughly guarded. The
deceived. city perimeter is patrolled constantly, and city patrols happen
regularly.
Military Force: Yes. General Crime: Infrequent. Most don’t believe there is any
Standing or Disbanded: Standing. The capital’s military is crime, and certainly haven’t experienced any.
ever at the ready and active. Their training is ongoing, and they
are kept well-supplied. They may double as a garrison for the • (+1 to urban encounter rolls taking place within the capital,
capital or bolster city defenses. but outside a district)
Recruitment Type: Volunteer. Forces are made up of
individuals who joined up willingly, and of their own volition.
Size of Force: Grand. The force’s size is considerable. As
massing these kinds of numbers is uncommon, it would likely
have a numerical advantage in the field.
Specialization: Magical. A section of the military force is
made up of magic-users, or arcane specialists are placed in every
squad.
Military Facilities: Robust Structures Inside the Capital.
This encompasses extremely well-equipped and outfitted
barracks facilities, and quarters for officers. Training grounds are
expansive and contain anything that could be required for high-
level military training. All is protected by heavy walls.
Type of Nobility: Blood. Title and status are hereditary,
passed down by birth or through marriage. Positions were likely
originally awarded to the ancestors of current nobility by a
powerful individual, perhaps to reward or purchase loyalty.
274 C h apt er S ix | C apit als
Districts • District Additional Locations: Miller, Gathering Hall,
Treasury
Arcane District. This district has a focus on magical matters. • House of Leisure - Notable: Entertaining Service.
• District Condition: Magnificent. The district is incredible. Something about the folk that work here is very
Cleanliness, maintenance and structural integrity are all of entertaining. Perhaps they’re funny, or maybe they do
the highest standard. Loving attention seems to have been demonstrations, or even have a bard who plays there
lavished on as many aspects as is possible. regularly.
• District Entry: Gated & Guarded. The district entrance is • Carpenter - Notable: Favoritism. Certain people are
barred by a gate with guards. given particularly good service here, and it incentivizes
• District Crime: Infrequent. Most don’t believe there is any them to frequent this location.
crime, and certainly haven’t experienced any.
• (+1 to urban encounter rolls taking place within this Scholar District. This district has a focus on the sale of practical
district) goods.
• District Housing: None. No one lives in this district.
• Number of Noble Residents: 1. • District Condition: Magnificent. The district is incredible.
• District Notable Locations: Three. Up to the first 3 Cleanliness, maintenance and structural integrity are all of
additional locations in the district are notable. the highest standard. Loving attention seems to have been
• District Included Locations: Library, University, Magic lavished on as many aspects as is possible.
Shop - Jewelry, Magic Shop - Misc. and Curiosities, Hired
Help - Arcane Academics • District Entry: Gated & Guarded. The district entrance is
• District Additional Locations: Lodge, Forums barred by a gate with guards.
• Soothsayer (Guild Member) - Notable: Rumors.
Something intriguing has been heard about this place • District Crime: Infrequent. Most don’t believe there is any
that, for some reason, has piqued visitor’s curiosity. crime, and certainly haven’t experienced any.
• Alchemist (Guild Member) - Notable: Unique • (+1 to urban encounter rolls taking place within this
Offering. This location has a product or service that no district)
one else in the capital has.
• Schoolhouse - Notable: Important Person. Someone • District Housing: Limited. Only a few live here; the
directly involved with this location (owner, employee, district may be predominantly a place of business or
etc) is a major figure in the community. functionality, or perhaps people avoid living here for
another, less innocent reason.
Industrial District. This district has a focus on large-scale
production facilities. • Number of Noble Residents: None.
• District Notable Locations: Three. Up to the first 3
• District Condition: Magnificent. The district is incredible.
Cleanliness, maintenance and structural integrity are all of additional locations in the district are notable.
the highest standard. Loving attention seems to have been • District Included Locations: Library, University, Forum,
lavished on as many aspects as is possible.
Schoolhouse
• District Entry: Open. Entrance to the district is • District Additional Locations: Schoolhouse, Rare
unrestricted.
Botanicals (Guild Member)
• District Crime: Infrequent. Most don’t believe there is any • Rare botanicals (Guild Member) - Notable: Nearby
crime, and certainly haven’t experienced any. Curiosity. There is something in very close proximity
• (+1 to urban encounter rolls taking place within this that draws attention, thereby increasing foot traffic.
district) • Archives - Notable: Vested Interests. A third party
(not the shopkeeper or an employee) has a stake in
• District Housing: Moderate. No one lives in this district. whether this location is successful, and has done
• Number of Noble Residents: 1 something to ensure folk know about it.
• District Notable Locations: Two. Up to the first 2 additional • Library - Notable: Rumors. Something intriguing has
been heard about this place that, for some reason, has
locations in the district are notable. piqued visitor’s curiosity.
• District Included Locations: Smithy, Foundry
C h apt er S ix | C apit als 275
Market District: This district has a focus on the sale of practical Botanical District: This district has a focus on large-scale
goods. production facilities.
• District Condition: Magnificent. The district is incredible. • District Condition: Magnificent. The district is incredible.
Cleanliness, maintenance and structural integrity are all of Cleanliness, maintenance and structural integrity are all of
the highest standard. Loving attention seems to have been the highest standard. Loving attention seems to have been
lavished on as many aspects as is possible. lavished on as many aspects as is possible.
• District Entry: Lightly Guarded. The district entrance has • District Entry: Guarded. The district entrance has a strong
a token guard presence. guard presence.
• District Crime: Infrequent. Most don’t believe there is any • District Crime: Infrequent. Most don’t believe there is any
crime, and certainly haven’t experienced any. crime, and certainly haven’t experienced any.
• (+1 to urban encounter rolls taking place within this • (+1 to urban encounter rolls taking place within this
district) district)
• District Housing: None. No one lives in this district. • District Housing: Moderate. A fair amount of the
• Number of Noble Residents: None. buildings in the district house residents.
• District Notable Locations: Two. Up to the first 2 additional
• Number of Noble Residents: None
locations in the district are notable. • District Notable Locations: Three. Up to the first 3
• District Included Locations: Baker, Butcher, General Store,
additional locations in the district are notable.
Smithy, Tailor • District Included Locations: Butcher, House of Leisure,
• District Additional Locations: Rare Trade Goods, Artist,
Inn, Tavern
Bank & Exchange • District Additional Locations: Altar, Apothecary (Guild
• Magic Shop - Armor - Notable: More-Than-Meets-
the-Eye. This location may seem to be one thing, but Member)
the right people know what else is there. • Rare botanicals (Guild Member) - Notable: Magic.
• Magic Shop - Weapons - Notable: More-Than- Some form of magic plays a role in what is drawing
Meets-the-Eye. This location may seem to be one thing, people here. It could be on purpose or accidental,
but the right people know what else is there. innocent or malicious.
• Alchemist (Guild Member) - Notable: Unique
Craft District: This district has a focus on large-scale production Offering. This location has a product or service that no
facilities. one else in the capital has.
• Doctor (Guild Member) - Notable: Excellent
• District Condition: Magnificent. The district is incredible. Offerings. Whatever product or service the location
Cleanliness, maintenance and structural integrity are all of offers, it’s good enough to draw notice.
the highest standard. Loving attention seems to have been
lavished on as many aspects as is possible. Extra Intrigue
• District Entry: Lightly Guarded. The district entrance has Recent History: A deity has made a physical appearance in the
a token guard presence. city.
Noteworthy Official 1: High Mage. The representative of the
• District Crime: Infrequent. Most don’t believe there is any practitioners of arcane arts to the capital leadership.
crime, and certainly haven’t experienced any.
• (+1 to urban encounter rolls taking place within this • Official’s Competence: Overqualified. Based on skills
district) and experience, ought to be in a higher, or more challenging,
position.
• District Housing: Extensive. A significant amount of the
district’s buildings are housing for residents. Noteworthy Official 2: Master of Stores. Oversees the capital’s
stores of supplies, such as grain or building materials.
• Number of Noble Residents: None.
• District Notable Locations: One. The first additional • Official’s Competence: Committed. Utterly committed to
the job, truly feeling it is of vital importance.
location in the district is notable.
• District Included Locations: Smithy, Carpenter, General Noteworthy Official 3: Master of Intelligence. Responsible
for seeking and utilizing information vital for capital/national
Store, Tailor, Magic Shop - Books (Guild Member) security.
• District Additional Locations: Smithy (Weapons), Smithy
• Official’s Competence: Committed. Utterly committed to
(Armor), Magic Shop - Clothing (Guild Member), Rare Trade the job, truly feeling it is of vital importance.
Goods
Beneath the Surface: Tampering. Someone is interfering with
• Tavern - Notable: Generous Spirit. The location forces best left alone.
owner is known in the community for their generosity
(this could be financial, but could also be with their • Beneath the Surface - Awareness: Wilfully Ignorant.
time, knowledge, or resources). The public is fully aware of most, or all, of the issue, but
deliberately avoids addressing it or dealing with it in any way.
