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Urbis - A World of Cities

by J urgen Hubert June 15, 2007


Playtest Draft Version v3.02 Authors Email Address: jhubert@gmx.de Website: http://juergen.the-huberts.net/dnd/urbis/index.html Urbis Mailing List: http://games.groups.yahoo.com/group/urbis/

Authors Note
Urbis is a fantasy world I rst conceived for the Wizard of the Coast Setting Search of 2002. While I did not make it past the rst round, I liked the basic concept enough to further develop the setting on my own. My ultimate intention is to one day publish this setting professionally as a PDF at an online store, but so far, the setting is not nished yet. Nevertheless, I kept on expanding on it until it reached its current size more than 120,000 words have been written for it so far and I am condent that I will be able to nish it in the not so distant future. Until recently, all the material I have written for it so far was published on the Urbis website, and my original intention was to simply keep on adding material to it until it reached a volume and coherency appropriate for a true playtest, as I did not want to spend the time and eort of converting the text into a dierent format. However, the setting has gained a small but vocal fan following, and several people have asked me for a PDF le containing all existing material. Furthermore, several other people have stated that they would be much more willing to give Urbis a closer look if only it were available in PDF format. So I gave them one. At rst, I simply copied and pasted the entire website to OpenOce (a freely available Open Source program with built-in PDF conversion abilities). Two dierent PDFs were created this way, but as of late, I became dissatised with that approach. For one, the resulting PDFs became hard to read. The formatting was identical to the website, which is not the best solution for PDFs. A table of contents was absent, and an index not even dreamt of. This made the playtest document fairly unapproachable, which partially defeated its purpose. For another, the accumulated material was beginning to reach a size where it became vital to impose some sort of structure to it - otherwise it would never be t for professional publication. Finally, I found a solution. I decided to convert my entire material to LaTeX, a powerful and freely available text formatting tool which I was using frequently during my day job as a research assistant when writing scientic papers. For publishing purposes, LaTeX has a signicant advantage over conventional word processors like OpenOce Writer or Microsoft Word in that it keeps the text separate from formatting and layout, allowing me to change the layout with a few, simple top-level commands if I dont like it without having to change every single page by hand. Furthermore, references to page numbers do not have to be entered manually as LaTeX will generate them automatically - thus, a table of contents, an index, footnotes and iternal references do not cause any extra work even if the length of the document changes. Thus, I can add illustrations or other new material in later phases without having to redo the formatting of existing work. What you are reading now is my rst attempt at creating a LaTeX-based manuscript for Urbis. The nal publication will be written in LaTeX and a further development of the same document. Thus, I am not only interested in feedback for the content of the text, but also for the formatting and layout! But as before, the text is the main focus of this document, and the new format only makes it easier to see just where the existing material is still lacking - despite more than 20,000 words of new material, Urbis is still far from a complete setting. Thus, I am still interested in any feedback you can give me logical inconsistencies in the existing material, suggestions for improvements and expansions (unlike printed RPG products, I have no upper word count limit, and thus can always use suggestions for expanding the setting), and perhaps experiences from any playtest campaigns (heres hoping). You can reach me either at jhubert@gmx.de or at the Urbis Mailing List (see the title page). News relating to Urbis, including the creation of new playtest drafts, will be announced to the Mailing List. Now have fun with the document! J urgen Hubert Addendum: Recently, a Wiki supporting Urbis was created. It is intended to support all those running Urbis playtest campaigns and will allow them to centrally store information about PCs, NPCs, locations, organizations and more pertinent to their campaigns. Feel free to take a look - you can nd it at: http://atze.walismus.de/englwiki/index.php/Main Page J urgen Hubert

Contents
Authors Note . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Contents 1 Introduction 1.1 Welcome to Urbis! . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Characters 2.1 Character Races . . . 2.2 Character Classes . . . 2.3 Feats . . . . . . . . . . 2.4 Languages . . . . . . . 2.5 Joining Organizations 3 Magic 3.1 Nexus Towers 3.2 Spells . . . . 3.3 Magic Items . 3.4 Spell Legality . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . i 1 3 3

5 . 5 . 9 . 12 . 12 . 13 . . . . 18 18 21 22 23 25 25 25 26 27 27 28 29 31 40 40 44 47 50 52 56 57 59 61 62 64 65 68 71 73 77 79 82 84 86 89

4 Equipment and Services 4.1 Identication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.2 Services . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4.3 Tools . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Life 5.1 5.2 5.3 5.4 and Society Time and Seasons Class and Station . The Great Game . Transportation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

6 Geography 6.1 Alliance of the Pantheon . . 6.2 Avareen . . . . . . . . . . . 6.3 Desert of Thunder . . . . . 6.4 The Eternal Storm . . . . . 6.5 The Flannish Cities . . . . 6.6 Gawaris Desert . . . . . . . 6.7 Gol Algor . . . . . . . . . . 6.8 Gol Grungor . . . . . . . . 6.9 Gol Murak . . . . . . . . . 6.10 The Great Southern Chaos 6.11 Hamajan Mountains . . . . 6.12 The Hobgoblin Dominions . 6.13 Lake of Dreams . . . . . . . 6.14 The Lands of the Dead . . . 6.15 The League of Armach . . . 6.16 Malundi . . . . . . . . . . . 6.17 Narevoreen . . . . . . . . . 6.18 Norfjell Wastes . . . . . . . 6.19 Parginian Rim . . . . . . . 6.20 The Siebenbund . . . . . . 6.21 The Snake Kingdoms . . . .

Contents 6.22 6.23 6.24 6.25 6.26 6.27 6.28 6.29 Star Mountains . . . Sunset Province . . . Thenares . . . . . . Turaveen . . . . . . The Verdant Coast . Distant Shores . . . The Worlds Beyond Places of Legend . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

2 93 94 97 98 99 100 101 102 103 103 103 103 104 104 104 104 105 105 105 107 110 112

7 History 7.1 Creation of the World 7.2 The First City . . . . 7.3 Age of Legends . . . . 7.4 Age of Empires . . . . 7.5 Feudal Age . . . . . . 7.6 Modern Age . . . . . . 7.7 Timeline . . . . . . . .

8 Dartmouth 8.1 The Dartmouth Protectorate . 8.2 Life in Dartmouth . . . . . . . 8.3 Geography and Neighborhoods 8.4 History . . . . . . . . . . . . . 8.5 Adventuring in Dartmouth . .

9 Cosmology and Religion 113 9.1 Deities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113 9.2 Cosmology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120 10 Running an Urbis campaign 10.1 Campaign Advice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.2 Building the City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10.3 Residental Locations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123 123 124 126

11 Monsters 127 11.1 Standard Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127 11.2 New Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129 12 Organizations 12.1 The Athanatos Club . . . . . . . . 12.2 The Astromantic Society . . . . . . 12.3 The Children of Mercy Orphanages 12.4 The Cryptozoological Society . . . 12.5 The Circle of the Crumbling Tower 12.6 Dragon Cults . . . . . . . . . . . . 12.7 The Fate Club . . . . . . . . . . . 12.8 The Gemeinschaftsbank . . . . . . 12.9 The Gurions . . . . . . . . . . . . . 12.10Secondaries . . . . . . . . . . . . . 12.11The Triumvirate . . . . . . . . . . 13 Appendix 13.1 Demographics . . . . 13.2 Sample Societies . . 13.3 Stock NPCs . . . . . 13.4 Spell Legality Table 13.5 Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 135 135 136 136 136 137 137 137 138 138 138 140 140 140 141 144 153 155 157

14 Open Gaming Licensing Information Index

Chapter 1

Introduction
1.1 Welcome to Urbis!
drag upon the very life of all those who live nearby, thus also becoming the Satanic Mills that many people imagined the early factories in our world to be.

Urbis is a new fantasy setting currently being developed for the d20 System. There are few new rules you have to learn to use this setting; indeed, great care was being taken to add as few new rules to the Core Rules as possible to make entry easier. Where Urbis diers from other d20 fantasy settings is not in the rules, but in the scope of the setting. Urbis is Urban Fantasy. As the name implies, cities are central to Urbis. Gone are the quaint market towns of other fantasy worlds these belong to an earlier, feudal age. Instead, the world is divided into a multitude of city-states with populations ranging into hundreds of thousands, or even millions of people! While there are plenty of wilderness and frontiers left in the world, these are not the main focus of this setting. There are plenty of things to do in the cities, from hunting monsters in the sewers, getting caught up in struggles between crime families, ghting for social justice for the downtrodden masses, to highstakes games of diplomacy and intrigues between the rich and powerful of the cities.

Urbis is Realistic High Fantasy


At rst glance, this seems to be a contradiction in terms. After all, realism and fantasy do not often come together. What this means in the context of Urbis is that for all the magical trappings of the setting there is an inherent logic to it. Fireball and other spells have radically altered the face of the battleeld. No longer is a battle fought with tight infantry formations that just ask to be killed by area-eect spells. Instead small groups of warriors try to sneak into enemy territory so that they can take out key installations or people before the other side notices. Raise dead has a real eect on the social structure of the setting - the rich and powerful are unlikely to die permanently of anything except old age. And all those monsters that look like they couldnt have possibly evolved in an Earth-like environment... well, they didnt. Most of them were brought to this world from other planets. To sum it up, nothing in here exists in isolation from the rest of the setting. Everything aects the rest of society in some big or small way, or at least has the potential to do so - if the player characters bring it to light.

Urbis is a Magical Industrial World


While most d20 fantasy worlds draw their inspiration from the Feudal Age or Renaissance of our world - or even earlier periods - Urbis is heavily inspired by the time of the European Industrial Revolution, the time when cities came into their own. On one hand, it was a time of wonder - of scientic and technological prowess, and it seemed that there was nothing that humanity couldnt do. On the other hand, it also saw the rise of the urban poor - of masses of desperate people huddled together in ramshackle apartments who had not only work themselves to near-death, but also had to send their underage children to the same factories to keep their families from starvation. The nexus towers, the iconic image of Urbis, represent both of these extremes. On the one hand, they promise near-limitless magical energies to those who control them, and thus make the vast cities with all their splendor and magics possible. On the other hand, they

Urbis needs Heroes


While the cities seem calm and civilized on the surface, below it are intrigue, social unrest, and hidden wars that could turn into open bloodshed at any moment. As the cities grow ever larger and the dierences between rich and poor more pronounced, some sort of radical transformation or even outright revolution becomes more and more likely. Something has got to give. The only question is: In what direction will you push it?

CHAPTER 1. INTRODUCTION

Authors Note
On one hand, Urbis introduces some fairly novel concepts (such as the nexus towers) and also tries to rigorously examine the eects of these and of standard d20 magic on society, which in many cases produces a rather alien culture compared to either real-world societies or the standard fantasy worlds published for the d20 system. On the other hand, Urbis also has a large number of obvious similarities between many of its regions and real-world countries and regions throughout various periods in history. This is intentional. Yes, having so many parallels to our own Earth is not entirely realistic, especially if you consider the eects of magic and non-human intelligent beings must have had on the history of a world. However, it makes the world much more accessible for players, who dont always have the time to familiarize themselves with massive amounts of setting information about a realistic, but throughly alien fantasy world. It also makes adventure and campaign design much easier for game masters, who can freely borrow ideas and plot lines from history, which has far more written material than all published fantasy worlds together. Likewise, most nonhumans still exhibit most of the common tropes associated with them (although I hope I have managed to introduce some new twists that make them interesting in their own right) so that the players will have some basic ideas about what to expect of the role of these beings in the wider world. But remember, all of these are only a starting point. Once you and your players have become familiar with the basics, you can introduce them to the more alien aspects of the setting that lurk just below the surface...

Chapter 2

Characters
2.1 Character Races

Trust not the gnome. Do not listen to his witty banter. What he lacks in stature he more than makes up in malice for humankind. Do not take his money, for then he will cast you into debt and force you to sell your own children into slavery... - Anti-gnomish pamphlet, signed by Veritas

Dwarves
Dwarves who live in human cities tend to congregate in their own neighborhoods - ghettos that are often walled from the outside world, where non-dwarves are seen with suspicion and all wealth is carefully hidden from outsiders. These areas have often hidden traps and defenses - a prudent measure, since there are infrequent pogroms against the dwarves when the human majority is looking for some kind of scapegoat. These dwarven enclaves are often ruled by a so-called Hidden King, a dwarf whose actual name is never revealed to non-dwaves. Sometimes they are actual exiled nobles from the dwarven realms, but members of old, established families who have lived in the same city for centuries are more common. In the best case, these dwarves are elder statesmen, judges, and respected advisors to their communities. In the worst case they are nothing more than crime lords who extort their fellow dwarves and ruthlessly crush all dissent. However, the ability of a single ruler to act quickly during times of crisis has proven very useful during in times of persecution, and thus most dwarves support the system. Hidden Kings are most common in the following regions: Desert of Thunder, Flannish Cities, Hobgoblin Dominions, Lake of Dreams, Parginian Rim, and Thenares. In all these regions, dwarves have faced persecution in the past, and might again do so in the future. Hidden Kings also exist in the Eternal Storm and Great Southern Chaos, since the political situation there is too unstable to allow dwarves to prosper without any rm leadership. Elsewhere, dwarven expatriate communities are usually ruled by a Council of Elders, which thanks to the reduced threat from their non-dwarven neighbors can aord to take more time when deciding matters of policy. Another important aspect of expatriate dwarves is from which dwarven realm they can trace their ancestry. Dwarves from Gol Algor tend to me more outgoing and freely mingle with gnomes - and in some cases, even humans who appreciate their skills. Dwarves from Gol 5

Grungor tend to be either staunchly conservative, suspicious of changes and outsiders and usually isolationist from the rest of the city, or (in the case of many younger dwarves who were born and grew up in human cities, as well as expatriate merchants) openly rebellious and contemptous of dwarven traditions. Dwarves from Gol Murak tend to be subdued but hard-working, and usually donate a large portion of their income to support the war eort of their distant home. Usually, the Hidden King is a member of the cultural group whose members represent the majority of dwarves in the city, and often dwarves from a dierent origin are seen as second class members of the dwarven community. However, in regions where dwarves from two dierent kingdoms are represented in roughly equal numbers - such as the Alliance of the Pantheon, League of Armach, and Lake of Dreams regions, there might be two (or more!) Hidden Kings in a single city, with their followers locked in vicious ghts for dominance. In theory, all dwarven professions are open to both genders, and a member of a certain profession can be expected to be judged on his or her merits alone. In practice, because of the low dwarven birth rate, dwarven women are subject to considerable social pressure to marry and give birth to and raise at least two children. After this, their obligations towards the continuation of the dwarven race are considered fullled, and they are free to pursue a new profession - even divorces are common and acceptable after this stage if the marriage was one of duty and not love (and such a divorce has no eect on the inheritance rules for their children). However, this means that over the spans of their lives, dwarven women tend to have less time to develop their skills in their chosen craft, and rarely rise to the peak of their professions.

Elves
Elves have a lot of advantages over humans and other shorter-lived beings - and they know it. They are longerlived, usually more attractive, dont need to sleep, are

CHAPTER 2. CHARACTERS very talented in the magical arts, and the experience accumulated over the centuries of their existence means they can do just about anything, and do it with style. The attitudes of elves towards humanity varies depending on which elven kingdom they hail from. Typically, elves from Avareen see humans as interesting toys, pets, irrelevant, or a threat to their way of life. Few elves, even those of a generally benevolent nature, take humans seriously on an individual basis - after all, there are hundreds of millions of them around, so how important can a single one be? Avareen elves travel to human cities and realms more often than one might expect - young elves (usually not more than a century or two of age) go there to celebrate, observe these interesting little creatures, and generally sow their oats before moving back to their home and assuming a position of responsibility (as much as there are positions of responsibility in Avareen). There they usually dabble in the arts, warfare, or politics. The intrigues of the latter type should be watched especially carefully, for their attitudes can be described as a cat playing with a mouse, a child playing with an ant farm, or a noble playing out war strategies with tin soldiers except that the tin soldiers are usually esh-and-blood humans. Human city dwellers close to Avareen usually view elves with a mixture of awe and distrust. The upper classes especially seek out the elves dwelling in their midst, for the attendance of a well known elven artist can make or break a party. Elves from Narevoreen tend to see human society as fascinating for its modernity and quick pace, or are resentful for the changes humans have brought to their realm in recent years. Those going abroad tend to be in the former category. On the other hand, many humans from the Parginian Rim have adopted a patronizing attitude thanks to their victory over the Narevoreen navy, while at the same time resenting the long life spans of the elves. Sometimes this has resulted in violence, which has disillusionized the views of some Narevoreen elves of humanity. Elves from Tuvareen rarely travel abroad, and when they do, its usually to steal small children. The remainder tend to be exiles - either for some crime, or self-imposed over disagreement with the policies of the kingdom. In either case, they tend to travel far from Tuvareen and keep their distance from human society, either out of guilt or because they expect to be hated for the activities of their kin. On the whole, elven culture is fairly egalitarian when it comes to gender. Avareen tends towards the matriarchal while Tuvareen towards the patriarchal (with Narevoreen showing no preference), but most positions and professions are open to both men and women, and human attitudes towards gender roles tend to mystify most elves.

6 could, gnomes (as they would put it) would never insult their ancestors memories by trying to slavishly imitate them. For gnomes, the highest achievement is to come up with something truly original. For this reason, they tend to study a broad range of subjects in their chosen area of expertise, in the hopes that this will provide them with new insights. A true genius, the gnomes say, shouldnt limit himself to what others have created before him. And once they have enough insight to create a masterpiece, they will move on to the next project. While a dwarf weapon smith who creates excellent axes will often be content to create one masterwork axe after another for the rest of his life, a gnome who forges a masterwork axe will either search for ways to make even better axes, or turn his attention to dierent kinds of blades. Gnome adventurers should pick one area of expertise that they are interested in above all others (or constantly look for such an area if they havent picked one yet), and miss no opportunities to learn something about it. Another important aspect of gnomish culture are their large and convoluted social networks. Every gnome has a long list of friends, acquaintances, and people with similar interests which whom they try to keep in contact as much as circumstances permit, whether through regular activities of a club they are both members in, irregular meetings in pubs or each others homes, or through lengthy letters they write to each other at every opportunity. While the generally congenial nature of gnomes explains parts of this behavior, it is also true that a large number of favors is traded regularly through this network, which tends to give gnomes a large amount of political power behind the scenes. Gnomish society does not place any gender restrictions on the kinds of professions gnomes can pursue as such. However, custom and tradition expects men and women to develop seperate and gender-exclusive social networks which only interact at rare festivities and celebrations (which tend to double as match-making events for gnomes coming of age). The purpose behind this is to allow a newly married couple to eectively double their social networks, providing it with a large power base useful for a young family (and indeed, the number of important and inuental contacts a gnome has tends to be more important for his marriage prospects than personal wealth). And since there are few settlements where gnomes are in the majority, gnome men and women tend to cluster to professions accepted for their gender by the population of the majority race. Gnomes wont discriminate against, say, a female gnomish soldier, but if the human population of the city she lives in has prejudices against female soldiers, then she wont be able to work eectively in her job and she will make few useful contacts in that profession. Most gnomes try to avoid situations like these and pick their professions accordingly, but if a gnome manages to prosper in a job despite such obstacles, she will get a lot of respect for her shrewdness.

Gnomes
On the surface, gnomes seem to have much in common with their cousins, the dwarves. Both tend to value craftsmanship, industriousness, and expertise in their chosen elds. Yet their focus is dierent - while it may be the greatest praise for a dwarf to be told that he can forge blades exactly as his great-great-grandfather

Half-Elves
Half-elves are rare, and thus only rarely create a significant subculture of their own. Most common are halfelves who are the ospring of elven fathers from Avareen

CHAPTER 2. CHARACTERS who rough it in human cities. Typically, the fathers leave raising the child to the mothers1 , and give no more thoughts to their ospring beyond giving them a small gift or two at birth - if they even learn of the birth. Elven mothers are rarer - most elven woman know herbs that prevent unwanted pregnancies, and are sure to use them when intermingling with humans. In case when a pregnancy does occur - whether wanted or unwanted - the mother usually retreats to the elven kingdom of her birth. There the child will be raised by the sylvan community. It wont be treated badly, but it will never be regarded as an equal by the elves. As a result, most half-elven children will either form bonds of friendship with the other sylvan races, or leave the forests entirely in search of human companionship. The exception to this is the elven kingdom of Tuvareen, where half-elves are raised as equal members of the tribe - and are, in fact, strongly discouraged from leaving. There are a few half-elves with one parent from Narevoreen, but most are still in their infancy - the few exceptions are the children of elven sailors who traveled abroad even when the islands were still o-limits. In human cities, half-elves share some of the glamour and mystique of elves - most humans tend to assume they have strong mystical powers inherited from their elven ancestry. At the same time, humans are quick to blame them when odd accidents and supernatural incidences occur. While some half-elves try their best to blend in into human societies, others see their partially human heritage of a source of shame, exclusively mating with other half-elves (or, if possible, elves) to re-create their elven bloodline.

7 the woman is expected to be subservient to the man in all things. If a young haling wants to break out of these gender roles, then he or she will face the disapproval of the older halings (who are famous gossipers), but little actual penalties, since it is generally expected that he or she will eventually settle down and raise a family like a good haling is supposed to. The transgressor will only actually be rejected from haling society if this aberrant behavior continues into middle age.

Half-Orcs
While the days of constant orcish raids are long gone in civilized regions, their legacy remains. Orcish blood is far more common among humans than most people want to realize - especially in the northern climates, where orcs were the most numerous - and frequently the strange rules of heredity produce individuals that fully qualify as half-orcs. These unfortunates are seen as a unpleasant remainder of a barbaric past, and are kept at the bottom of the social pyramid. Indeed, members of the high society frequently believe that most or all people from the lower classes have some orcish blood in them, and caricatures of the poor, criminals, and the violently insane often depict them with distinctly orcish appearances.

Hobgoblins
Hobgoblins are known for their skill in warfare, their iron discipline, their codes of honor, and their cruelty towards those they deem their inferiors. Their fortress cities are a testament to both their determination to survive in a dangerous world, and their organizational skills, and they are counted among the civilized races of Urbis as a result. Personality: Hobgoblin personality is dened by their codes of honor. Anyone who achieves results is to be treated with respect. Anyone who is unable - or worse, unwilling - to achieve something is beneath contempt. The highest achievements are those revolving around warfare. Any insults to ones achievement, or ones clan, must be dealt with quickly. This is usually done through a challenge - the oended party pits him or his resources (his clan members, hirelings, and property - including slaves) against the oender. The precise details of the challenge are mutually agreed upon before it begins, or else decided by a war council of veterans. It is dishonorable to use more resources than ones opponent, but highly honorable to succeed with less resources. Cheating is considered highly dishonorable, and punished with exile or death. A hobgoblins word is his bond. If he has agreed to do something for someone, he will do it or die trying, unless his partner has lied to him about the facts - in which case he will go out of his way to take revenge upon the liar. This trait makes hobgoblins highly desirable as mercenaries.

Halings
Halings are opportunists. For them, this is a survival strategy - whenever an extended family moves to a city, they usually take jobs in industries that few people pay attention to, but which nevertheless are vital for the smooth functioning of a city. Examples include cleaning clothes, brewing beer, or running inns and pubs. They try their best to get along with everyone, and thus rarely suer from the kind of pogroms that the isolationist dwarves in their ghettos have to face on a regular basis. Despite this civil surface, the halings are hardly obedient subjects of the ruler of a city. When problems arise in the haling community, they prefer to do things their own way, and they usually keep an underground economy going between them that bypasses the normal trade regulations of a city. In general, gender roles among halings are similar to those among humans, with the males tending to the elds or otherwise providing an income for the family through a regular job, while the women tend to home, hearth, and family. However, unlike humans halings see this an equal partnership where both man and woman are mutually dependant on the other, rather than the one-sided aair all too common among humans where

1 Typically, such children are called changelings by humans, after a Fair Folk custom of exchanging human babies for their own ospring. Mothers often claim this to cover up the origin of half-elven children born out of adulterous aairs. Unfortunately, changeling legends frequently claim that savagely beating or otherwise mistreating the changeling will cause it to reveal its true nature and force it to return the original child, and acting this legend out has caused severe disgurement or even the death of more than one half-elven child.

CHAPTER 2. CHARACTERS Most hobgoblins belong to a clan, either by birth or by adoption. They will proudly wear clan insignia and defend their clans honor with their lives. Sometimes exceptional non-hobgoblins are adopted into a clan, but this is a rare exception. There is no gender discrimination among hobgoblins - men and women can both join any occupation acceptable for hobgoblins, and neither is considered inherently any less competent in any profession than the other. It helps that rearing children is not considered the job of the mother, but of older members of the clan who are too inrm to remain active as warriors. Shortly after birth, children are given over to them, thus allowing the mother to quickly return to her job. Physical Description: Hobgoblins are tall humanoids and grow roughly 6 1/2 feel tall. Most of their bodies is covered in a ne fur that is dark brown, black, or gray in color. Their skin tends to be dark or redorange in color. Some families have hereditary marks on their faces in dierent colors such as blue, red, or green. Beards are common in both males and females. Their clothes are often colorful and display their clan symbols, but they tend to be militaristic in appearance. Relations: Hobgoblins consider humans as a whole to be weak-willed and lacking discipline, though most hobgoblins realize that there are some humans worthy of respect. Dwarves are regarded as almost-equals for their determination and skill in warfare, and their weapons are in high demand among hobgoblins. Half-orcs and orcs are considered to be uncouth barbarians. Gnomes and halings are beneath notice. Elves receive the special hatred of the hobgoblins ever since the rst hobgoblin felled the rst tree in an elven forest. Humans might come to a peaceful compromise with the elven kingdoms, but hobgoblin honor made it impossible for them to back down, which made the elven defense of their forest ever ercer. As hobgoblins have no value for nature that isnt actively harvested, this conict will likely continue until either race is eradicated. Alignment: Hobgoblins value honor, but at the same time they treat those who are weaker than they are with contempt, and see nothing wrong with keeping them as slaves. Pity and mercy are foreign concepts to most hobgoblins. As such, they tend to be both lawful and evil. Hobgoblin Lands: The Hobgoblin Dominions are the ancestral lands of the hobgoblins, and the majority of their population can still be found there. However, they have long since spread to other regions where they tend to live in small, clan-based groups that exist within larger non-hobgoblin communities. Religion: Language: Names: Male Names: Female Names: Clan Names: Honor Names: Bonecrusher, Foecutter, the Cunning, the Silent Adventurers: Hobgoblins live to prove themselves in the eyes of their peers. Thus, they readily take to the road to adventure, seeking glory in battle and riches for their clan. Many hire themselves out as mercenaries, and nd plenty of people willing to hire them.