276 C h apt er S ix | C apit als
Leorda
C h apt er S ix | C apit als 277
Potemgrad The city guards (or ‘Potemguardians’) uphold a strict
trade curfew, banning any sort of trade of goods outside market
By Silje Starheim business hours (sunrise to sunset). Due to this, many local
In a lush forest, tucked between, around, establishments focus on offering services instead of physical
atop, and underneath huge trees, at the goods. Apart from the usual barbers, healing houses, and
junction of a dozen streams, lies the massage institutes, tutoring is a popular offering. No matter the
capital city of Potemgrad, a place that subject, chances are good there’s someone teaching it.
embraces the idea of the open market Another Potemgrad favorite is ‘Holly Monotik’s Exciting Tours’,
like no other. Business obsessed to which offer excursions into unmapped areas. Rumor has it that
the core, the leadership implemented Holly’s last trip uncovered a forgotten elven tomb, but she won’t
a unique, unusual (and lucrative) say a thing. Her customers on the other hand, just might.
system.
Decades ago, they decided to sell
shares in the capital itself, and openly
continue to do so to this day. The capital
and, by extension, the area it governs, is
now owned by investors. Shares grant the
holder various services and benefits,
the most significant of which being
the right to vote in matters of state
and the running of the capital itself.
The greater their percentage, the
more votes so, of course, the original
leaders ensured they bought in to
their own scheme early to remain
majority shareholders. This system
has been responsible for generating
substantial income, taxes, and levies
for the capital.
Potemgrad is a city that revolves
around the rich and powerful,
and areas frequented by these
people are the priority when
it comes to maintenance and
upkeep. The rest are largely
tended by the local residents,
resulting in a place where the
general physical state of homes,
roads, and bridges (to name a few)
can range wildly from superb to
flat-out dangerous, just within
the radius of a few streets.
The capital is certainly a tourist
destination. Advertisements and recommendations are
everywhere. A visitor might take a leisurely stroll along the
hanging bridges which connect the city’s major trees. They might
visit the ‘Sense-ation Spa’ to have their fortune told, all while
the magnificent handlers make sure to pamper all their senses.
One extremely famous location is ‘Magic McHale’s Weapons
and Ammunition’, self proclaimed home of the ‘Wondrous
Warhammer’.
A favorite pastime for those with refined tastes is the Amphi
Opera, a stage so prestigious that prospective entertainers
have to put their wellbeing on the line and duel for the right
to perform (of course, tickets for these initial duels and tickets
to the opera are sold separately). For those looking for a more
visceral experience (or an excuse to test their new Wondrous
Warhammer), folks go down to Dusty’s Inn for their famous
‘Smashy Hour’, a fully sanctioned bar brawl. Bets are taken and
the winnings are always terrific.
278 C h apt er S ix | C apit als
Basic Information Government & High Society
Origin: First Settlement. This location was the first one settled Leadership: Oligarchy (Merchants). A few top individuals
in the region, and continued to grow as a central location, hold sway, collectively, over the capital.
outpacing all others. Leadership Unity: Strained. Tension can be felt in the room,
Age: Mature. The capital has been around at least 100, but up to and overly polite disagreements are frequent.
300, years. Governing Priority: Release. Those at the top do not actually
Size: Very Small. Structures in the capital are likely able to want to be in power. Perhaps they were elected and carried to
support up to 20,000 people. the position by momentum, or they inherited it from birth. They
Environment: Swamp. The capital is in or near a vast area of might have simply been an individual (or group) the people
stagnant water. rallied, behind but never desired to rule. Now, they just want out.
Outside the Capital: Priority Approach: Peaceable (Moderate). An agreeable
stance is taken unless heavily provoked, when an aggressive
• Event Grounds. Tended grounds for games, duels, response is carefully deliberated. Deals and negotiations
ceremonies, or other events. are preferred, but shows of force, or use of leverage, are not
completely unheard of.
• Resource Harvesting. Depending on the landscape and Priority Success: Successful. The leadership has been
available resources (trees, minerals, ore, stone, etc.), a successful at pursuing its priority, achieving several of its overall
logging camp, mine, or quarry, belonging to the capital, has goals.
been built nearby to harvest them, which it then uses or Leader 1
sells.
• Lifestyle: Respectable. The leader’s lifestyle is
• Exploration. Explorers have been investigating something unassuming, but comfortable, appropriate to one in their
at this site a fair distance outside the capital. position.
• Family Estate. A wealthy family’s large estate is situated in • Residence: Large Estate (Inside the Capital) - (shared
the neighboring countryside. with other leaders). The leader’s main residence is
substantial, and surrounded by modest grounds. Staff
• Farming [Agriculture]. A group of farms, providing food probably have apartments within the property. The property
grown for the capital, are found on the nearest hospitable is likely bordered with hedges, fencing, or a wall.
land under its control.
• Intent: Positive Deception. The individual would not
Stewardship: Managed. The capital’s fundamental elements typically live this lifestyle, but is doing so because they
are all accounted for and well attended to. Whoever is believe it will have a positive impact, such as inspiring those
responsible is doing an admirable job. who see them.
General Condition: Dilapidated. Things are dirty and in a
widespread state of disrepair, though some token effort may Leader 2
have been made at cleanliness. Streets are probably packed • Lifestyle: Respectable. The leader’s lifestyle is
dirt or broken stone. They may be uneven, rutted or muddy. unassuming, but comfortable, appropriate to one in their
Structures have likely received similar low levels of care, though position.
there could be some disparity. • Residence: (shared, see Leader 1)
Fortification: Lightly Fortified. The capital has bare-bones • Intent: Negative Deception. The individual would not
fortifications which are a minimal obstacle for enemy forces, but typically live this lifestyle, but is doing so out of selfish
are adequate to deter wild animals. A simple gate, which can be motives, or because they are somehow being forced into this
barred in the evenings, sits astride the main road. lifestyle against their will.
Market Square: Spacious. Room for lots of vendor stalls.
Vendor Stall Acquisition. First come, first served - Fee. Leader 3
Merchants line up prior to market day. Those at the front of the • Lifestyle: Exquisite. The leader quietly enjoys the luxuries
line are given first pick of the available stall spaces, provided afforded to one in their lofty position, and presents a
they can pay the fee for the day. refined, well-maintained appearance.
Merchant Overflow: Monitored. Excess vendors are allowed to • Residence: (shared, see Leader 1)
set up stalls, and the city watch patrols through regularly, but the • Intent: Positive Deception. The individual would not
areas themselves are less-maintained and traffic is lighter. typically live this lifestyle, but is doing so because they
Underground Passages: Sewers. A network of drains, pipes, believe it will have a positive impact, such as inspiring those
and trenches lies beneath the capital. Base the sewer’s condition who see them.
upon that of the settlement, if they were built concurrently. They
may pre-date the current capital city.
C h apt er S ix | C apit als 279
Connections: 3 Population Density: Populous. A moderate amount of people
• Connection 1: Ally - With Reservations. The entity is live in the capital. Walking through the streets, you will see
considered a friend, but treated with care, possibly not plenty of people, but never so many that it would feel cramped.
fully trusted. They could be a friend yet to truly prove their Demographics: Only Two. 60% primary race, 40% secondary
loyalty, or one who is unpredictable or fickle. race.
• Connection 2: Enemy - Friendly. Relations are civil Population Wealth: Prosperous. The majority have enough
enough, but there is a fundamental and irreconcilable to live a good life and, of them, a fair amount can even live
rivalry, or difference of opinion, that prevents any real comfortably.
alliance. Visitor Traffic: Droves. Large groups of people regularly
• Connection 3: Ally - Trusted. The relationship is solid and frequent the capital. Congestion is significantly increased.
unlikely to be shaken. Trust is likely founded on concrete Disposition: Open. The locals actively enjoy visitors, and their
elements, such as mutual admiration and/or shared interest. culture incorporates this. Just about anyone is welcome.
Night Activity: Slow. Almost everything is closed except for
Spy Network Size: None. The capital is not engaged in any taverns, which may be open until early morning, and inns, which
intelligence gathering operations. stay open perpetually. If the capital has a gate, it is closed, but
Counterintelligence: Adequate. The capital has up to a dozen guards will generally be ready to open it, as needed.
operatives working within its borders. Law Enforcement: Extensive City Watch. Run by a captain
Counterintelligence Watchfulness: Passing. Obvious threats and several sergeants, all key points are thoroughly guarded. The
to the capital are found and dealt with. Threats with any serious city perimeter is patrolled constantly, and city patrols happen
degree of subtlety (if there are any) go undetected. regularly.
Number of Notable Visitors: 2 General Crime: Uncommon. The streets are unsafe, and a
Notable Visitor 1: Sentient Large Monster. purse in plain sight is almost sure to be stolen. Vandalism and
muggings are fairly regular. It’s dangerous to travel alone.