8 Classes: While it is ghters who tend to get the most acclaim, hobgoblin barbarians, clerics, monks, rangers, and rogues all have their role to play in the hobgoblin armies (though rogues who avoid all ghts will quickly get a reputation for cowardice). Druids are almost unknown among hobgoblins, since theyd rather cut down a forest and use it for timber instead of protecting it, and the extremely rare paladins are considered insane by their peers for the mercy they show towards the weak. Arcane spellcasters are respected for their powers, but their peculiar powers cause other hobgoblins to look at them more as forces of nature that could blow up in your face if not treated carefully, and less as actual people. While arcane spellcasters can wield a large amount of inuence within a clan, they are legally considered to be that clans property, and not as actual members of the clan. Bards use this status to voice opinions about clan members that would get normal hobgoblins killed, since attacking them means threatening the property of the entire clan. Hobgoblin Racial Traits +2 Dexterity, +2 Constitution: Hobgoblins are agile and tough. Hobgoblin base speed is 30 feet. Darkvision: Hobgoblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just ne with no light at all. + 4 racial bonus on Move Silently checks: Hobgoblins are surprisingly stealthy for beings their size. Automatic Languages: Common and Goblin. Bonus languages: Draconic, Giant, Gnoll, Infernal, and Orc. Favored Class: Fighter. A multiclass hobgoblins ghter class does not count when determining whether he suers an XP penalty for multiclassing. Hobgoblin society has empathized the warrior virtues for a long time. Level Adjustment +1: Hobgoblin are slightly more powerful and gain levels more slowly than most of the other player character races of Urbis.

Humans
Humans are the most numerous of all the sapient races of Urbis, and as such feel that they have a special destiny to lead the world into the future. They may lack the elves long life spans and mystical insight, the gnomish drive to innovate, the dwarven desire for perfection, and the hobgoblins military prowess - but they make up for all this with numbers and sheer ambition to change the world in their image. It was humans who invented the nexus towers, and built them across the continent. It was humans who built cities bigger than anything seen in history. It is humans who are now connecting every major settlement with railroads. And will be humans who will settle the very planets themselves. Perhaps it is true that, as some elven sages speculate, that all this springs from a human feeling of inferiority towards the elder races. But as far as most humans are concerned, they are just following their manifest destiny.

CHAPTER 2. CHARACTERS Human society tends to be riddled with inequalities. In most regions, there are sharp divisions between those in power and those who are not, far more so than among most other races. Many, if not most humans wont try to upset the status quo, if only because they fear that any changes will cause them to be worse o than before. But visionaries and revolutionaries spring up in every generation, and with them, the dream of a better life and a more equal society lives on. Unfortunately, even if they succeed, the revolutionaries will usually eventually create a society as unequal as the old one, just with themselves at the top. But there is always hope for the next generation... Most human societies are fairly sexist - women are commonly percieved (especially among the upper

9 classes) as the weaker gender in both body and mind, and women who surpass societys expectations in these matters are seen as the exception, not the rule - the traditional role of women is that of taking care of home and family while the men take care of business and earn money. This doesnt mean that women cannot be successful in traditionally male ventures, but it does mean that they will have a harder time - for example, women are barred from joining most organized armies, which means that women interested in warfare must join mercenary companies with a more unconventional approach towards nding recruits. Likewise, women can and do lead businesses and be successful nancially - but they will have a harder time competing with the Old Boys Networks of their male counterparts.

Sexism and Prejudice


You will notice that a large part of the writeups for the individual races is taken up with descriptions of how the dierent genders are treated by that race. This is intentional - the 19th century, upon which Urbis is based, had strong gender roles, and it was felt that incorporating them was vital to preserving the feel of the setting. While sexism isnt quite as entrenched as in real-world history - mostly because of the existence of many powerful women in the setting, especially among nonhumans - it is still a frequent issue for most human women. Besides, the dierent roles of genders can, just like the dierent roles of the various races, provide ample opportunity for role-playing as the player characters try to deal with the pre-conceived notions of society and rise beyond them. However, the game master should be careful - many women have been on the receiving end of sexual discrimination even today, and might not want to deal with it during gaming - which is often supposed to be a relaxing activity that takes the minds of the players away from the troubles of the real world for a time. Thus, it is recommended that the game master should discuss with the players just how much portrayal of sexism should be acceptable in the campaign. If it bothers you, just ignore these aspects of the setting. On a related note, while much of human prejudice in Urbis is focused on the various nonhuman races - elves, dwarves, goblins and so on - biogtry against people from dierent ethnic backgrounds is alive and well in the setting. While it is not quite as virulent as in real world history - mostly because there are few large colonial empires in which their rulers tried to justify their rule through their inherent superiority over the subjected people - in general, most people still assume that their home region is better than any others, and their own city better than any other city in the same region. Again, how much the game master wants to incorporate these issues is up to him.

2.2

Character Classes

LOCAL HERO SURVIVES 600 FALL! Yesterday afternoon, the famous Praxis-born warrior Grendor Halberstein (29) was swept o the roof of the Cryolis Building by a whirlwind summoned by the notorious druidic anarchist only known as Greeneyes. The Cryolis Building is one of the tallest buildings in our city at a height of 608 feet, yet not only did Halberstein survive the fall, but he also managed to fend o the elemental creatures (since identied as elder arrowhawks by city watch experts) sent by the vengeful druid to nish the job. Unfortunately, Greeneyes escaped yet again in the confusion. When interviewed while receiving magical healing from a priest of Thenos , Halberstein exclaimed: I am just as amazed as you are. Frankly, I am lucky to be alive! Some of his companions were not surprised, however. I have seen Grendor in action for many years now., said noted sorcerer and socialite Angus Graubergen (31). Frankly, by now I have become convinced that this man is basically unkillable by anything short of a direct intervention of the gods... - Praxus Observer, 19th of Victorius 1422

Barbarians
Barbarians come from remote wildernesses, such as the Narfjell Wastes - or sometimes out of the urban wastes of a slum. Wherever they came from, they represent everything the rich look down on - illiteracy, brutishness,

and lack of manners. This discrimination usually keeps them from making their fortunes in the cities - unless they are willing to enter the criminal underworld, which has plenty of uses for simple brawlers. And some of them become quite successful in the un-

CHAPTER 2. CHARACTERS derworld - they have an easy time bullying others into subservience, and their brute strength causes others to give them a wide berth. However, ultimately strength alone is not enough to establish a permanent place in society - even criminal society. Thus, the most powerful barbarians who manage to nd a place for themselves in the city are either the bodyguards or right-hand mens of underworld kingpins - or, if they are the kingpins themselves, have a competent advisor who is not powerful enough by himself to intimidate others but is intelligent enough to play the power behind the throne.

10 range from a friendly rivalry to smear campaigns to outright warfare where local conditions permit it. When two clerics of dierent religions are members of the same social group (such as an adventuring party), they might be polite to each other for the sake of the group, but they will always try to sway the other members of the group to their respectice views, and rarely will they become true friends.

Druids
As the city-states have risen, the druidic networks of old have fallen into disorder. While once the defenders of the wild were everywhere, now they are in retreat before the onslaught of civilization. As the city-states grow, land is divided into huge plantations for absentee owners, and mountains are stripped of all ores for the furnaces of industry, most druids either ee further away into the few remaining wild regions or are hunted as rebels and anarchists2 if they dare to make a stand. Some of the younger druids, however, have made it into the cities themselves. They realize that they have to take the ght to the enemy if they want to have a chance of succeeding. And that they need to far more of this enemy - so that they can strike it when it hurts when the time comes. Some druids hope to rouse the urban poor into open rebellion, promising them freedom from tyranny and starvation if they dare to return to the ways of nature. Others just hope to do as much damage to the infrastructure of the city as they can, starting with the hated nexus towers. And others still conceal their druidic nature and insinuate themselves into urban society, committing small pieces of sabotage if they think they can get away with it, until one day they leave the city with a bang and throw it into chaos. Recently, however, it has dawned on some merchants that the druid spell reincarnate can bring someone back from death in an entirely new body - and thus extend someones life span, even if that life span is spent in a body that is completely unlike the one the person was born with. Thus, these people have started to seek out druidic circles in secret to nd druids who might be willing to cast these spells for them. In most cases, the response of the druids has been overwhelmingly negative - after all, while help people to cheat natural death who have always fought the ways of nature3 ? There is another group of druids which actually originate from within the cities. These are scholars, cityplanners, and philosophers who have started to see the cities less as an accumulation of buildings and people and more as an environment and an ecosystem in its own right - similar to insect hives or environments where multiple species live together within a small space. These people tend to argue endlessly about how exactly the city functions - not just through top-level planning, but also through the myriad daily interactions of its inhabitants that keep the community running. Each and everyone has a dierent vision what the ideal city should look like, and how existing cities need to be changed in form and function to mature to perfection and truly become a part of nature instead of a man-made con-

Bards
Bards, people who command strange powers through their musical instruments and their voice, have been known throughout the ages. The best of them are kept as entertainers by various nobles, rich merchants, and other inuential people, and can gain vast riches through their skills - but their patrons are often unwilling to see them leave, and in extreme cases might even kill them or destroy their talent rather than letting a rival have them. Those bards of lesser skill, or those who refuse to be bought o by a rich patron, are disdained as cheap folk singers for the masses at best, barely t to play for a few copper coins in a pub or on a market - or as dangerous rabble-rousers best driven from the city if they use their powers to inuence the downtrodden masses. However, in recent decades it has become fashionable for the sons and daughters of rulers to be instructed in the musical arts, and oratory skills have always been in demand among the powerful. As a result, many upperclass youth have been instructed in the basics of the bardic arts, and some pursue them further as a hobby, or even a personal obsession. Some have started to study bardic powers systematically, and some of their research into acoustics and rhetorics have led to useful insights.

Clerics
Clerics can be divided into two groups: Members of an organized religion, and members of an unorganized religion. Organized religions will usually be strongly hierarchical, and lower-ranking clerics will have to obey the dictates of their superiors - but on the other hand, their church gives their clergy a lot of political clout in cities where they are prominent, and might even protect them from legal persecution. Unorganized religions, on the other hand, dont have any hierarchy beyond a single cleric who serves and protects a small community or neighborhood, and who might have a few apprentices who will be sent out into the world once they have mastered the basics of their religion. Their political inuence is small, but when in trouble they can usually count on a small but loyal community which will go to great lengths to hide and protect them. Most people tend to follow a single deity only, and oering prayers to any others is strongly discouraged by most clerics. The various religions mostly see themselves in competition to each other, and this competition might

2 Anarchists is a generic term the authorities apply to anyone who threatens to upset the established social order. It is surprising how often adventurers are faced with charges of Anarchist activities... 3 But see the Circle of the Crumbling Tower on p. 136 for an exception.

CHAPTER 2. CHARACTERS struct. Others tend to look at these philosophers with either amusement or consternation. However, the fact that some of them appear to have gained druidic powers indicates that they might be onto something...

11 Still, there are a few people who become paladins spontaneously. Usually they face a great trial of some sort (such as defending a group of poor slum dwellers from criminals), and they decide to stand rm no matter what the risk and the cost to themselves. Suddenly, they manifest paladin abilities, and this is often accompanied by a small miracle that resolves the situation in their favor. Some scholars speculate that these people somehow draw power from the plane of Law and Goodess instead of a deity, but how this is possible, and why no other plane bestows similar abilities on people, remains unclear. Such independent paladins are at a great risk church-backed paladins usually have a large and inuential organisation that gives them enough political clout to challenge powerful and corrupt people and usually get away with it. Independent paladins, on the other hand, must survive by their wits alone. They usually soon realize that they should concentrate on acting in the interest of creating the greatest good possible, instead of blindlessly charging the greatest visible evil. A successful paladin often has to negotiate with the rich and the powerful as much as ghting their evil more directly. Thankfully, their highly charismatic nature aids them in this task, and many power brokers nd themselves doing something for the public good despite themselves.

Fighters
Though society might have changed over the centuries, the need for skilled ghters has remained the same. There are still wars and conicts aplenty, and even in supposed peacetimes there is still enough violence around so that those who know how to deal it out need not fear for employment. What has changed is the greater prevalence of magic in battles. Gone are the days where armies marched in tight formations, or where mighty knights charged each other on horses. The modern ghter needs to be exible in his approach, knowledgeable in the ways of his enemies, and a skilled tactician ready to deal with whatever surprises the world decides to throw at him. In the end, only the cunning ghters survive.

Monks
In the Known Lands, there are three schools that teach the mental and physical disciplines required to walk on the path of the monk. The rst is elven in origin, and is taught in the city of Enegorn in Avareen. Elves exiled from mainstream Avareen society explored martial arts disciplines to detach themselves from the concerns of the world, and over time their knowledge and fame spread beyond the borders of their country. Many hopeful acolytes travel to Sormar to learn at the feet of ancient elven masters. The second originally came from the Hamajan Mountains, the Tsan Empire and other lands in the far east which boast a staggering number of monastic traditions. In many cases these traditions have a spiritual origin, but sometimes empty-handed ghting techniques were developed simply because the local rulers didnt permit ordinary citizens to bear arms. In either case, these traditions have been spread by exiles (voluntary or otherwise) along the trade routes. The third tradition is the youngest and was developed in Thenares, where many priests felt that learning these martial arts styles promoted the proper humility before Thenos. Most monasteries of the Thenaran faith have members who practice this tradition, and traveling monks who are ready to defend the faith with their powers are not uncommon. Some Thenaran priests like to claim that this path was directly inspired by Thenos himself, but detractors point to the many similarities to the earlier elven and Eastern styles. Minor schools of martial arts other than these exist in many lands, but most of them have a low prole and are at best considered quaint by most people - something that is no longer appropriate to the modern world.

Rangers
There are still plenty of wilderness areas and frontiers to be tamed on this world - and others as well. However, quite a few rangers are exploring the urban environment instead, nding the niches out of the eye of the general public a challenge to their skills and thriving in hidden places most people never hear about. They still hunt even in this environment, although in the cities their prey tends to be two-legged - wanted criminals, refugees, and other people who do not wish to be found.

Rogues
The rst rogues appeared in the rst cities, and to this day they remain the masters of the urban environment. They know where to hide and where to stay away from, when to run and when to stand still, who to talk to and who to avoid. Usually, they learn their skills by growing up on the streets of the slums, but even people born to a high station in life turn to a life of crime for a variety of reasons.

Sorcerer
The powers of a wizard are, while not understood by common people, in principle at least learnable by anyone who has the necessary intelligence. The powers of a sorcerer, on the other hand, come from innate talent and do not require formal study - or discipline. As a result, sorcerers are feared by many and do not have as many opportunities to advance in society as wizards. Yet for the poorest of people, discovering sorcerous talents is often a way out of the slums, as the rich and powerful are unlikely to let any talent go to waste. This causes the other poor to not only fear them, but also resent them, and many sorcerers leave the slums shortly ahead of a lynch mob.

Paladins
Most paladins belong to some sort of organized religion, such as the Church of Thenos. They are trained from early childhood to be stout defenders of the faith, and the most worthy of them are chosen by their god to go forth into the world and do good.

CHAPTER 2. CHARACTERS Note that since the slum areas of cities usually suer from a high life energy drain from nexus towers, anyone who discovers sorcerous talent within them is sure to become powerful once he leaves.

12 common people are careful around wizards because of their powers, this does not mean they are feared and reviled. After all, being disrespectful to a noble can kill you as fast as being disrespectful to a wizard. The mightiest of wizards are well paid by rulers to help with the construction and operation of nexus towers, and to help with city defense. Often the rulers allow powerful wizards to marry into their family, on the basis that it is a good idea to have a few such individuals who are loyal to you.

Wizards
Wizards are generally considered to be the equivalent of skilled craftsmen. Like craftsmen, they train many years to learn the secrets of their trade, and like craftsmen, they are well paid for their abilities. While most

Psionic classes
Psychic powers do not occur naturally among the player character races of Urbis. But this does not mean that they dont occur at all. Instead, all such displays of the powers of the mind can be traced to outside inuences. Whether this means that the psychic has surathi blood running in his veins, or that daresh experimented on him or his ancestors depends on the individual in question. But there is always some unnatural origin to the powers he commands. While most people are unaware that psychics even exist, and tend to confuse them with sorcerers or monks if they do encounter them, the learned can recognize them for what they are. And given the near universal loathing with which civilized people hold beings such as the surathi, daresh, and derro, psychics can expect a strongly hostile reaction if their powers are identied correctly. If the GM permits it, players can take psionic character classes. However, players should be aware that psychic powers are mostly in the command of loathsome monsters, and that psychic characters will be associated with those.

2.3

Feats
guage as class skills. Well-Connected You thrive in the organizations, clubs, and societies of the world. You make new connections easily, and others are eager to do you favors. Benet: The character gains 2 points of OS bonuses, which he may immediately distribute among his existing society memberships or put into new societies, at the game masters discretion. Additionally, all attempts by the characters to attain favors from societies have their DC reduced by 2. Special: You can gain Well-Connected multiple times. The eects stack.

Several new feats exist in Urbis: The Nature of the City You have learned to see cities as not just an agglomeration of people, but as a living, breathing environment not unlike the domains of the wild. You are one of the few people who dont just worry about their own part of city life, but who try to look at the big picture and see how it all ts together. As a result, your understanding of city life based on your in-depth observations has few equals. Prerequisite: Knowledge (nature) 4 ranks. Benet: You gain Gather Information, Knowledge (architecture and engineering), Knowledge (geography), Knowledge (local), Search, Sense Motive and Speak Lan-

2.4

Languages
that they ever originally sprang from one source. The various nonhuman races often seem to have been able to hang on to racial languages - perhaps because of longer life spans and increased cultural homogenity. But even among them, the languages seem to gradually drift apart - a dwarf from Gol Algor will have a hard time understanding the speech of a dwarf from Gol Grungor unless

Common
It is unknown when, in the distant mists of time, the rst language was developed. All scholars know today is that a vast number of dierent languages sprang up all over the world, and that these language have such a dizzying variety of forms that it is hard to believe

CHAPTER 2. CHARACTERS he spends some time getting familiar with the dialect of the latter. With scattered humanity, the situation was even worse. While the Atalan Empire lasted for long enough and spread far enough to allow Atalan become the language of trade, commerce and government in much of the Known Lands, when the Empire shattered it only survived as a language of scholars, wizards, and the Thenaran Church. The Tsan Empire in the Far East seems to have more success in maintaining linguistic stability, but people who have traveled there say that the Tsan too have a bewildering variety of mutually incomprehensible dialects, despite a unied system of writing. This seemed to be the fate of humanity - to speak in a bewildering variety of languages. But 150 years ago, shortly after the Treaty of Praxus was signed and dreams of Flannish Unication were common, the noted linguist M. M. Wutenheim created a new, articial language derived from Atalan and several local dialects. He called it the new Common Language of All Mankind, or Common for short. The language was indeed quite easy to learn and for some time became quite popular among the learned and the new elites of the Flannish cities, but as time went on, support for the language dwindled until it was only spoken among a few excentrics and those who still dreamed of the unication of the Flannish cities. But about 70 years ago, the rulership of Praxus changed, and inspired by the writings of Wutenheim and others to bring harmony to the world, the archmages of Praxus wove a great and subtle enchantment just as Common was made the ocial language of the city. From now on, the language spread like wildre. More and more people wanted to learn it, and the spell

13 both encouraged them and made it easier to grasp its principles. Older languages gradually fell out of use, only remembered by those with an active interest in them for historic or cultural reasons. Already more than one generation in the Flannish Cities has been born and raised without learning any other language. Still, the language is not spoken everywhere. The language mostly spreads by word of mouth, and the more isolated or the further away a community is from Praxus, the more likely is it that the old languages are still spoken there. Cultural dierences seem to count for something - the more similar the old language is to Common, the easier will the switch be. The enchantment also seems to be less ecient on nonhumans, for while many nonhumans have learned Common by now, no known community among them has given up its old language in exchange. Most people who are aware of the rapid spread of Common just consider the language to be an idea whose time has come and leave it at that. Still, this curious state of aairs has fueled more than its share of conspiracy theories, and some groups make a deliberate eort to speak only in the old, nearly dead languages. And perhaps those people have a good reason to be afraid. The spell continues its work, and a signicant part of the magical energies generated by the nexus towers of Praxus are set aside to maintain it. But what will happen once the whole world will speak with one tongue? Will they stop the spell, content with a job well done? Or will they alter the spell in a way that controls the mind of everyone who carries the knowledge of Common in his mind?

2.5

Joining Organizations
and its members, the higher tends his OS bonus to be, and the higher the OS bonus, the more favors are the organization and its members willing to do for him. However, using up too many favors and doing little for them in return will result in a decline of a characters OS bonus. A characters starting OS bonus in an organization will usually be +1, but this might be modied by a good reputation, large donations, an impressive title or similar modiers, at the GMs discretion. If a characters OS bonus in an organization ever falls below +0, he will usually be dismissed from the organization. Since OS is an abstract concept, it is sometimes dicult to gauge just where the character stands in the favor of an organization. To get a general sense of the characters position, check the table below.

At its core, Urbis is a setting heavy with politics and intrigue. As such, a characters relation to the rest of society becomes important. Settlements are not just a home base to which the characters return after an adventure - they are the setting for the adventure itself, and what connections they form in such places will strongly inuence whether they fail or succeed in their quests. Thus, it is not just possible that the player characters will join one or more organizations, clubs, or secret societies, it is likely - and thus, the benets and drawbacks of being a member of such an organization require some more detail than in many other d20 settings. The following abstract system allows the GM to keep track of just where player characters stand in the favor of an organization and its members - and it allows player characters who have worked dilligently for the goals of an organization to receive benets in return.

Organizational Standing
For each society or organization a character is a member of, a character has an Organizational Standing (OS) bonus which represents his inuence in that organization. The more he has worked towards the goals of the organization

CHAPTER 2. CHARACTERS OS Bonus +0 +1 to +4 +5 to +10 +11 to +15 +16 to +20 +21 to +30 +31 or higher Standing On Probation Rank and File member Respected Member Senior Member Leader of the Organization in a single city-state Regional Leader Leader of the entire organization

14

Losing OS
Any time a character attains a favor with a favor DC higher than his or her current OS bonus, the characters OS bonus goes down. How much the OS bonus is reduced depends on how dicult the favor is to arrange. Favor DC 1-10 points higher than current 11-15 points higher than current OS bonus 16 or more points higher than current OS bonus OS Bonus Decrease 1 point 1d6 points 2d6 points

This table is appropriate for a large, multi-regional organization with many members. Adjust for smaller or more local organizations with a atter structure.

Favor Checks
Favor checks are used to determine what kinds of favors the character might attain from the organization. Every favor the organization could conceivably do has a DC depending on the resources of the organization and just what kind of favor the organization is willing and able to do for its members. Letting a member stay at the house of another member might have a DC of 1, while loaning him 100 gp might have a DC of 10, and funding a massive expedition to another continent might have a DC of 30. The GM should make a sheet of possible favors the organization is capable of providing together with corresponding DCs, and then extrapolate from these values for any favors the characters might ask for. To attain a favor from the organization, make an OS check against the favor DC. An OS check is a 1d20 roll plus the characters current OS bonus. If the character succeeds on the Favor check, the character attains the favor. If the character fails, he or she doesnt attain the favor at the time. If the characters current OS bonus is equal to or greater than the DC, the character automatically succeeds. If the character successfully attains a favor with a favor DC thats higher than his or her current OS bonus, the characters OS bonus decreases. Time to attain favors: Attaining favors generally takes a number of hours equal to the favor DC of the favor sought, reecting the time needed to locate other organization members and convincing them to support you. The GM should feel free to adjust this time upwards for unusual or complex favors that need more time to arrange. Taking 10 and Taking 20: It is not possible to Take 10 or Take 20 on Favor checks, since the availability of favors depends on outside factors over which the character has little control. Trying again: A character can try again if he or she fails a Favor check, but not until the character has spent an additional number of hours trying to attain the favor equal to the favor DC of the favor sought. In addition, each attempt after the rst one to attain a specic favor increases the DC of the Favor check by +1. Aid Another: One other character who is also a member of the same organization can make an aid another attempt to help a character attain a favor. If the attempt is successful, that character provides the purchaser with a +2 bonus on his or her Favor check. In addition, the character who provides the aid reduces his or her OS bonus by +1.

A characters OS bonus only goes down if he or she successfully attains a favor. If the character attempts to attain a favor and the check fails, his or her OS bonus is unaected. Additionally, the character may, at the GMs discretion, loose points from his OS bonus if he violates the strictures of his organization or otherwise works against its interests.

Regaining OS
A characters OS bonus recovers as the character advances. Every time a character gains a new level, he makes a Diplomacy or other appropriate skill check, as noted in the description of the society (If the character has no rank in either skill, this check is a Charisma check.) The DC is equal to the characters current OS bonus. If the character succeeds, his or her current OS bonus increases by +1. For every 5 points by which the character exceeds the DC, he or she gains an additional +1 to his or her OS bonus. Note that this represents the character spending some time advancing the goals of the organization. If he or she doesnt (for example, if the character was away in a remote wilderness location for the entire time while attaining the new level), no such check is permissable.

OS Awards
Adventuring may result in characters gaining a higher standing in the organization by working towards the goals of the organization or giving favors for other members. In this case, work out the a DC appropriate to the magnitude of the favor rendered by the character. The increase of the characters OS bonus is the same amount as the OS bonus loss the character would experience if the character had attained a favor with the same DC value.