• Reason for visit: Lost a Bet. The visitor is here for some
particular, unpleasant reason as the losing penalty of a • (+2 to urban encounter rolls taking place within the
wager. capital, but outside a district)
Notable Visitor 2: Assassin. Districts
• Reason for visit: Doing a Favor. A friend or loved one
asked them to come here and resolve some kind of business. Industrial District. This district has a focus on large-scale
production facilities.
Military Force: No.
Type of Nobility: Deeds. Status is granted in relation to deeds • District Condition: Decent. The district is passable. While
accomplished, or values displayed, typically reflective of those not offensive to the senses of one that is well traveled, it
held to be most important by the society itself. could still be off-putting to those with lofty expectations.
Number of Primary Nobles: 6 Structures may not be aesthetically pleasing, but are
Relationship to the Leadership: Supported. The nobility generally functional.
support what the leadership is doing, and generally agree with
their goals and priorities. • District Entry: Guarded. The district entrance has a strong
Relationship with the People: Bad. Dislike is pervasive. guard presence.
Dealings between nobles and commoners usually result in
mutterings and barely-concealed curses, but open hostility is • District Crime: Uncommon. Theft or mild violence
rare. happens from time to time. Best to keep an eye out, just in
Root of Relationship with the People: Resources. The case.
common folk feel the nobles... • (+2 to urban encounter rolls taking place within this
district)
• Negative. ...do not distribute resources fairly, prioritizing
plenty for themselves over making sure there is enough for • District Housing: None. No one lives in this district.
all. • Number of Noble Residents: 1.
• District Notable Locations: One. The first additional
Community
location in the district is notable.
Culture: Self-Improvement. Citizens believe life finds its • District Included Locations: Smithy, Foundry
meaning through the endless pursuit of bettering oneself, inside • District Additional Locations:
and out.
Pursuit of Culture: Keen Interest. Interest is deep and far- • General Store (Guild Member) - Notable: History.
reaching, but not overwhelming. Many folks incorporate some This location is notable for its links to local history.
aspect of cultural endeavor into their daily life. Perhaps it belongs to a family with a particular
reputation? Maybe it has ties to events from long ago?
280 C h apt er S ix | C apit als
Slums District: This district is an area where those with lesser Slums District 2: This district is an area where those with lesser
means might live. means might live.
• District Condition: Squalid. The district is in a deplorable • District Condition: Squalid. The district is in a deplorable
state. Things are falling apart, filthy and, to anyone who state. Things are falling apart, filthy and, to anyone who
doesn’t live here, seems positively unlivable. Most of the doesn’t live here, seems positively unlivable. Most of the
buildings, if not all, are likely a disgrace, or in terrible need buildings, if not all, are likely a disgrace, or in terrible need
of help. of help.
• District Entry: Open. Entrance to the district is • District Entry: Guarded. The district entrance has a strong
unrestricted. guard presence.
• District Crime: Infrequent. Most don’t believe there is any • District Crime: Uncommon. Theft or mild violence
crime, and certainly haven’t experienced any. happens from time to time. Best to keep an eye out, just in
• (+1 to urban encounter rolls taking place within this case.
district) • (+2 to urban encounter rolls taking place within this
district)
• District Housing: Extensive. A significant amount of the
district’s buildings are housing for residents. • District Housing: Limited. Only a few live here; the
district may be predominantly a place of business or
• Number of Noble Residents: 1. functionality, or perhaps people avoid living here for
• District Notable Locations: One. The first additional another, less innocent reason.
location in the district is notable. • Number of Noble Residents: 4.
• District Included Locations: Butcher, House of Leisure, • District Notable Locations: One. The first additional
Inn, Tavern location in the district is notable.
• District Additional Locations: • District Included Locations: Butcher, House of Leisure,
• General Store (Guild Member) - Notable: Generous Inn, Tavern
Spirit. The location owner is known in the community • District Additional Locations:
for their generosity (this could be financial, but could
also be with their time, knowledge, or resources). • House of Leisure (Guild Member) - Notable:
Important Person. Someone directly involved with
Market District. This district has a focus on the sale of practical this location (owner, employee, etc) is a major figure in
goods. the community.
• District Condition: Decent. The district is passable. While Extra Intrigue
not offensive to the senses of one that is well traveled, it
could still be offputting to those with lofty expectations. Recent History: A public building, in a key location, has
Structures may not be aesthetically pleasing, but are collapsed, and an investigation is underway to determine the
generally functional. cause.
Recent History 2: A local tavernkeep is starting something
• District Entry: Guarded. The district entrance has a strong called ‘Smashy Hour’, a controlled and sanctioned weekly
guard presence. bar-brawl. The event is in partnership with a local furniture
maker, who supplies old stock to be used as make-shift weapons.
• District Crime: Uncommon. Theft or mild violence Guards are, so far, not getting involved, so long as the chaos stays
happens from time to time. Best to keep an eye out, just in contained. The only rule: don’t destroy the tavern.
case. Noteworthy Official: Adviser. Second in command of the
• (+2 to urban encounter rolls taking place within this capital. Can be an official, or unofficial, position.
district)
• Official’s Competence: Corrupt. Taking advantage of the
• District Housing: None. No one lives in this district. position for personal gain.
• Number of Noble Residents: None.
• District Notable Locations: One. The first additional Beneath the Surface: Unsafe. There is a structural problem
with a location within the capital (or, possibly, the land, or
location in the district is notable. environment, it is built on). The longer it goes unnoticed, the
• District Included Locations: Baker, Butcher, General Store, more damaging it could be.
Smithy, Tailor • Beneath the Surface - Awareness: Disparate, Direct
• District Additional Locations: Occurrence. A few people have had direct, first-hand
experiences involving the issue and word is starting to
• Magic Shop - Weapons - Notable: Top-Notch spread. Claims have become difficult to dismiss.
Marketing. All around the capital you can see signage,
or hear people mentioning, the location.
C h apt er S ix | C apit als 281
Potemgrad
282 C h apt er S ix | C apit als
Selunaria
By Spike Murphy-Rose
Long ago, Selunaria was the capital of an elven kingdom That changed when a recent cosmic event mysteriously caused
renowned for their incredible works of magically wrought glass the last Selunarian scion to reappear. Bewildered, finding herself
which could capture moonlight and starlight. The city was made a stranger out of time, she has been trying to make her way
up of marble and glass towers which rose from the verdant, but through an unfamiliar world. When she sleeps under the moon’s
well-tended, tropical fields and surrounding jungle. The towers light, she dreams of Selunaria. At first, she believed that these
had pillared domes and long, delicate bridges made from the glass, were only visions of what could have been, but she has come to
which emitted their light in vivid constellations, making it appear realize that they are real; she truly travels to Selunaria in her
as if any who walked in the evenings did so among the stars. dreams. The city now exists in a state of limbo and perpetual
Selunaria’s most impressive structure has always been the Lunar night, citizens repeating the patterns of what they did in their
Lighthouse, a massive 240-foot tall piece of marble intricately daily lives, unaware of what has befallen them, or how much
shaped by elven artisans. Sat atop was an immense glass crescent time has passed. During full moons and other lunar events, those
moon that stored and emitted moonlight, creating a beacon sleeping within a few miles of the scion also find themselves
visible for hundreds of miles. The beacon’s stored moonlight travelling to Selunaria in their hours of slumber, in visions so
also fueled powerful enchantments that created air currents tangible that they even find items they acquired on their travels
throughout the towers of the city, allowing people to literally made manifest upon waking. And wake they must for, as several
walk on the winds. The vision of the Selunarians dancing across unfortunate souls have discovered, any who remain in the city
bridges of stars and running through moonlit skies must have past dawn become trapped within it, their bodies fading like
made quite a spectacular picture to newcomers. dreams in the morning light.
But that was then. Thousands of years ago, an ancient sorcerer-
king of immense power and evil assaulted Selunaria. He had Basic Information
nearly succeeded in destroying the city when the last scion of
the royal line activated the lighthouse, using its stored energy Origin: Advantageous Position. The site was chosen to take
to defend it. The sorcerer-king tried to stop her, but only advantage of desirable geographical features, like a strategic
managed to disrupt the beacon and cause the city to become choke point, or an ideal high-ground posting. As the location
partially stranded in the dimension of time. For millennia, no proved itself, it grew which, in turn, created a stronger hold, and
sign of Selunaria remained except for the solitary, aging marble so on.
lighthouse. Age: Ancient. The capital is older than living, and possibly even
recorded, memory.
Size: Large. Structures in the capital are able to support around
100,000 people.