Starting Characters and Organization Membership


As an optional but highly recommended rule, every starting character receives a number of OS points equal to (character level) + (ranks in Diplomacy) + (Charisma modier). If the resulting number is positive, he can assign these points to any appropriate organizations, subject to the approval of the game master.

Generic favors
While the range of favors an organization can provide is often hard to describe in rules format, in general most fa-

CHAPTER 2. CHARACTERS vors can be divided into two broad categories: Requests for resources, and requests for the assistance of people. Requests for resources: This represents asking the organization for money or equipment. The base DC of the favor depends on the value of the requested resource: Base DC 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +9 Cost 10 gp 12 gp 15 gp 20 gp 30 gp 40 gp 50 gp 60 gp 80 gp 100 gp 120 gp 150 gp 200 gp 300 gp 400 gp 500 gp 600 gp 800 gp 1,000 gp 1,200 gp x10

15 nization can actually use any equipment donated by the character. For example, while it is probably a good idea to donate magic items the character doesnt need to organizations, a naturalists society has probably little need for a set of magical plate mail (for instance). In this case, it should be assumed that the organization simply sells the item, which typically only gives the organization a net gain of 50% or less of the actual item value. Requests for the assistance of people: If the character wishes to gain the assistance of other people through the organization, the base Favor DC to do so is equal to the Challenge Rating of the assitants. If the assisants are also members of the same organization, the character can substitute their OS values instead if they are lower (if he gains the assistance of multiple organization members, calculate their eective OS values in the same way as the Challenge Rating for multiple creatures within a single encounter, substituting the individual OS values for their CR). Apply the manpower modier of the organization, as well as the following additional modiers: Introduction only: The character is able to meet the assistant in a social environment and has the opportunity to introduce himself, converse with him, and ask him for a personal favor (unrelated to the organization as a whole), turn him into an ally, and so forth. The DC modier is +0 if the initial attitude of the NPC is Indierent, +5 if it is Friendly, and +10 if it is Helpful (in the latter cases, the organization gives good references for the character or impresses upon the NPC how much the organization would appreciate a cooperative attitude towards the character). Asssitant is not an organization member: If the assistant is not a member of the organization itself, but is someone to whom the organization might reasonably have contact with, the favor DC increases by +5. This modier might increase further if it is unlikely the organization might have contact to such a person - or, at the discretion of the GM, it might make the favor impossible. Prominent assistant: While it is generally assumed that high-level NPCs will generally rise to more prominent positions and thus gaining their assistance is harder (as reected in the base Favor DC), sometimes a character is of such social importance that it becomes harder to gain his assistance. For example, an active commander of the military forces of a city-state will be harder to reach than his retired precedessor even though they might have the same levels. For this reason, the GM should adjust the DC for assistance by NPCs with socially prominent positions with modiers ranging from +1 all the way to +10 (for the rulers of entire nations). In general, this modier should only apply to calls for assistance from NPCs who are not members of the same organization - an easier access to prominent members of the same organization is one of the most noteworthy perks of joining such organizations. Duration of assistance: If the amount of time the assistance takes is an hour or less, the DC remains unmodied. For one day or less, the DC is modifed by +2. For a week or less, the modier is +5. For one month or less, the DC increases by +10, and a further +5 is added for every additional month. Note that this assumes that this assumes full-time assistance - the GM should feel free to adjust this modier downwards for long-time assistance that nevertheless doesnt demand the assitants undivided attention (for example, research projects on which the character only

Modiers: The favor DC is modied by the resource modier of the organization (see below). Other modiers might also apply: Loan: The money or equipment given is not a gift, but a loan. The modier depends on the duration of the loan: -2 for ve years, -3 for two years, -4 for one year, -5 for half a year, -6 for three months, -7 for one months, -8 for two weeks, -9 for one week, and -10 for a single day (unlikely for money, but this would be appropriate for loans of equipment). Interest: If the provided resource was a loan, the character has to pay back more than he received. The DC modier is -1 for each 10% of interest of the original value. This modier is also appropriate for loans of equipment in that case, the character does not only have to return the item, but also Repayable in installments: If the provided resource was a loan, the character must repay it in equal and regular installments instead of being able to pay it back at the end of the loan period. The installments usually must be paid every three months if the loan duration exceeds one year in length (though monthly payments are also common), monthly if the loan period is one year or less, weekly if it is three months or less, and daily if it is two weeks or less. This is worth a modier of -2 to the Favor DC. Previous gifts and loans: If the character has been granted previous gifts of resources or loans which he has not fully repaid yet, add the value of all these gifts and the total sum of all outstanding loan payments to the value of the new request before calculating the DC of the favor. While most organizations will render assistance to a member in need, most take a dim view of people trying to get money out of them time and again. Note: While the favor DC of gifts from the character to the organization should in general be calculated the same way, it should be taken into account whether the orga-

CHAPTER 2. CHARACTERS works for a few hours every week or so). Dangers of assistance: If there is a strong possibility of minor, non-fatal injuries (for example, backup in a street or pub ght) or a low possibility of dangerous injuries, increase the DC by +5. If the risks are signicant (ghting enemies with a Challenge Rating similar to that of the party), increase the DC by +5. If the danger is overwhelming (if the enemies have a higher Challenge Rating than the party), increase the DC by +10 (and some types of assistants will simply refuse to render any physically dangerous favors). Note that legal and social repercussions also count as danger for this purpose. If the assistant has to face imprisonment or a signicant loss of social standing as a result of rendering assistance, increase the DC by +5. If he faces execution or being completely reviled by polite society (if he had been accepted by society until then), increase the DC by +10. If the GM has to gure out the favor DC for assistance the PCs have given to the organization, he should use a slightly dierent system. Simply calculate the total Challenge Rating of all opponents and other challenges for a single mission. Add +5 if their enemies will likely attempt to kill them during it, and add the modiers for legal and social repercussions as well.

16 tion with a wealth modier of -5 are very wealthy, while those with a modier of +5 are quite poor). Manpower modier: This modier also ranges from -5 to +5 and represents the pool of people - including experienced people - the organization can draw on. The manpower modier is added to the DCs of requests for the assistance of NPCs and to the DC of OS awards whenever the character (and possibly his allies) render their personal assistance to the organization (as opposed to providing other resources). Obligations: This lists how often the organization demands assistance from the character, and how complex this assistance will be. The format in which the obligations are listed should be: [Frequency], [Probability], [Favor DC]. Example obligations would be: One obligation every two months, 60% chance, DC equal to characters OS+1d6. This would mean that every two months the GM rolls 1d100. If he rolls 60 or less, the organization demands some sort of assistance from him, with a favor DC equal to the characters OS plus 1d6. In general, the character does not have to obey this call for assistance, but refusing to do so will cost him standing. Unless the character succeeds at a Diplomacy check with the same DC to convince his superiors of the good reasons why he is not able to fulll this assignment, he will loose OS as if he had gained a favor from the organization with the same DC. Increase the DC for both the Diplomacy check and the OS loss by 2 for each previous, additional refusal in a row. Note that if the character is genuinely out of touch with the organization when a call for a new assignment comes and the organization knows of this and accepts the reasons for this absence, the character wont be penalized. However, he will receive new assignments in the place of the ones he missed shortly after his return. Leaders OS: The OS of the current leader of the organization. This also represents the maximum favor DC available from the organization. If the character attains an OS of at least ve points lower than the leader, he can challenge his position. After the challenge was announced, it continues for (leaders OS)/5 months if the organization is lawful, (leaders OS)/10 months if the organization is neutral, and (leaders OS)/15 months if the organization is chaotic. During this time, both the leader and the challenger can both attempt to increase their OS values through working for the organization. At the end of this period, resolve the contest via a contested roll of d20 + their respective OS values. The winner becomes the new leader. In case of a tie, the old leader remains in oce. Typical favors: These rules are very broad and generic to keep this system as exible as possible. However, not every organization will be able to provide every possible type of favor. For example, a gentlemens club for wizards is unlikely to help a character nd contacts with the criminal underworld - on the other hand, they are much more likely to help the character nd spells or magic items. This section should list what kinds of favors would be appropriate for the organization, and the GM should be free to increase the DC of inappropriate or even veto them outright. The type of favors available should be neither too broad nor too

Creating Organizations
While a number of sample societies player characters could join can be found in the Appendix (see p. 140), players are encouraged to create new organizations which their characters can join (though all such organizations are subject to GM approval). Organizations are dened by the following traits: Alignment: Organizations can have any alignment. If one of the alignment components of a character is opposed to that of an organization he is a member of (for example, if he is chaotic and his organization is lawful), he will be resented by the other members, and will have a harder time getting favors. Additionally, his eorts on behalf of the organization will be less appreciated as well. In this case, increase the DC of any favors from the organization by +2, and decrease the DC for any OS awards by -2. This is cumulative if both of the characters alignment components are opposite to the alignment of the organization. Furthermore, increase the DC for any favors wanted by +5 and decrease the DC for any OS awards by -5 if the favor does not t with the alignment of the organization. For example, if a character is arrested, it would be inappropriate to ask a lawful organization to break him out of prison as a favor, while it would be perfectly appropriate to ask them to send their best lawyers or use their connection in the local judical system to free him. Conversely, the DCs for any favors that adhere strongly to the alignment of the organization are decreased by -2, while the DC for OS awards for such favors is increased by +2. Wealth modier: This modier ranges from -5 to +5 and represents the general wealth of the organization or access to other resources (such as magic items). The wealth modier is added to the DCs of requests for money and equipment from the organization and to the DC of OS rewards when the character gives resources in the form of money or equipment to the organization (thus, organiza-

CHAPTER 2. CHARACTERS limited to prevent the organization from becoming either too powerful or too useless. Typical assignments: Just as dierent organizations can help the character in dierent ways, they will also hand out dierent assignments to the character. For example, an organization planning to overthrow the ruler of a city-state is unlikely to ask the character to catch an exotic creature in a far-o swamp, but requests to liberate a comrade from prison or to help blackmail a public ocial are much more likely. This description should serve as a guideline for the GM so that he can plan adventures accordingly, although unusual requests are certainly possible, especially if they t the skills of the character (for example, the organization might want to trade the swamp creature to a wizards club in exchange for their assistance in another matter...).

17 ventures. They allow the GM to create adventures that revolve around more than just fame and fortune, and for the PCs they represent another way of gaining adventures beyond magic items and experience. However, no rule set, no matter how broad, can cover the entire scope of social interaction, even within the framework of organizations. Furthermore, a clever player can certainly abuse the system by working around the modiers. For this reason, the GM can and should let common sense overrule these rules whenever it seems appropriate to him. He shouldnt arbitrarily take away the OS of the PCs, and he should allow them to request favors from their organizations when it would help them in an adventure or with their personal goals, but if a particular rule doesnt make any sense within the context of the situation in the adventure, he should feel free to ignore it for the time being.

GM Advice
These rules should serve primarily as a framework for ad-

Statting up Organizations
So what should a player take into account when writing up organizations? Lets take a look. On the surface, there seems to be no reason for a character not to pick an organization with the same alignment as him. After all, they are likely to reward him for tasks he would do anyway. However, sometimes joining an organization with a dierent alignment oers a whole new range of contacts and opportunities that the character wouldnt have otherwise. For example, neutral organizations are much more likely to have contacts with the criminal underworld than a good-aligned organization. And sometimes, it just wouldnt make any sense for an organization to have the same alignment as the character - for example, most organizations centered around particular professions or ethinic groups are more likely to be neutral than display any extremes of alignment. Players should take all of this into account when writing up organizations. Both a high and a low Resource Modier can be a good thing or a bad thing, depending on the situation. A low modier will give the character ample opportunities for additional monetary and equipment resources, but he wont be able to improve his standing in the organization by donating money or equipment he doesnt need. Conversely, he will be able to rise quickly through the ranks through donations in an organization with a high Resource Modier, but the organization will be unlikely to help him out with lots of money when he needs them the most. The same principle also applies to the Manpower Modier, and the player must decide what is more important for the character - getting many or capable helpers when he needs them, or rising in the organization by providing personal assistance. The characters obligations to the organization also need to be considered carefully. On one hand, spending much of ones time on working towards the goal of ones organization will detract from pursuing the characters own goals. On the other hand, consistantly succeeding on assignments is the easiest way to rise to a high position within the organization. Finally, the OS of the leader limits how much the organization can do for the character. If the value is low, the amount of aid the organization can provide to the character is also low. On the other hand, this will allow the character to take over the organization fairly soon, and being able to order everyone else in it around certainly has its advantages. Taking over organizations where the leader has a higher OS, on the other hand, must be a long-term goal - but one that is far more satisfying once completed.