C h apt er S ix | C apit als 283
Outside the City: Leader 1
• Tended Nature. An area of nature outside the capital has • Lifestyle: Humble. The leader requires only what is
been preserved and tended to. This may be a park, preserved necessary to live and function basically. Minimal attention is
forest, animal reserve or something else. It may, or may not, paid to their comfort.
be controlled by the capital. • Residence: Small Estate (Inside the Capital). The
leader’s main residence is notable, and on a small amount of
Stewardship: Passing. The capital’s fundamental elements land. The property is likely bordered with hedges, fencing,
are taken care of to a serviceable degree, though an inequality or a wall.
of attention is noticeable, and some areas seem to take priority • Intent: Genuine. The individual lives this lifestyle because
over others. It could be that resources are not plentiful enough to they truly believe it is good/right/acceptable to live this
cover everything, but those in charge are doing the best they can. way. This (whether positive or negative) might be based on
General Condition: Dilapidated. Things are dirty and in a influences from their life, such as how they were raised, or
widespread state of disrepair, though some token effort may even a sense of entitlement.
have been made at cleanliness. Streets are probably packed
dirt or broken stone. They may be uneven, rutted or muddy. Connections: 1
Structures have likely received similar low levels of care, though • Connection 1: Enemy - Hated. The relationship is bitter
there could be some disparity. and, barring an amazing turn of events, unsalvageable. This
Environment: Coastal. The capital is near a large body of hatred could have stemmed from a perceived (or actual)
water, such as a lake or ocean. insult, an attack, or opposing interests.
Fortification: Extremely Fortified. The capital is surrounded
by an imposing wall of wood or stone, with many fully-staffed Spy Network Size: Modest. The capital has up to a few spies
watchtowers at regular intervals along its length. The gate is working outside its borders.
double-thickness, reinforced with metal bands, augmented with Infiltration Depth: General.
a portcullis, and is always manned. A supplementary wall of
wood or stone encompasses the surrounding countryside, with • Goals: Gathering general intelligence involving
its own watchtowers. Nothing goes in or out without the watch’s identification of key places, figures, routines and
knowledge or permission. infrastructure.
Market Square: Ample. Room for a fair number of vendor
stalls. • Repercussions: Individual - revelation of identity
Vendor Stall Acquisition: Sponsored Referral Only - Fee. National - diplomatic tension, divulging information about
A stall may only be acquired once the vendor pays a fee, and discovered spy’s efforts.
the vendor is sponsored by a citizen of the capital. The sponsor Counterintelligence: None. The capital does not have
assumes responsibility for the vendor. The space is granted once counterintelligence operatives working within its borders.
payment and proof of sponsorship is submitted and approved. Number of Notable Visitors: 3
Merchant Overflow: Banned. Excess vendors are not allowed Notable Visitor 1: Famed Craftsperson.
to set up stalls outside the town. City guards will enforce this.
Underground Passages: Forgotten Crypts. Old burial • Reason for visit: Had a Vision. They saw something in a
chambers and tombs are housed deep beneath the capital, likely dream that involved coming here.
unknown to the general populace.
Notable Visitor 2: Adventurer.
Government & High Society • Reason for visit: Lost (Trapped). They wound up here
trying to find their way somewhere else.
Leadership: Hereditary. A non-elected leader is in power, by
virtue of their bloodline. Notable Visitor 3: Priest/Priestess.
Leadership Unity: Uneasy. Something feels off, but it may just • Reason for visit: Following Prophecy. They are here
be that someone is having a bad day. because they feel they were meant to be.
Governing Priority: Release. Those at the top do not actually
want to be in power. Perhaps they were elected and carried to Military Force: Yes.
the position by momentum, or they inherited it from birth. They Standing or Disbanded: Disbanded. When the military is not
might have simply been an individual (or group) the people on active campaign, it disbands. While disbanded, members
rallied behind, but never desired to rule. Now, they just want out. may contribute to the city watch, work a trade, or undertake any
Priority Approach: Peaceable (Strong). An agreeable stance number of other activities, but can be called upon to reform at a
is taken, preferring to avoid conflict whenever possible, through moment’s notice.
negotiating and dealing for the best nonaggressive outcome. Recruitment Type: Volunteer. Forces are made up of
Priority Success: Mediocre. The leadership has made small individuals who joined up willingly, and of their own volition.
steps in realizing its priority, achieving, perhaps, a single Size of Force: Modest. The force’s size is respectable, but not
milestone. what anyone would call large. Open warfare would likely be risky.
Specialization: Magical. A section of the military force is
made up of magic-users, or arcane specialists are placed in every
squad.
284 C h apt er S ix | C apit als
Military Facilities: Simple Structures Inside the Capital. Districts
This encompasses barracks facilities for the troops, and quarters
for officers. Training grounds are equipped drilling yards within Docks District: This district has a focus on all naval and
light walls. seafaring matters.
Type of Nobility: Deeds. Status is granted in relation to deeds
accomplished, or values displayed, typically reflective of those • District Condition: Squalid. The district is in a deplorable
held to be most important by the society itself. state. Things are falling apart, filthy and, to anyone who
Number of Primary Nobles: 5 doesn’t live here, seems positively unlivable. Most of the
Relationship to the Leadership: Tolerated. The nobility put buildings, if not all, are likely a disgrace, or in terrible need
up with the leadership, at least for the moment. of help.
Relationship with the People: Good. Relations are generally
friendly. When a noble and commoner pass in the street, a nod or • District Entry: Open. Entrance to the district is
tip of the hat is typical. unrestricted.
Root of Relationship with the People: Hardship. A difficult
and trying hardship has happened or is currently happening. • District Crime: Infrequent. Most don’t believe there is any
The nobility... crime, and certainly haven’t experienced any.
• (+1 to urban encounter rolls taking place within this
• [Positive] ...are sharing in the hardship, or are actively district)
working to ease the burden on the common folk.
• District Housing: None. No one lives in this district.
Community • District Notable Locations: Two. Up to the first 2 additional
Culture: Art & Beauty. Citizens believe life finds its meaning in locations in the district are notable.
the appreciation of the world and its beauty, exploring it through • District Included Locations: Shipwright, Weaver, House of
creative pursuits.
Pursuit of Culture: Obsession. Interest is pervasive, and talk Leisure (abandoned), Inn (abandoned), Tavern (abandoned)
of the culture seeps into regular conversation frequently. The • District Additional Locations: Altar, Doctor/Apothecary
pursuit of culture tends to dominate many aspects of daily life.
Population Density: Sparse. Folk live in the capital, but it • Lighthouse (author custom) - Notable: More-Than-
would never be called bustling. Walking down the street, you’ll Meets-the-Eye. The Lunar Lighthouse stores lunar
typically only see a few people. energy, acting as an immense magical battery, and, in
Demographics: High and Low. 80% primary race, 20% certain circumstances, can be unleashed to defend the
secondary race. capital.
Population Wealth: Prosperous. The majority have enough to live
a good life and, of them, a fair amount can even live comfortably. • Rare Trade Goods - Notable: Unique Offerings. The
Visitor Traffic: Forsaken. Once a nexus for people from all shop specialises in rare and exotic objects, some from
over, whatever drew them is long since gone. Loose debris thousands of years ago, and many from lost or dead
tumbles through the streets devoid of new footsteps. The rare civilizations, making them incredibly rare and unique.
visitors who still come to the capital are likely here for a very
specific reason, which they may or may not want to divulge. Botanical District: This district has a focus on nature.
Disposition: Friendly. Locals are generally friendly, welcoming • District Condition: Decent. The district is passable. While
and slow to take offense. not offensive to the senses of one that is well traveled, it
Night Activity: Raucous. When the day ends, the capital truly could still be off-putting to those with lofty expectations.
comes to life. Inns and taverns have customers coming and going Structures may not be aesthetically pleasing, but are
at all hours. Parties, and other commotion, can often be heard. generally functional.
One might expect things to close down after dark but, in the • District Entry: Lightly Guarded. The district entrance has
capital, there are locations that only open in the evenings. There a token guard presence.
is likely a sort of ‘night market’ throughout the capital, with • District Crime: Infrequent. Most don’t believe there is any
goods, services, or curiosities of all kinds available for those keep crime, and certainly haven’t experienced any.
alternative hours (or scoff at the need for sleep). • (+1 to urban encounter rolls taking place within this
Law Enforcement: City Watch. Run by a single captain, district)
the watch has sufficient strength to cover key points, as well • District Housing: Limited. Only a few live here; the
establish a patrol once or twice a day. district may be predominantly a place of business or
General Crime: Infrequent. Most don’t believe there is any functionality, or perhaps people avoid living here for
crime, and certainly haven’t experienced any. another, less innocent reason.
• District Notable Locations: Two. Up to the first 2 additional
• (+1 to urban encounter rolls taking place within the capital, locations in the district are notable.
but outside a district) • District Included Locations: Outdoor Recreational Area,
Inn, Stable
C h apt er S ix | C apit als 285
• District Additional Locations: Rare Botanicals, Bathhouse • District Included Locations: Archives/Library, Academy/
• Altar - Notable: History. This is a shrine to a long- University, Magic Shop - Weapons, Magic Shop - Clothing,
forgotten local non-elven nature deity. The last Hired Help - Arcane Academics
worshippers passed on long ago.
• Weaver - Notable: Unique Offering. The weaver • District Additional Locations: Magic Shop - Misc. and
makes items of living, woven plants. Curiosities
• Lodge - Notable: Important Person. The lodge is run
Market District: This district has a focus on the sale of practical by the Archmage of Selunaria, and is where they train
goods. students of the arcane arts.
• Glassworks (author custom) - Notable: Unique
• District Condition: Decent. The district is passable. While Offering. The glassworks of Selunaria are unrivaled
not offensive to the senses of one that is well traveled, it in all the multiverse, producing glass sculptures and
could still be off-putting to those with lofty expectations. structures of incredible strength and intricacy, both
Structures may not be aesthetically pleasing, but are enormous and miniscule, able to capture the light of the
generally functional. moon and stars.
• Magic Shop - Books - Notable: Excellent Offerings.
• District Entry: Open. Entrance to the district is The magical bookshop has a large variety of tomes of
unrestricted. knowledge and magical lore that have long since been
lost of destroyed.
• District Crime: Infrequent. Most don’t believe there is any
crime, and certainly haven’t experienced any. Temple District: This district has a focus on religion and/or
• (+1 to urban encounter rolls taking place within this spiritual enlightenment.
district)
• District Condition: Squalid. The district is in a deplorable
• District Housing: Extensive. A significant amount of the state. Things are falling apart, filthy and, to anyone who
district’s buildings are housing for residents. doesn’t live here, seems positively unlivable. Most of the
buildings, if not all, are likely a disgrace, or in terrible need
• District Notable Locations: Two. Up to the first 2 additional of help.
locations in the district are notable.
• District Entry: Gated & Guarded. The district entrance is
• District Included Locations: Baker, Butcher, General Store, barred by a gate with guards.
Smithy, Tailor
• District Crime: Infrequent. Most don’t believe there is any
• District Additional Locations: Rare Libations and Fare, crime, and certainly haven’t experienced any.
Stable • (+1 to urban encounter rolls taking place within this
• Luxury Furnishings - Notable: Unique Offering. The district)
luxury furnishings here are primarily made of glass
that is as strong as steel and intricately wrought in such • District Housing: Limited. Only a few live here; the
a way as to be able to capture light. The shop even sell district may be predominantly a place of business or
items made of glass fabric, woven from ultra fine, ultra functionality, or perhaps people avoid living here for
strong strands of glass. another, less innocent reason.
• Artist - Notable: Unique Offering. This artist
specializes in making incredible, artistic items of • District Notable Locations: Three. Up to the first 3
all kinds, made of glass. All Selunarians carry a additional locations in the district are notable.
glass trinket or piece of jewelry that has some of
the moonlight or starlight at the time of their birth • District Included Locations: Great Temple (Abandoned),
captured in it. Archives/Library, Hired Help - Scribes
Arcane District: This district has a focus on magical matters. • District Additional Locations: Alchemist
• District Condition: Squalid. The district is in a deplorable • Amphitheater - Notable: Magic. The amphitheater
state. Things are falling apart, filthy and, to anyone who is magically enchanted to enhance the voices and
doesn’t live here, seems positively unlivable. Most of the instruments of performers, and to allow control of the
buildings, if not all, are likely a disgrace, or in terrible need lighting in the amphitheater, as well as the creation of
of help. illusory sets and costumes made of moonlight.
• District Entry: Gated & Guarded. The district entrance is • Schoolhouse - Notable: Generous Spirit. All citizens
barred by a gate with guards. of Selunaria are offered an education, both in matters
• District Crime: Infrequent. Most don’t believe there is any spiritual and mundane.
crime, and certainly haven’t experienced any. • Tailor - Notable: Unique Offering. The tailor here
• (+1 to urban encounter rolls taking place within this carries clothing made of woven strands of extremely
district) fine glass found nowhere else, as the craft has been lost
• District Housing: None. No one lives in this district. to time.
• District Notable Locations: Three. Up to the first 3
additional locations in the district are notable.
286 C h apt er S ix | C apit als
Extra Intrigue Noteworthy Official 2: Archmage. The representative of the
practitioners of arcane arts to the capital leadership.
Recent History. The city was recently (for its residents) stranded
in a limbo state partially in the dimension of time. The capital • Official’s Competence: Committed. Utterly committed to
was assaulted by an incredibly powerful Sorcerer-King, and the job, truly feeling it is of vital importance.
the Lunar Lighthouse was activated by the last female scion of
the royal family in an attempt to stop the madman. This event Beneath the Surface: The capital has not been completely freed
stranded all of Selunaria but the lighthouse partially in the from its unmooring in time. All of its citizens are caught in a
dimension of time for thousands and thousands of years. state of limbo, repeating the patterns of their lives again and
again. Outsiders may notice this, but will get nothing but blank
Noteworthy Official 1: Master of the Wild. Surveys the stares from Selunaria's citizens if they ask about it.
surrounding areas, mapping the wilderness, looking for
monsters or other threats, and regulating hunting. • Beneath the Surface - Awareness: Disparate, Subtle
Occurrences. While there are many strange occurrences
• Official’s Competence: Committed. Utterly committed to that indicate the unique nature of Selunaria's time-curse,
the job, truly feeling it is of vital importance. the patterns that its citizens find themselves locked into also
keeps the vast majority of them from becoming aware of
their affliction, though there are a few rare exceptions.
C h apt er S ix | C apit als 287
Xandraxos It is only a matter of time before someone asks the right
questions, turns the right corner, or uncovers just the right clue
By Zain Day to set them off on a path of discovery. Who knows, someone may
Xandraxos is a grand capital city, founded not too long ago, yet glean just what the extensive tunnels and passages might
when three guilds built upon an ancient ruined city in the frozen have actually been for, and may again utilize the routes that
regions of the world. Xandraxos is located at the site of an arcane wind their way from the surface down into the very bowels of the
anomaly, and it is this that has brought visitors from far and earth. Any that do might just find that not only was this city built
wide. Within the anomaly is a desolate area of land, resembling on the bones of an old one, but that the old one was built upon
nothing so much as the blasted wastes of hell. But, at its edge, in something else...
stark contrast to the desolate area, a strange ‘garden’ has grown.
Flowers and trees of pure, crystalline ice have formed here; Basic Information
the foliage is frozen to the touch and clear as glass, yet
sways in the breeze as any other plant would. The area Origin: Magical. The capital was founded around something
has come to be known as the Glacial Garden. related to magic (perhaps a theory, rumor, or massive spell
At the center of Xandroxos or, rather, above event). The draw of the original idea proved to be very strong
the centre, is the arcane district, floating indeed.
high above the capital and accessible Age: Established. The capital has been around for at least 10,
only by way of teleportation or flight. but up to 100, years.
If one were to look down upon the Size: Medium. Structures in the capital are able to support
city from this vantage, they would see that the around 50,000 people.
rest of the settlement spreads out from
it, like the petals of a flower.
Drawn by the palpable arcane
energy and mysteries of the
place, various adventurers guilds
have established themselves in
Xandraxos. If one seeks answers,
they might well look to the three
guild leaders who rule the capital
together. One of them has taken up
residence within the ancient
city’s only original standing
structure - a massive
palace of ice.
‘The Glacial
Palace’, as
it has come
to be known,
poses more
questions
than it
answers, in a manner
similar to the capital’s garden. Who were the original inhabitants
of the capital? What happened to them? Why build such grand
structures way out in the wastes of the world? Alas, for most of
the populace, it is the infamous nights of revelry in the Glacial
Garden and surrounding establishments that interest them, and
not the deeper mysteries of their city.
Adventurers tend, however, to like a good mystery, and the guilds
of the three leaders pursue various goals, from the theoretical
and academic exploration of ancient tomes, to plumbing the
city’s literal depths, venturing into the ancient sewers that lie
beneath. Multiple exploration efforts have been attempted, yet
something about Xandraxos’ sewers confounds search parties
of all kinds. Indeed, the complexity of the sewers beneath the
settlement is such that none are yet aware of how far they extend
beyond the capital. It also has not occurred to anyone that these
‘sewers’ may actually have been used for something else entirely.
What purpose might they have served all those years ago?
288 C h apt er S ix | C apit als
Environment: Tundra. The capital is in a very cold Government & High Society
environment.
Outside the Capital: Leadership: Oligarchy (Other; Adventurer’s Guild). A few
top individuals hold sway, collectively, over the capital.
• Unusable. This area cannot be used, for some reason. There Leadership Unity: Uneasy. Something feels off, but it may just
may have been a disaster with lingering effects, or perhaps a be that someone is having a bad day.
past enemy has salted the ground. There may be foul beasts Governing Priority: Isolationist. The capital has no desire to
or monsters residing there, or some magical deterrent. One get involved in the dealings of other sovereign entities. They are
way or another, folks don’t come here anymore. open and clear about this.
Priority Approach: Peaceable (Strong). An agreeable stance
• Tended Nature. An area of nature outside the capital has is taken, preferring to avoid conflict whenever possible, through
been preserved and tended to. This may be a park, preserved negotiating and dealing for the best nonaggressive outcome.
forest, animal reserve, or something else. It may, or may not, Priority Success: Very Successful. The leadership has made
be controlled by the capital. great strides at achieving its initial vision, and looks like their
success will continue.