Chapter 3

Magic
3.1 Nexus Towers
magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by two. Severe Drain: It is hard to motivate the people who live in the area of operation to do anything other than their daily routine, and beings with a low life force will soon become catatonic and die. Anyone in such an area who wishes to come up with a new course of action outside of a combat or other life-and-death situation must succeed on a DC 10 Will save. If he fails, he must either continue to do what he did in previous rounds, or do nothing. He may re-roll in subsequent rounds until he succeeds. Anyone living there will loose one point of Charisma each month up to a maximum of -6. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by three. Deadly Drain: The pain everyone experiences in the area of operation as his life force is sucked out of his body is so intense that they can do little except eat and drink, and even that requires some eort. Anyone in such an area who wishes to come up with a new course of action outside of a combat or other lifeand-death situation must succeed on a DC 15 Will save, or a DC 10 Will save even if he is in a combat. If he fails, he must either continue to do what he did in previous rounds, or do nothing. He may re-roll in subsequent rounds until he succeeds. Anyone living there will loose one point of Charisma each month, and once their Charisma reaches 0, they will become catatonic and die unless tended to. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through magical means except by a wish or miracle spell or equivalent. The number of energy points generated is multiplied by four.

Nexus towers draw upon the life force of living beings, and use this energy to create mighty spells or craft magic items in great numbers. It could be argued that it is the nexus tower that is primarily responsible for modern urban civilization, for the nexus towers are the reason most cities were created in the rst place, and it is the nexus towers that continue to make these cities possible. In general, a city has one nexus tower for each 100,000 to 300,000 inhabitants. If it had more, the magical emanations of the towers would interfere with each others operation. If it had less, the nexus towers wouldnt be able to harvest the magical energies from all of its inhabitants.

Nexus Towers in Operation


Each nexus tower generates a base number of one energy point each year for every living being with a Charisma of 3 or greater within its area of operation (usually a specic neighborhood of a city, although if a community is small enough, it might be the only nexus tower in it). This number is modied by the following conditions: Strength of Life Energy Drain: The operators of the nexus tower can decide on drawing more life energy from the inhabitants of its vicinity than normal. Doing this is dangerous, however, as the people are starting to feel adverse eects from the drain. The following levels are possible: Slight Drain: The drain isnt noticeable for all but the most sensitive people, and any lost energy is soon replenished. The number of energy points generated is unchanged. Moderate Drain: The people in the area of operation are starting to feel apathetic. Anyone living there will loose one point of Charisma each month up to a maximum of -2. Moving away will cause the Charisma loss to regenerate at a rate of one point per month, but this loss cannot be healed through

18

CHAPTER 3. MAGIC

19

What Drain Strengths are typical?


In the upper class neighborhoods of any city, the life energy drain will never be more than Slight and might even be absent entirely, depending on local politics. While there is no real negative eect of living with a Slight level of drain, plenty of rich people are paranoid or hypochondriac enough to believe otherwise, and thus arrange for the downpowering of the local nexus towers. In the places where skilled professionals live and work, as well as the parts regularily visited by travelers, the drain level will be at Slight as well. The regions where the Working Poor live and work will usually have a Moderate level of drain - while the authorities pay less attention to their state of well-being than with more valuable citizens, draining too much from them will make it hard for them to do their work. The same level is also common for genuine slum areas where the unemployed poor live, but it is not uncommon for these regions to be at the Severe level. The Deadly level is rare, though some of the more ruthless governments create walled-up death ghettos with that level of drain where they dump their undesireables. This term can include criminals, dissidents, or any creatures like goblins and kobolds that are found elsewhere in the city. While food supplies are dumped often enough over the walls that the inhabitants usually dont starve, these unfortunates still can do little except wait for their deaths.

Protection from drain eects: Any eects that boost Will saves can help against the short-term indecisiveness at Severe and Deadly drain, but the long-term Charisma drain is too insidious to be kept at bay this way. Spells that ward against evil inuences1 , such as protection from evil, protect against the short-term eects, but they wont work against the long-term eects unless they are active for most of the month (such as the paladin class ability). Hallow is able to create a sanctuary against the drain eects, and someone who spends much of his time there is protected against both the long-term and short-term eects of drain. City Planning: Gathering life energy with nexus towers isnt just a matter of building a tower and waiting for the energy to come. The surrounding cityscape can have a tremendous eect on the eciency of the gathering process. If buildings are located in the wrong places, they can interfere with the gathering process and let large amounts of energy go wasted. On the other hand, if all the streets and buildings are placed in a way to optimize the ows of energy, little or nothing of it is lost. The level of city planning is represented by the following categories: No City Planning: The nexus towers are built more as an afterthought, or the builders didnt want to alter the city just for gathering more energy. Regardless, buildings and streets are located without any

regard for the needs of the energy ows. The number of energy points generated is divided by four. Minor city planning: The major thoroughfares and a few public buildings are placed according to arcane principles, but nothing more than those. The number of energy points generated is divided by two. Normal city planning: All streets are placed according to the principles of mystical architecture, and most buildings have to be built according to certain height and basic shape requirements. The number of energy points generated is unchanged. Strict city planning: All building plans and sites have to be approved by a central authority, which demands specic requirements for the size and shape of the building, up to exterior ornamentation of the building. The number of energy points generated is doubled. Invasive city planning: The level of detail necessary to maintain this level of city planning demands exact strictures for the build of each room in every building. Regular inspections of each room are required to make sure that the furniture is placed in the right way. The number of energy points generated is multiplied by four.

What level of City Planning is typical?


Very few cities manage to apply an Invasive level of city planning throughout their domain. The city of Aruges in the League of Armach comes closest, and the Flannish city of Praxus is able to maintain this level in its central administrative district. Quite a few cities manage to establish certain districts with a Strict level of city planning - usually the part of the city where the central administration of the city and its related buraucracies are located. A few cities which have either been founded very recently and planned from the beginning or which have been radically redesigned according to mystic architectonic principles are also able to maintain this level through larger parts of their city (again, Praxus is a good example of this). Most relatively modern neighborhoods (i.e., those built after nexus towers again came into widespread use) are able to maintain a Normal level of city planning. Exceptions only occur when the inhabitants are
1 A good way of annoying the builders and users of nexus towers is asking them why only wards against evil inuences work against the draining eect. Usually the answers will revolve around mysterious planar conuences, but no one has come up with a satisfying explanation. Nevertheless, for the purpose of alignment, neither building nor operating nexus towers is in itself an evil act.

CHAPTER 3. MAGIC

20

rich and powerful enough to make sure the neighborhood is planned according to their preferences, instead of those of mystic architecture. Neighborhoods with Minor or even no city planning are usually found within the older parts of town - those dating back to the feudal ages, and which are sometimes considered to have too much historic interest or are too picturesque to raze down and rebuilt (though this is not always sucient protection - again, Praxus is notorious for having torn down even its most famous landmarks during its phase of modernization). Such levels also occasionally appear in slum areas where the buildings are too ramshackle and government authority too sparse to enforce building codes, though usually governments will attempt to enforce some standards even in the poorest sections of their city.

All energy points gathered by the nexus tower have to be used within a year, or they are lost. The energy is generated continuously - if it is necessary to calculate the gathered over a shorter period of time, reduce the amount proportionally.

the rst one can help with the spell as additional participants (see the epic rules), with each tower contributing an additional epic spell slot to the ritual. Drawing upon the energy of a nexus tower in this way costs 190 energy points for each epic spell slot used.

Using Nexus Towers


The energy gathered within nexus towers can generally be used for two things: They can either be used to create magic items, or cast epic spells. The people using the nexus tower for these jobs need to be within specially prepared chambers within the tower. Creating Magic Items: If the nexus tower was created to support the manufacture of a certain type of magic item, the gathered energy can be used to pay for the XP cost normally associated with creating that item. One energy points can be exchanged for one XP in this way. All other requirements for creating magical items still apply. Casting Epic Spells: If a spellcaster is within the towers ritual chamber (usually located at or near the top of the building), he can cast epic spells (see the epic rules for details) as if he had the Epic Spellcasting feat, even if he does not meet the prerequisites for this feat. Unlike normal epic spells, spells that require a nexus tower to function can be written down, copied, and learned by other spellcasters normally (the DC for the Spellcraft check to learn such a spell is 25). All other requirements for epic spells apply normally. A spellcaster has one epic spell slot for each full ten ranks in his Knowledge skill appropriate to his way of spellcasting (in other words, a spellcaster needs at least 10 ranks in his Knowledge skill to use this aspect of Nexus Towers at all). Only a single spellcaster can draw upon the energy of a nexus tower at the same time, but spellcasters in other nexus towers that are within line-of-sight of

Building Nexus Towers


First, someone who is skilled in both architecture and magic must determine the best spot for a nexus tower in a given locale, and work out the building plans for a tower that will gather the energies as eciently as possible. The minimum time required for this is six months, and the DC is equal to 20 plus 2 for every Magic Item Creation feat and each Epic Spell seed that the tower supports (if the tower doesnt support a certain Item Creation feat or Epic Spell Seed, it cannot support the creation of this kind of magic item, or the casting of epic spells that use that seed). The architect must roll against this DC with his Knowledge (Arcana) or Knowledge (Architecture and Engineering) skill, whichever one is lower. If the neighborhood from which the tower is supposed to be drawing energy from is altered in any signicant way (res, earthquakes, mass destruction by an invading army and so on), the research is wasted and must be started anew. If this roll is successful, the nexus tower can be built. It costs 50,000 gp times the DC to complete. This is the minimum amount of gold necessary - given the importance of nexus towers, most builders will invest large amounts of money into the towers defenses. Additionally, the neighborhood surrounding the tower will often be redesigned to improve the ow of energy. The cost for this is highly variable - simply razing down a slum area will cost a fraction of trying to negotiate redesigns of the mansions of the richest people in the city.

Why do people live near nexus towers?


Given that they drain life energy, why do people still live near nexus towers? Why dont they just all pack up and move to a city without them? Good question. First of all, the lowest drain setting isnt really all that noticeable. Humans and other sapient races are very resilient, and they regenerate this drain without any special eort during their sleep. This is the level the part of the citizenry with a decent income and good jobs have to live with (in other words, most people who have any political inuence at all), and they are usually willing to live with it in exchange for the obvious benets an abundance of magic, a well-protected city, and so forth. On the other hand, those who live in neighborhoods with stronger drain settings usually do not have much choice. These people tend to be so poor that they simply cannot aord to live elsewhere. And they cant move outside of the city because the city is the only place where they can get any jobs at all - if they had more marketable skills, they would have moved to other neighborhoods.

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21

Propaganda also plays its part. While it is impossible to keep it a secret that the nexus towers drain something from the people who live nearby, the authorities usually say that naturally occurring magical energies of the human body are being drained - an euphemism thats not too far from the truth, and that helps people live with the concept. After all, most people arent spellcasters, so why should they care? The city government also misses no opportunity to remind the citizens what the nexus towers have done both for the defense and the economy of the city - both entirely reasonable concerns. Still, a certain amount of distrust of nexus towers remains widespread. Frequently, they are seen somewhat similar to the sewers - a vital part of the city infrastructure, but you wouldnt want to have any of the associated stench with you. For this reason, a multitude of supersitions about how to protect oneself from the inuence of nexus towers has arisen, and quite a few people make a lot of money selling charms and wards to that eect most of which dont do a thing.

3.2

Spells
The building is permanent and non-magical, and thus cannot be aected by dispel magic and similar spells. The quality of the building depends on the casters skill in Knowledge (architecture and engineering). Care should be taken that the foundation of the building has been cleared of all obstacles and is on rm ground before the casting, or the construction might be unstable. When the largest cities of Urbis (those capable of supporting eleven or more nexus towers) want to create new and major buildings, they use this spell or a minor variant. Smaller cities with fewer nexus towers usually limit themselves to spells that create smaller buildings, or they have to create all such buildings with mundane methods. Knowing The Coin Divination Level: Brd 0, Clr 0, Sor/Wiz 0 Components: V, S Casting Time: 1 standard action Range: 60 ft. Area: Cone-shaped emanation Duration: Concentration, up to 1 min./level (D) Saving Throw: None Spell Resistance: No You detect copper, silver, and gold coincs that weigh at least a third of an ounce and qualify for certain purity standards. Each coin that meets these standards will glow in the color of its element. Each round, you can turn to detect coins in a new area. Anything that blocks direct line of sight also blocks the spell. Knowing the coin can be made permanent with a permanency spell. This costs 500 XP. This spell was originally invented in the Atalan Empire to ensure a constant quality of its coins throughout its provinces. It is still in frequent use even today, and has helped ensure that the coins of many dierent cities can still be used interchangeably. Mass Conagration [Nexus] Evocation [Fire] Spellcraft DC: 16 Components: V, S Casting Time: 1 minute Range: 4,800 ft. Area: 320-ft. radius spread Duration: Instantaneous Saving Throw: Reex half Spell Re-

Bountiful Harvest [Nexus] Transmutation Spellcraft DC: 17 Components: V, S Casting Time: 11 minutes Range: 0 ft. Area: Plants within a 14 mile radius Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 153,000 gp; 4 days; 6,120 XP. Seed: heal (ad hoc: based on plant growth spell, DC 19). Factors: area +2,700%. Mitigating factors: Mitigating factors: increase casting time by 10 minutes (-20 DC), ten additional casters contributing 5th-level spell slots (-90 DC). As the enrichment variant of the plant growth spell, but with an increased area of eect. Spells like this are routinely cast in nexus towers in rural communities to improve the harvest. Given the vast number of mouths in the cities to feed, this spell has kept many people from starving. Create Building [Nexus] Conjuration (Creation) Spellcraft DC: 19 Components: V, S Casting Time: 11 minutes Range: 3,000 ft. Area: Building with a radius of up to 60 ft. and a height of up to 180 ft. Duration: Instantaneous Saving Throw: None Spell Resistance: No To Develop: 171,000 gp; 4 days; 6,840 XP. Seed: conjure (DC 21). Factors: change area to 10 ft. radius, 30 ft. high cylinder (+2 DC), increase area by 400% (+20 DC), change range from 0 ft. to 300 ft. (ad hoc +4 DC), range +900% (+18 DC), instantaneous (ad hoc x5 DC). Mitigating factors: increase casting time by 10 minutes (-20 DC), ten additional nexus towers contributing epic spell slots (190 DC), ten additional casters contributing 5th-level spell slots (-90 DC). This spell creates an entire building somewhere within the radius of the spell and up to the size indicated above.