• Subterranean Warrens (Not known to the capital). Leader 1
Something is under the capital (below even the sewer
system, if the capital has one). These could be the ruins of • Lifestyle: Respectable. The leader’s lifestyle is
another city, the crude dwelling place of simple beasts, or unassuming, but comfortable, appropriate to one in their
the residence of another active civilization. position.
Stewardship: Managed. The capital’s fundamental elements • Residence: Palace (Outside the Capital). The leader’s
are all accounted for and well attended to. Whoever is main residence is grand and palatial, with a great many
responsible is doing an admirable job. opulent and comfortable rooms. It occupies a significant
General Condition: Decent. The capital is passable. While not amount of the land in the capital. Staff probably have
offensive to the senses of one that is well traveled, it could still be their own wing, or floor, within the property. The palace is
off-putting to those with lofty expectations. Structures may not designed as a luxury residence, not a defensible military
be aesthetically pleasing, but are generally functional. structure.
Fortification: Fortified. The capital is surrounded by a
substantial wall of wood or stone. The wall is able to be patrolled • Intent: Negative Deception. The individual would not
by guards on a raised walkway. Visitors to the city pass through a typically live this lifestyle, but is doing so out of selfish
main gate that can be barred in the evenings. A few watch towers motives, or because they are somehow being forced into this
may be placed around the city, though are likely sporadic. lifestyle against their will.
Market Square: Ample. Room for a fair number of vendor stalls.
Vendor Stall Acquisition. Lease. Merchants pay in advance Leader 2
(sometimes far in advance) for the right to a space in the market • Lifestyle: Distinguished. The leader aspires to quality and
square. high-functionality, but without concern for needless luxury
Merchant Overflow: Monitored. Excess vendors are allowed to or vanity.
set up stalls, and the city watch patrols through regularly, but the • Residence: Small Estate (Inside the Capital). The
areas themselves are less-maintained and traffic is lighter. leader’s main residence is notable, and on a small amount of
Underground Passages: Sewers. A network of drains, pipes, land. The property is likely bordered with hedges, fencing,
and trenches lies beneath the capital. Base the sewer’s condition or a wall.
upon that of the settlement, if they were built concurrently. They • Intent: Positive Deception. The individual would not
may pre-date the current capital city. typically live this lifestyle, but is doing so because they
believe it will have a positive impact, such as inspiring those
who see them.
Leader 3
• Lifestyle: Luxurious. The leader takes unrestrained
advantage of the comforts and luxuries available to one
in their position, and presents a striking, or flamboyant,
appearance.
• Residence: Large Estate (Inside the Capital). The
leader’s main residence is substantial, and surrounded by
modest grounds. Staff probably have apartments within
the property. The property is likely bordered with hedges,
fencing, or a wall.
• Intent: Negative Deception. The individual would not
typically live this lifestyle, but is doing so out of selfish
motives, or because they are somehow being forced into this
lifestyle against their will.
C h apt er S ix | C apit als 289
Connections: 4 Number of Primary Nobles: 2
• Connection 1: Enemy - Friendly. Relations are civil Number of Lesser Nobles: 6
enough, but there is a fundamental and irreconcilable Relationship to the Leadership: Liked. The nobility like the
rivalry, or difference of opinion, that prevents any real leadership well enough; some may even be friends.
alliance. Relationship with the People: Good. Relations are generally
• Connection 2: Ally - With Reservations. The entity is friendly. When a noble and commoner pass in the street, a nod or
considered a friend, but treated with care, possibly not tip of the hat is typical.
fully trusted. They could be a friend yet to truly prove their Root of Relationship with the People: Manipulation. An
loyalty, or one who is unpredictable or fickle. individual or group has orchestrated the sentiment between the
• Connection 3: Ally - With Reservations. The entity is two classes. The manipulator is looking out for...
considered a friend, but treated with care, possibly not
fully trusted. They could be a friend yet to truly prove their • Positive. ...the capital’s interests.
loyalty, or one who is unpredictable or fickle.
• Connection 4: Ally - Trusted. The relationship is solid and Community
unlikely to be shaken. Trust is likely founded on concrete
elements, such as mutual admiration and/or shared interest. Culture: Self-Improvement. Citizens believe life finds its
meaning through the endless pursuit of bettering oneself, inside
Spy Network Size: None. The capital is not engaged in any and out.
intelligence gathering operations. Pursuit of Culture: Moderate. Culture is viewed as passingly
Counterintelligence: None. The capital does not have important. Most enjoy cultural activities, but they do not
counterintelligence operatives working within its borders. dominate to the detriment of other aspects of life.
Number of Notable Visitors: 2 Population Density: Populous. A moderate amount of people
Notable Visitor 1: Spy. live in the capital. Walking through the streets, you will see
plenty of people, but never so many that it would feel cramped.
• Reason for visit: Looking for Fun. They came here to Demographics: Normal Distribution. 50% primary race, 25%
enjoy themselves. secondary race, 15% tertiary race, 10% other.
Population Wealth: Prosperous. The majority have enough
Notable Visitor 2: Ruler’s Child. to live a good life and, of them, a fair amount can even live
• Reason for visit: Visiting an Old Friend. They are in the comfortably.
capital to meet with someone they haven’t seen in a long Visitor Traffic: Masses. Huge groups of people always seem to
time. be visiting. Congestion could cause difficulties if the capital is
unable to cope with very large amounts of people.
Military Force: Yes. Disposition: Open. The locals actively enjoy visitors, and their
Standing or Disbanded: Standing. The capital’s military is culture incorporates this. Just about anyone is welcome.
ever at the ready and active. Their training is ongoing, and they Night Activity: Raucous. When the day ends, the capital truly
are kept well-supplied. They may double as a garrison for the comes to life. Inns and taverns have customers coming and going
capital or bolster city defenses. at all hours. Parties, and other commotion, can often be heard.
Recruitment Type: Mandatory. Law states all able-bodied One might expect things to close down after dark but, in the
citizens must spend a certain amount of time serving in the capital, there are locations that only open in the evenings. There
military. is likely a sort of ‘night market’ throughout the capital, with
Size of Force: Insignificant. The force’s size is extremely small, goods, services, or curiosities of all kinds available for those keep
likely requiring few commanding officers. alternative hours (or scoff at the need for sleep).
Specialization: Unconventional. A section of the military Law Enforcement: Extensive City Watch. Run by a captain
force employs unorthodox thinking and methods, taking and several sergeants, all key points are thoroughly guarded. The
advantage of the enemy’s preconceived notions to achieve city perimeter is patrolled constantly, and city patrols happen
unexpected results. regularly.
Military Facilities: Simple Structures Inside the Capital. General Crime: Frequent. The streets are unsafe, and a purse in
This encompasses barracks facilities for the troops, and quarters plain sight is almost sure to be stolen. Vandalism and muggings
for officers. Training grounds are equipped drilling yards within are fairly regular. It’s dangerous to travel alone.
light walls.
Type of Nobility: Deeds. Status is granted in relation to deeds • (+4 to urban encounter rolls taking place within the
accomplished, or values displayed, typically reflective of those capital, but outside a district)
held to be most important by the society itself.
Organized Crime: Talk. Enough incidents have occurred that
most folk don’t have trouble believing there is an organized
criminal element in the capital. They operate quietly, but
ambitiously, carrying out frequent, high-profile jobs. They could
also have ties to government officials, or may even attempt to
control elements of the capital itself.
290 C h apt er S ix | C apit als
Districts Market District. This district has a focus on the sale of practical
goods.
Arcane District. This district has a focus on magical matters.
• District Condition: Impressive. The district is well taken • District Condition: Dilapidated. Things are dirty and in a
care of, and cleanliness is clearly a priority. Structures are widespread state of disrepair, though some token effort may
maintained, though signs of wear may still be apparent. It have been made at cleanliness. Streets are probably packed
feels lived-in, but of a respectable quality in every regard. dirt or broken stone. They may be uneven, rutted or muddy.
• District Entry: Gated and Guarded with Toll. The district Structures have likely received similar low levels of care,
entrance is barred by a guarded gate, and a fee is charged for though there could be some disparity.
entry or exit (or both), which may be based on personage,
method of transport, or goods being transported. • District Entry: Open. Entrance to the district is
• District Crime: Uncommon. Theft or mild violence unrestricted.
happens from time to time. Best to keep an eye out, just in
case. • District Crime: Uncommon. Theft or mild violence
• (+2 to urban encounter rolls taking place within this happens from time to time. Best to keep an eye out, just in
district) case.
• District Housing: Extensive. A significant amount of the • (+2 to urban encounter rolls taking place within this
district’s buildings are housing for residents. district)
• Number of Noble Residents: 2 (primary), 6 (secondary).
• District Notable Locations: One. The first additional • District Housing: None. No one lives in this district.
location in the district is notable. • Number of Noble Residents: None.
• District Included Locations: Archives, Academy, Magic • District Notable Locations: Two. Up to the first 2 additional
Shop - Weapons (Guild Member), Magic Shop - Jewelry,
Hired Help - Arcane Academics (Guild Member) locations in the district are notable.
• District Additional Locations: Tailor, Soothsayer • District Included Locations: Baker (Guild Member),
• Rare Botanicals (Guild Member) - Notable:
Superstition. Those who frequent his location do so Butcher (Guild Member), General Store, Smithy (Guild
out of the belief that if they don’t, something will (or Member), Tailor
won’t) happen. • District Additional Locations: Cobbler
Craft District: This district has a focus on large-scale production • Artist - Notable: More-Than-Meets-the-Eye. This
facilities. location may seem to be one thing, but the right people
know what else is there.
• District Condition: Decent. The district is passable. While
not offensive to the senses of one that is well traveled, it • Inn (Guild Member) - Notable: More-Than-Meets-
could still be off-putting to those with lofty expectations. the-Eye. This location may seem to be one thing, but
Structures may not be aesthetically pleasing, but are the right people know what else is there.
generally functional.
Extra Intrigue
• District Entry: Guarded. The district entrance has a strong
guard presence. Recent History: Graffiti has been appearing across the capital,
advertising some kind of underground competition. The
• District Crime: Frequent. The streets are unsafe, and a competition is a legal gray area, but the promise of glory is an
purse in plain sight is almost sure to be stolen. Vandalism enticing prize for even some of the most upstanding citizens.
and muggings are fairly regular. It’s dangerous to travel Noteworthy Official: Master of Revels. Lead organizer of
alone. festivals and special events.
• (+4 to urban encounter rolls taking place within this
district) • Official’s Competence: Committed. Utterly committed to
the job, truly feeling it is of vital importance.
• District Housing: None. No one lives in this district.
• Number of Noble Residents: None. Beneath the Surface: Unsafe. There is a structural problem
• District Notable Locations: None. There are no notable with a location within the capital (or, possibly, the land, or
environment, it is built on). The longer it goes unnoticed, the
locations in the district. more damaging it could be.
• District Included Locations: Smithy, Carpenter, General
• Beneath the Surface - Awareness: Single, Direct
Store, Tailor, Magic Shop - Books Occurrence. Someone has had a direct, first-hand
• District Additional Locations: Bank & Exchange, Thatcher experience involving the issue, and is trying to deal with it
somehow.
(Guild Member), Smithy (Armor) (Guild Member)
C h apt er S ix | C apit als 291
Xandraxos
292 C h apt er S ix | C apit als
FORTRESSES
293
FORTRESSES
You approach the towering edifice; the sheer weight of the
structure seems to press down upon the ground it sits on. The stone path abruptly ends. Dark, murky water swirls a distance
Mortared stone, wooden beams, and pieces of iron make below; you might even swear you saw something move, disturbing the
up the bastion in front of you, and you idly thank the gods algae on the surface. Stepping back, you crane your neck to take in a
that you are here as a guest, and not laying siege to the place. massive construction of timber, banded in iron, currently raised, and
waiting to span the gap. A whistle and a wave triggers the sound of
As you approach the looming gate of the barbican leading inside, a shout more chains and grinding mechanisms as the drawbridge lowers into
rings out from a guard above, asking your business. Explanations are place, ushering you inside.
given, prompting the sound of a massive chain groaning into life inside
the gatehouse. The iron portcullis that bars entry creaks and screeches Your bootsteps reverberate through the wood of the bridge as you cross.
as it is slowly raised to allow you inside. Beneath the open maw of the Ahead, a large wooden gate creaks open in welcome, and you step
portcullis, a shudder escapes your body. through into the castle bailey.
Upon entering through the gatehouse, you catch yourself looking You find yourself surrounded by all of the hustle and bustle that makes a
around, observing the intricate architecture on display. Stone cunningly place like this function. All manner of people are busying themselves at
fits with stone to form a high, arched tunnel. Regularly positioned various tasks; animal husbandry, hammering away with various tools,
within the stone, murder holes, spouts, and arrow slits defend the walls, repairing woodwork and chipped stone, carrying buckets of water and
ready to deal punishment and death to intruders foolish enough to bushels of produce to the kitchens... On and on, the relentless stream of
find themselves trapped in this forboding space. An unintended sigh of those applying their trade pass by you. In these moments, you stand and
relief escapes as you reach the opposite end of the tunnel, under another bear witness to those breathing life into a real fortress.
portcullis, and out into the sunlight.
294 C h apt er S ev en | F o r t r es s es
Whether moldering old towers surrounded by countryside, or Building your fortress:
gigantic bastions atop mountain peaks, fortresses of all kinds dot
the landscape. 1. Decide what you want to make: keep, castle or stronghold
(if you are not sure about the difference, check the
W h at ’ s t h e D if f er enc e? ‘Important: What’s the difference? box found after this
chapter’s introduction.
Keeps, castles and strongholds are all kinds of fortifications;
this chapter allows you to build each on the foundations 2. Always start with the General section.
of the one before, stopping when you reach your desired 3. Continue on to the Keep section. This is the most basic
fortress type.
A keep is a single, fortified structure, like a tower or other fortress (a single structure). If a keep is all you need, stop
large, heavy-duty building. A keep is also the central, after completing this step.
main building of a castle. This means you can build a keep 4. Continue on to the Castle section. This is the quintessential
without a surrounding castle, but you cannot have a castle fortress, with outer walls, towers, extra defenses, etc. If a
without a keep. castle is all you need, stop after completing this step.
A castle has a central keep, and the whole structure is 5. Continue on to the Stronghold section. Within this section
surrounded by a ‘curtain wall’. The yard inside the curtain are tables that, depending on your result, will modify certain
aspects of your Keep and/or Castle.
wall, where the keep and other smaller buildings (things like We encourage you to make a note of these results; the Fortresses
stables, blacksmith, etc.) are found, is called the bailey. Settlement Sheet is available for you to record your rolls, and can
A stronghold is, essentially, a super castle. Converting a be found in the back of this book and at www.nordgamesllc.com.
castle into a stronghold involves expanding its defenses and
making it bigger and/or harder to conquer. In order to make
a stronghold, you must first build a castle, which is itself
built onto an existing keep.
Overview
In this chapter, you will find the following sections:
• General. These tables provide flavor and overall
information relevant to all types of fortresses. You will
roll on these, regardless of the type of fortress you will be
making.
• Keep. These tables generate the physical details of a keep,
including its size, number of floors, rooms, etc.
• Castle. These tables add the additional defenses needed to
turn a keep into a castle. These include curtain walls, towers,
gates, defenses, etc.
• Stronghold. Roll on these tables if you intend to make a
stronghold. They modify elements of your keep and castle.
Note: In the stronghold section, you may need to go back and roll
again on a few previous tables to add additional features. If this
is needed, the result in the table will inform you.
C h apt er S ev en | F o r t r es s es 295
General Age
This section contains information that can apply to any type How old is the fortress? Has it endured centuries, or was the
of fortress, such as where the fortress is in relation to the final stone placed just recently? Fortresses are meant to last
settlement, how old it is, what it’s primarily made from, who its and endure. Some even become monuments in their own right.
residents are, what they do, and what is going on in their lives. However, with age comes deterioration, and maintenance is key
This is the portion that will start engaging your imagination and in keeping these structures around. Roll on the table below to see
start you thinking about what makes this place special. how long this one has been standing.
Location in Relation to Settlement d20 Age
1 New. The fortress was completed within the past
Many fortresses are located in, or around, another settlement, 20 years.
with the fortress providing defense (or a deterrent to being 2-3 (+4 to condition roll)
attacked in the first place), and the settlement keeping the (-5 to residents roll)
fortress supplied with resources. Where is your fortress located? 4-8 Recent. The fortress was completed between 20 and
Roll on the table below to find out. 9-17 100 years ago.
18-20 (+2 to condition roll)
Alr eady K no w ? (-5 to residents roll)
Old. The fortress was completed between 100 and
If you already have a place in mind where you want, or need, 200 years ago.
the fortress to go, feel free to skip this table. (+0 to condition roll)
Very Old. The fortress was completed between 200
d20 Location in Relation to Settlement and 500 years ago.
1-3 Remote. The fortress is located a significant distance (-2 to condition roll)
4-7 away from the nearest settlement. Ancient. The fortress was completed more than 500
Outskirts. The fortress is located on the very fringes years ago.
8-14 of the settlements’ occupied land, perhaps within (-4 to condition roll)
farming country, or the stretch of land between the
15-19 settlement proper and the wilderness.
20 Edge of Settlement. The fortress is located on the
outer border of the settlement proper, perhaps
connected to, or surrounded by, its border wall, if it
possesses one.
Central. The fortress is located in the middle of an
established settlement.
Prominent. The fortress is not only located in a
central location, but is highly visible, as if it is (or
was) being showcased or featured. The settlement
was probably built around it.