CHAPTER 3. MAGIC sistance: Yes To Develop: 144,000 gp; 3 days; 5,760 XP. Seed: energy (DC 19). Factors: area +1,500% (+60 DC), range +1,500% (+30 DC). Mitigating factors: burn 1,000 XP (-10 DC), two additional nexus towers contributing epic spell slots (-38 DC), ve additional casters contributing 5th-level spell slots (-45 DC). As reball, but with increased range and area.

22 Spells like mass conagration are largely responsible for the fact that mass battles with large numbers of troops in tight formations are a thing of the past in the world of Urbis, especially in the vicinity of nexus towers. Such spells can reduce whole armies to ashes, as few troops are able to withstand the intense heat.

3.3

Magic Items

These new items can be found in Urbis. Bloodstones: Some magic items, such as golems, normally only work for their creater. And sometimes, the creater of a magic item only wants it to be useable by one or several selected persons. Bloodstones help with both of these. When a magic item is created, the creator can craft one or more bloodstones (which usually use a crystal for the base material) at the same time. After that, a creture must bond with the bloodstone by pouring its own blood over it. This costs 1 hp times the caster level of the bloodstone. After this, the creature that bonded with the stone is considered one of legitimate users of the magic item, and no one other than a legitimate user of such a magic item can use or activate it. If several legitimate users who all have bonded with dierent bloodstones tied to the same item struggle for control of it (like several users trying to give orders to a golem), resolve the situation by requiring Concentration checks. The character who rolls the highest Concenctration check result can use the item or give it a command during that round. The bond with a bloodstone can be destroyed by successfully casting dispel magic on the bloodstone versus the caster level of the bloodstone. After this, the bloodstone can bond with a new user. While weaker enhancements usually arent worth the added cost of a bloodstone, they are very common for the more powerful ones. They are especially prevalent with golems. Golems work on all sorts of tasks, and it simply isnt practical to force the creator of a golem to constantly supervise it when he could do more important things (like creating more golems). On the other hand, no one wants just anyone to be able to order a golem around, since they can be devastating in the wrong hands. The bloodstones allow trusted people to control them, but if necessary, their control can be quickly taken away with a simple dispel magic. Needless to say, the bloodstones of powerful items are normally kept at very secure locations... Moderate Divination; CL 7th; Craft Wondrous Items, locate creature; Price: caster level x 160 gp. One-shot enchantments: It is possible to create cheap versions of enchantments that only work for a single use. One-shot weapon enchantments will work for a single attack, while one-shot armor enchantments and similar defensive items will only work against a single attack or eect - the rst such attack or eect the wearer is subject to. The prerequisites for this kind of enchantment are identical to the normal version, but the basic cost is only 1/50 times the normal cost. The magical aura surrounding a one-shot enchantment is one level weaker than usual, down to a minimum of faint. One-shot weapon enchantments are popular with assassins and other people who need to make their rst hit count. Combining this with bane enchantments is popular. One-shot armor and similar defensive enhancments (such as items that grant bonuses to saving throws) are popular with public gures and other people who have to fear assassins. It will only protect them from one attack, but that one attack is often all their attackers have. They are less useful to adventurers and other people who nd themselves frequently under attack, as the enchantment doesnt discriminate between various attacks by how dangerous they are, but simply triggers at the rst attack, no matter how weak it is.

Why dont nexus towers make magic items cheaper?


The astute reader might have noticed that there is no mention in this book about price reductions for nexus tower-produced magic items. Given that magic items can be mass-produced in Urbis, shouldnt they cost fewer gold pieces than in other d20 settings? The answer is no, and the reasons for this are economical. First of all, higher production only ensures lower prices if demand for such items stays relatively low. But this is not the case with Urbis, as demand has kept in step with production, and there is an upper limit for the production of nexus tower-made magic items - the magical energy gathered from the population of a city. Thus, the creation of magic items remains a sellers market, which has kept prices high. But in a sense, magic items are cheaper than in other settings - just not in terms of gold pieces. The average level of wealth in Urbis is higher than in other settings, and the upper classes can be very rich indeed. Even the middle classes are larger and more prosperous than in settings where most of the population are still peasant

CHAPTER 3. MAGIC

23

farmers. Of course, this does not help the urban poor - or starting adventurers, for that matter - but it is assumed that the better mass-production capabilities of the city (whether they are producing magic items or other goods) are compensated by larger numbers of gold pieces in circulation - thus conveniently keeping prices at the level described in the standard d20 equipment lists.

3.4

Spell Legality

Wherefore, this court nds guilty the accused Wilhelm Tannert of unlicenced spellcasting, as dened and penalized in Article 335 (1) (2) of the Praxus Civil Code... [...]Since according to eyewitnesses the target appeared fully healed after the completion of the spell, it is clear that the accused did cast a more powerful spell than a cure minor wounds spell neccessary to stabilize the target... [...]Since this is a rst oence and several citizens of Praxus have vouched for the character of the accused, this court will be lenient and set the ne at only one hundred and fty gold pieces (150 gp). - Court document D-17832 from the case Praxus versus Tannert Not all spells are equal in the eye of the law. While some spells can be cast freely by anyone who knows them, others are restricted to licenced spellcasters, or even banned outright. While the legality of individual spells can vary widely from city to city, the Spell Legality Table which can be found in the Appendix (see p. 144) lists the typical legality for all standard d20 spells. The table uses the following abbreviations: Legal: The spell can be freely cast by anyone who knows it without fear of legal repercussions. These spells have mostly fairly harmless eects, or effects that are solely centered on the spellcaster himself. CL: Civilian licence. The spell can be cast by a registered spellcaster for his personal use only. He may not charge money for casting it - that requires a professional licence. Anyone, whether citizen of a city-state or a visitor, may get a civilian licence, though convicted felons are usually denied one. A civilian licence costs 25 gp times the highest spell level squared. So someone who wants a licence to cast up to third-level civilian spells would have to pay 25 gp x 3 x 3=225 gp. These spells might be used for mischief, but the government trusts responsible citizens to use them correctly (and usually, those who apply for such a licence are lectured on what constitutes correct usage and what doesnt). PL: Professional licence. This is required to charge money for spellcasting services, as well as being allowed to cast professional spells. A civilian licence is required to purchase a professional licence, and professional licence costs 50 gp times the highest spell level squared. It is also possible to purchase professional licences for single schools of magic. This costs 10 gp times the highest spell level squared. Professional licences for a single spell cost 5 gp times the spell level squared. Holders of professional licences must usually give a full list of all the spells they are able to cast to the authorities. These spells either hold potential for abuse or are a major money-maker for organized spellcasters, and as such are tightly monitored. Also included are a number of oensive spells that bodyguards and other non-military or non-guard professionals might require in their line of work. ML: Military licence. These spells are usually only legal for military forces, city guards, and similar organisations. In some cases, mercenary company may get licences for their own combat spellcasters, in which case the licence costs the company 50 gp times the highest spell level squared. Private individuals may be able to get military licences if they join a citys reserve forces or militia. In this case, the licence doesnt cost them anything, but they must join military exercises (which usually last for a week and take place two times a year on average), and they will be drafted in times of war. These spells have vast potential for abuse, and are often hard to justify to use in a civilian context. Examples include spells that cause devastation in a large area such as reball, spells that deny the target its free will, such as charm person, or spells that might help wanted criminals to avoid the authorities, such as alter self. Note that even if someone manages to gain a military licence he will still be held responsible for using the spells in an inappropriate manner. For instance, using charm person to defend himself or other citizens may be permissable, but using the spell to get someone else to cover gambling debts is most denitely not. Banned: These spells are illegal to cast for anyone with the possible exception of trusted government agents (and even then it often must be kept a secret from the general population). In some rare cases private individuals or non-government organisations may be granted permission to cast these spells, but there is no xed price for this - it usually requires hefty bribes combined with huge favors for those in power. Banned spells include those that create undead, permanently slay the living (i.e., those that prevent the victims from being raised), and anything that might signicantly alter the status quo, such as wish. All these prices assume a medium-sized city-state (Small Metropolis or Metropolis). Halve prices for smaller communities (down to Small City - smaller independent communities usually dont have any licensing system for spellcasters), and double prices for larger communities (Large Metropolis and Megalopolis). Some organized nations (such as Thenares and the League of Armach) have schemes for licences that apply across the region, instead of a single city-state. Quadruple the price of the licence in this case. A number of special cases are explained below: Government employees: Spellcasters who work for the

CHAPTER 3. MAGIC government of a city-state dont usually have to pay for any licences - the government usually gives them the necessary licences for their profession free of charge. However, professional and military licences are usually invalidated once the spellcaster leaves government service. Licences in other cities: Cities that have established rm diplomatic relations with each other (this usually means that they are within the same region, or within a neighboring region close to the regional border) and arent hostile to each other will honor each others civilian licences for up to three months, and each others professional licences for up to 30 days. After this, the visitor will have to acquire an additional licence in the new city to continue spellcasting. Cities will not honor each others military licences unless they are actively allied. Magic Items: The production of magic items for sale requires at least a professional licence. If the spell eect created by the item would require a licence, the buyer must usually show proof that he has the appropriate licence as well. Priests and spellcasting: Priests of all recognized faiths in a city (i.e., all faiths that have established a permanent and ocial temple in a city, as opposed to small shrines or hidden temples) are considered to have the equivalent of a civilian licence. Priests of major faiths (usually the two or three most popular or inuental faiths, though the exact

24 number can vary considerably) are considered to have the equivalent of a professional licence for all spell levels, while priests of minor faiths are considered to have the equivalent of a professional licence for spells up to spell level four. Priests of faiths without ocial representation in the city will have to purchase civilian and professional licences like other spellcasters. This also applies to druids, whose faith isnt recognized in most cities and often is, in fact, illegal. Druids who bother with acquiring licences will often pretend to follow another faith. Renewing licences: Professional and military licences (in the case of mercenaries) must be renewed each year in most cities. This costs 10% of the original price for each year. Self-defense: It is usually permissable to use PL spells in self-defense even if the spellcaster does not have a professional license. The spellcaster must have clearly been the victim in this situation, however - casting such a spell when defending himself from thieves breaking into his home is one thing, while casting a spell when running from the city guards is quite another! Casting ML spells is seen less leniently - the caster will be held responsible for any collateral damage, and unless he has very good explanations for his actions, and why he even knows the spell in the rst place, he will have to face large nes, exile, or even imprisonment.

Chapter 4

Equipment and Services

4.1

Identication

Citizenship papers/passport: Passports or citizenship papers identify the owner as a citizen of a single city. They will aord him greater rights and more courtesy by ocials within that city. Additionally, he can use his passport to travel to other, non-hostile cities and generally stay there for several months without requiring residency papers. Prerequisites for attaining citizenship varies. Some cities only give citizenship to the descendants of other cities. Others might allow someone to attain citizenship after several years of legal residence without any criminal activity. Usually, citizenships are mutally exclusive - if someone wishes to become a citizen of a certain city, he will have to give up all previous citizenships. Since passports are signed with an arcane mark by the issuing oce, they are more expensive, but also harder to forge than citizenship papers. Other than that, they list the same information - though it is also possible to commission a small portrait of the owner. Cost: Passports cost 50 gp to issue, and a further 30 gp or more for the optional portrait. In general, they need to be renewed every four years, though this is done by simply stamping the passport and only costs 1 gp. Residency papers: These papers identify the owner as a legal resident of a single city, and usually protect him from being arbitrarily exiled from the city for minor legal infractions or imsy pretexts by the local law enforcement. Furthermore, they establish his identity, allowing him through checkpoints (such as they can be found at the main entrances of the city, especially train stations) or random guard patrols with usually only minor inspections and hassles.1 Prerequisite for attaining citizenship papers is proof of a long-term residence and either a legal job or proof of being wealthy enough to survive without one (usually, the minimum wealth is about 1,000 gp).2 The papers list the owners residence, a description of his appearance (especially distinguishing features), and the date of expiration for the papers. In general, it is not particularly dicult to forge such papers (DC 15). However, all issued residency papers

are noted in central registries, and such forgeries will be discovered if someone bothers to double-check them with these registries. Cost: Residency papers cost 5 gp. They must be renewed after one year for the same cost.