296 C h apt er S ev en | F o r t r es s es
Condition d20 Condition
20 Impeccable. The fortress could not be in better
What state is the fortress in now? An ancient structure may be
falling apart due to age and weathering, or a new one could be shape, presenting an imposing and immaculate
still under construction. The ravages of the elements, warfare, or image to observers. It is either brand-new or
even plain laziness and neglect, can have a large impact on the impressively well-maintained. Fixtures show
fortress’ condition. minimal or no weathering, and interiors appear
Modified by: age spotless. If recently under construction, everything
is, for all intents and purposes, complete. Final
d20 Condition inspections and touch-ups may be underway, but
1-2 Ruin or Bare Bones. The majority of the structure any remaining work could be easily completed
is exposed to the elements,ruin and damages are within a week. Most laborers have left, and regular
3-6 no longer repairable; a rebuild would be the only day-to-day life is fully underway.
option. If under construction, it is a long way from (When building your keep, +2 to number of
7-14 completion. Residence within the fortress would be rooms roll)
15-19 incredibly uncomfortable, if even possible.
(When building your keep, -2 to number of Environment
rooms roll)
(-5 to furnishings roll) The environment in which a fortress is built needs to be considered
Poor or Incomplete. The fortress is in disrepair, before anything else. It will determine what was used in its
with loose stones or timbers, gaps, holes, rot, or other construction, and what natural features can be utilized as defensive
issues that might adversely affect the structure’s advantages (and, perhaps, those which will act as drawbacks).
integrity. The exterior is not completely intact. If Note: If the fortress will be utilised in or near a previously-made
under construction, it may be nearing completion, or established settlement, use that settlement’s environment.
or up to a few years from being finished. Residence Roll on the table below to see where your fortress is built.
within the fortress would prove inconvenient, at best.
(When building your keep, -1 to number of d10 Environment
rooms roll) 1 Coastal. The fortress is near a large body of water,
(-2 to furnishings roll) such as a lake or ocean.
Average. The fortress is usable, sound, and 2 Forest. The fortress is nestled among the trees.
habitable, though minor issues may be present, or 3 Mountains. The fortress is found on stony passes or
a good clean may be needed. If under construction, soaring peaks.
the basics are complete and allow residents to, at 4 Plains. The fortress is in the wide open fields.
least, live and function adequately. Further work or 5 River. The fortress is near a steadily flowing stream,
repairs should take no more than a year. or other watercourse.
(When building your keep, +0 to number of 6 Swamp. The fortress is in, or near, a vast area of
rooms roll) stagnant water.
Strong. The fortress is well-maintained and 7 Underground. The fortress is within a large
presents no obvious vulnerabilities. If the fortress is network of caves.
of a significant enough age, doors, timbers, fixings 8 Valley. The fortress is found within, or on the edge
or other elements may have been added, updated, of, an area of recessed elevation in relation to the
or replaced. It is likely kept relatively clean. If under landscape around it.
construction, the fortress is very nearly complete, 9 Tundra. The fortress is in a very cold environment.
perhaps waiting on some superficial or decorative 10 Desert. The fortress is in a dry and arid
elements, and completion is likely within the month. environment, likely covered with vast sand dunes.
The residents are able to live comfortably.
(When building your keep, +1 to number of
rooms roll)
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Expense Unique Building Material
Even a modest fortress is a sizeable investment. However, The following table contains examples of unusual, rare, and
there is an enormous difference in price between a basic, but special building materials that a unique kind of fortress
serviceable, keep, and a luxuriant and well-equipped stronghold. could be built from. This is, by no means, an exhaustive list of
How much expense was leveraged for your fortress? possibilities, but they do cover a wide range. If your fortress is
built using any of these, it will certainly be remarkable.
d20 Expense Note: Only roll on this table if you rolled ‘Unique Materials’
1-2 Paltry. The fortress was built on a shoestring on the primary building material table. Otherwise, skip this
budget, barely sufficient to build even the most basic table.
3-8 and rudimentary version, possibly cutting corners
by necessity. d6 Unique Building Materials
9-15 (-5 to furnishings roll) 1 Bone. The fortress could be located in a place with
16-19 Modest. The fortress was constructed with a
small budget, enough to build something simple, plentiful (or, even, constantly replenishing) dead, or
20 but functional. in some form of natural graveyard where bone is an
(-2 to furnishings roll) abundant resource.
Moderate. The fortress was built with a medium 2 Coral. If the fortress is located somewhere tropical,
budget, perhaps allowing for a small comfort or two. coral could be a potential replacement for stone
(+0 to furnishings roll) (especially if the fortress - or the settlement it is in -
Significant. The fortress was built with a large is underwater!).
budget, allowing for high-quality materials and 3 Crystal. Those mining deep in the earth (or on alien
some luxury elements. planes) might find crystal in great enough abundance
(+2 to furnishings roll) that it could be used to build large structures.
Extravagant. Little or no expense was spared in the 4 Living Plant. Certain fantastic cultures are known
construction. Materials are of top-quality, and the to build their structures amongst, or even inside,
fortress feels grand and splendid. living plants, such as great trees. Whether the plants
(+5 to furnishings roll) are trained into shape by natural, or magical, means
depends on the builders.
Primary Building Material 5 Ice. Ice is an infinite resource in the frozen tundra;
huge blocks could be cut and shaped to build a great
Fortresses, by their very nature, need to be strong structures but, fortress in such a location. While it might not be
dependent on environment, culture, availability, and budget, the quite as tough as stone, repairs and replacements are
materials used in their construction can vary greatly. Roll on the far simpler.
table below to determine your primary building material. 6 Magic. How prevalent is magic in your world?
The background of your builders will determine
d20 Primary Building Materials what kind of methods they would have had at their
1-4 Brick. Man-made blocks, comprised of mud, clay, or disposal. Magic could have been utilized either to
generate the materials for the fortress, assemble it
sand, mixed with a binding material such as straw, or, perhaps, keep it all held together.
baked hard.
5-8 Timber. Hewn logs and planks, milled to fit
together tightly.
9-18 Stone. Rough-cut or smoothed and shaped,
typically built on and around a timber frame and
mortared together.
19 Salvage. Found materials, such as repurposed stone
from crumbled ruins, or timbers from wrecked ships.
20 Unique Materials. Roll on the unique building
materials table. If your result conflicts with your
environment or campaign setting, reroll. If none
work, use ‘Salvage’.
298 C h apt er S ev en | F o r t r es s es
Resource Origin Reason for Construction
The very existence of a fortress naturally assumes that the What was the ultimate reason the decision was made to build
builders had access to the necessary resources. Where did they this fortress?
come from?
d10 Reason for Construction
d20 Resource Origin 1 Anticipation. Aggression from somewhere was
1-7 Locally Made/Harvested [Preserved expected.
Surroundings]. Building materials were sourced 2 Mortal Command. It was the dying wish of
8-10 from the site of the structure itself, and from someone important to the builder.
nearby areas, but sustainably, without depleting any 3 Immortal Command. A god, or powerful
11-12 harvesting locations. otherworldly being, commanded it be built.
13-14 Locally Made/Harvested [Stripped 4 Vanity. The fortress was commissioned as a
Surroundings]. Building materials were sourced demonstration of power, wealth, or self-importance.
15 from the site of the structure itself, and from nearby 5 Protection. It was built to keep a particular thing, or
16 areas, entirely depleting the harvesting locations place, safe or hidden.
17 (natural surroundings needed for the structure, 6 Panic. The construction was motivated by fear of
natural defenses, etc. are unaffected). what would happen if they didn’t.
18 Partially Local, Partially Imported. Building 7 Prophecy. It was foretold that a fortress would be
19 materials that were unable to be obtained locally were needed on this site.
20 purchased and brought in from an outside source. 8 Decree. A ruler, or governing group, ordered that it
Imported. Building materials were purchased and be built.
brought in from an outside source in their entirety. 9 Life’s Work. It was built as a labor of love by a
Partially Salvaged. Some new materials were dedicated craftsperson and their team.
obtained locally, but a significant portion was 10 Conversion. The building was formerly used
salvaged from ruins and other destroyed structures. for another purpose, but constant additions and
Entirely Salvaged. Building materials were all changes made it what it is today.
salvaged from various demolished structures.
Partially Stolen. Building materials were gathered Design Theme
illicitly over time, perhaps by hijacking ships and
other cargo transports, or commandeering materials What did the builder want to project in the design of the
from a quarry not under the builders’ control. fortress? What values does it display, or what sensations should
Completely Stolen. Building materials were someone feel when approaching it?
looted from one or more rightful owners, either
openly or covertly. d8 Design Theme
Partial Magic. Standard building materials were 1 Power. Strength and fortitude.
partially augmented by magic. Mundane materials 2 Glory. Prestige and triumph.
may have been acquired or even created by magic. 3 Refuge. Welcome and safety.
Completely Magic. Magic was used to either 4 Fear. Dread and insignificance.
acquire an entire slew of mundane building 5 Grace. Beauty and elegance.
materials, or create fantastical ones. 6 Wealth. Luxury and opulence.
7 Piety. Righteousness and ascendence.
8 Practicality. Utility and function.
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