4.2

Services

Bank account: Life insurance: It is a sad fact of life that sooner or later it will end. However, this end need not be nal, if there is a cleric available who can cast raise dead or similar spells on the deceased. Many are troubled, however, by the fact that they cannot be certain that such spells will even be cast upon them. What if the relatives prefer the deceased to stay that way so that they can inherit his fortune? What if they are stranded in a remote locale where no one knows him and thus no eort is made to get him raised? Or what if eort is made to hide the fact that he died in the rst place? For these and other reason, the concept of life insurance was invented - a third party is paid a large sum to make sure that all reasonable attempts are being made to bring the deceased person back to life. The most respected and reliable, but also most expensive life insurance is that provided by the Gemeinschaftsbank. Other organizations provide cheaper services, but they are often limited in their resources to nd their client (for example, they might only gurantee resurrection if their client stays within a single region, or even city in the more extreme cases). The life insurance provided by the Gemeinschaftsbank comes in three dierent forms - Bronze, Silver, and Gold Insurance. A client recieves a magical tattoo in the form of an ouroboros3 in the appropriate color. This tatoo is usually placed at the back of the neck, but some customers insist on placing it on the wrist or even the brow as a status symbol. It is possible to remove a Bronze ouroboros by peeling o the skin or even hacking o the limb it is on, but the Silver and Gold tatoos will simply move to the largest remaining part of the body.

1 People without such papers - or full-edged passports - can usually expect exhausting interviews by customs ocials or members of the city guards about their intentions and identity. 2 Most banks will issue statements that back the claims of people who have an account with them - thus making it unneccessary to show the ocials the money in person. In fact, showing up with a large bag of gold will be seen as rather suspicious by most ocials. 3 A snake forming a circle and biting its own tail - a classical symbol for resurrection and the circle of life in general

25

CHAPTER 4. EQUIPMENT AND SERVICES With Bronze insurance, the Gemeinschaftsbank will arrange for raise dead to be cast on the body if they become aware of the death soon enough (Bronze insurance only gurantees this if they are able to retrive the body within nine days after the death, but if they can nd a higher-level cleric who can cast the spell successfully later than this period they will do so... usually). If the death is public knowledge and happens in a city with a Gemeinschaftsbank branch oce, this is easily done. However, if this isnt the case it might be too late for raise dead to work once the body is retrieved. For this reason, the Gemeinschaftsbank is willing to pay 500 gp to anyone who brings the body of a Bronze insurance holder to one of their oce, if they can determine (usually with the help of a zone of truth spell) that the retriever didnt actually cause the death4 . With Silver insurance, the Gemeinschaftsbank will arrance for resurrection to be cast on the body, and the reward for bringing back a part of the body (presumably the one with the ouroboros) increases to 1,000 gp. Furthermore, upon the death of the client, the tattoo sends out a magical message to the Gemeinschaftsbank oces informing them of the incident and its location (though this eect can be prevented with appropriate magical countermeasures, such as an antimagic shell). The Gemeinschaftsbank then usually hires trustworthy agents to retrieve the body. Finally, with Gold insurance the Gemeinschaftsbank arranges for true resurrection to be cast on the target. The tattoo also sends out a message upon the death of its owner, just like with Silver insurance. Furthermore, since the Gemeinschaftsbank is aware that this message can be foiled, they occasionally try to divine the status of the client (usually every two months or so) just to be sure he is still alive. Since retrieving the body is not nec-

26 essary for this spell, the Gemeinschaftsbank arrange for its casting as soon as they become aware of the death of the client (though they still often pay for nders fees for the retrieval of the personal belongings of the client). The Gemeinschaftsbank charges 10,000 gp for creating a Bronze, 20,000 gp for a Silver, and 50,000 gp for a Gold ouroboros tattoo. If the client dies and then returns to life with the help of the insurance, he will have to pay for a new tattoo. Furthermore, the Gemeinschaftsbank charges annual fees of 1,000 gp for a Bronze, 2,000 gp for a Silver, and 5,000 gp for a Gold insurance, which need to be paid for starting one year after the creation of the tattoo.

4.3

Tools

Research Library: A specialized and well-stocked library can assist in research. A research libraries will give a circumstance bonus from +1 to +5 to a specic knowledge skill, and they will also allow the character to roll the knowledge skill check again if he has the opportunity to use it (though each individual library will only allow a single reroll for a specic check). Research libraries are rated by the bonus they provide. As a rule of thumb, assume that a research library contains one book weighing 1 lb. for every 10 gp of its cost. Knowledge libraries must be purchased for each knowledge skill seperately. Cost: 200 gp (+1); 1,000 gp (+2); 5,000 gp (+3); 20,000 gp (+4); 100,000 gp (+5). Note that +4 research libraries will usually be only found at universities and other centers of learning, and +5 libraries will be often be famous among scholars throughout the Known Lands (Byblos has +5 research libraries on multiple subjects, for example).

4 The Gemeinschaftsbank is also willing to help with legal problems of the retriever - such as awkward questions by the authorities about where he found the body, what he was doing there, or why he was carrying a dead body through a city. The Gemeinschaftsbank is strongly motivated to make sure that a retriever doesnt regret his action.

Chapter 5

Life and Society


5.1 Time and Seasons
Even that adjustment is not exactly accurate, as recent astronomical measurements have shown. For this reason, astronomers have proposed to eliminate the 29th of Mara in the 50th year of every second century. The rst such adjustment would be in 1450 NA, but this has not yet gained widespread acceptance. Time is also divided into weeks of seven day each. Each day is named after a dierent color, dating back to a custom in the Atalan Empire where the emperors palace would display banners of dierent colors each weekday (a custom still followed in certain locales to this day, especially in cities which consider themselves to be heirs to the glories of the Empire). The days are: Blueday, Greenday, Redday, Yellowday, Blackday, Whiteday, and Purpleday. Purpleday is a general day of rest (and even the working poor tend to get the mornings o), and many faiths hold their ceremonies on this day. On Whiteday, government oces as well as many shops are also closed, though much of the population still has to work. There is also a rich lore of superstitions regarding the signicances of the various day colors for example, Redday is supposed to be a lucky day for love, Greenday is a good time for garden work, while Blackday is generally considered to be unlucky. The 1st of Nor of 1423, the default starting year for an Urbis campaign, is a Blueday.

The Calendar
The ocial calendar used in most of the Known Lands originated with the Atalan Empire, and counts the years since the rst nexus tower was erected. This calendar starts with Year 1 of the Nexus Age, or 1 NA for short. The years before that time are considered to be Before Nexus (BN), starting with 1 BN (or sometimes -1 NA). There is no Year Zero in this calendar, as the number zero had not been discovered by the Atalan Empire by this time. The current year is the year 1423 of the Nexus Age, or 1423. Though other ways of counting the years exist in some regions, even they tend to refer to this reckoning when corresponding with foreigners. A year consists of 363 days. These days are divided into twelve months, which were originally named during the Atalan Empire after various deities or emperors. The following table lists both the modern-day name for the months as well as the classical Atalan version, which is still used in some high society circles as well as among occultists and some academics.
Modern name Nor Varnus Avern Jorune Victor Norol Mara Kort Invar Hatan Drusus Ungol Atalan name Norus Varnus Avernus Jorunnos Victorius Norolus Mara Kortus Invarius Hatanius Drusus Ungolius Number of days 30 31 30 30 31 30 28 31 31 30 31 30 Season mid-winter late winter early spring mid-spring late spring early summer mid-summer late summer early autumn mid-autumn late autumn early winter

Holidays
While each faith, region and even city has its own special holidays, some are celebrated more widely than others and deserve special mention. Avern 15th: Spring Equinox. Norol 14th: Midsummer. Invar 16th: Fall Equinox. Ungol 15th: Winter Solstice/Festival of Lights. As it is the longest night of the year, various customs have established themselves throughout many lands to drive the darkness away. Most commonly, people light innumerable lights, ranging from candles to lanterns to magical illumination. Traditionally, families stay at home together and exchange gifts.

However, Rothea actually takes slightly longer than 363 days to revolve around the sun. For this reason, every ve years (a period also known as a pentad) the month of Mara has 29 days instead of 28. It is said that any good deed you will perform on the 29th of Mara will be returned to you tenfold, and children born on that day are considered to be blessed by Mara herself.

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CHAPTER 5. LIFE AND SOCIETY

28

5.2

Class and Station


such contracts become rarer. Another form of serfdom is used by certain churches - sometimes, the main money earner of a family dies while still in his prime, and leaves several dependents behind. These dependents then ask a church to have him raised. Since it would normally be impossible for a poor family to pay the money necessary for a raise dead spell, they agree to a generational contract - the family pledges to become serfs for a certain number of generations in servitude (eight is typical) in return for the spell. Slavery and serfdom are becoming rarer in the world of Urbis, and these institutions are even outlawed in some of the more enlightened regions. However, even there slavery is far from gone - when slavery itself is illegal, slaves are used for activities that are illegal or outside of the public eye. Prostitution is especially common, for many brothels are willing to pay high prices for exotic slaves from far-o regions. Slave workers are also sometimes used for laying new railroad tracks or digging new canals, for these activities usually take place far from the prying eyes of the citizens of the city-states.

In most of Urbis, dierences of class and station between members of the same society are readily apparent. The rich and powerful live at the top of the mightiest buildings, and the poor scuttle in the shadows of the same buildings. The upper classes are always healthy and well dressed, the lower classes are frequently diseased and often dressed in little more than rags. The slum dwellers work themselves into an early grave, while the movers and shakers of city-states get resurected until their bodies nally succumb to old age. It used to be that status was primarily determined by how much land a person owned - the more land, the wealthier and more inuential he was. This system was often codied into hereditary aristocratic titles. But while remnants of this can still be seen in many places, land ceased to be the deciding factor in a persons worth when the nexus towers came into widespread use. Whoever controlled a city controlled its nexus towers, and their vast magical potential with them. But control of a city can be achieved through many dierent methods - through force of arms, control of vital resources, or skillful political alliances. No longer is ones station in life xed at birth - with enough determination, smarts, and plain good luck, anyone can claw his way to the top and proclaim himself ruler of a city. At least, thats the theory. But for most of the poor starving in a slum, the palatial estates of their rulers remain as out of reach as they did in earlier times.

The Working Poor


Ever since an advanced understanding of the principles of agriculture and a massive use of magic have worked together to make bumper crops a regular occurrence, a much lower potion of the general population had to work in agriculture. In feudal times, nine out of ten people worked the elds. Today, only three out of ten people still do so. Most can only work as menial laborers. They take on any job that is too low paying for the guilds and other professionals to bother with - heavy lifting at the myriad construction sites that dot the cities, helping with the annual harvest, weaving, and so on. They cant be choosy about their jobs, since they know that there are less jobs than poor people, they can be red at any time, and there often a dozen people competing for the same job. The truth is that many of these working poor are worse o than slaves in other regions. A slave can at least be assured a place to sleep, something to eat, and clothes to wear, no matter how low their quality. A member of the working poor has no such certainties he has to pay for everything, and if he cant pay, he will have to sleep on the streets, starve, and watch his clothes fall apart. A slave has at least some worth in the eyes of his owner. A poor man without a job is of no use to anyone. Maintaining a stable of poor workers is also often cheaper and more eective for the wealthy than owning slaves - a fact that probably explains the decline of slavery better than any supposed moral enlightenment! A slave has certain needs that must be provided for, and when all is said and done he makes a poor worker because he has no better motivation for working than avoiding the whip. A working poor can be paid very low wages, made to spend them in the employers stores and dormitories, and he will still be motivated to work because he knows he could fall even further.

Slaves and Serfs


Slaves and serfs have the lowest station of all people. They have in common that their lives are not their own. Even the poorest freeman can, at least in theory, emigrate from a city and try to make his fortune in another city. Not so slaves and serfs - they cannot move away without their masters permission, they cannot marry without their masters permission, and they cannot make a single life altering choice without getting their masters approval rst. Slaves are the actual property of another person. They can be bought and sold, and there is nothing they can legally do against this. Often, they can be killed with impunity by their masters, and if another person kills them, it is regarded as a crime against another persons property, and not manslaughter. Some slaves have considerable freedom in going after their daily activities - but this is a privilege granted to them by their master, and not a right, and it can be revoked at any time. Slaves are either the children of slaves or were captured in a war or raid. Some people sell themselves into slavery (or are sold by others) to cover their debts. Serfs are usually considered people by most legal systems, though usually with lesser rights than freemen. Their masters usually have some obligation towards them, like protecting them from attacks of monsters and other outsiders, or buying food for them in times of hunger, though these obligations are rarely enforced. Serfs are usually the children of other serfs - their ancestors pledged themselves to a ruler in exchange for protection. With the decline of the traditional feudal systems,

CHAPTER 5. LIFE AND SOCIETY Other poor people want the easy way out and fall into a life of crime. Some work as beggars, pick-pockets, burglars or prostitutes, and others join criminal organizations. Most come to a bad end - they bleed to death in a small alley or rot away in the prisons. Still, there are enough tales of criminals who either retire wealthy after a spectacular coup or become crime lords and gain access to the halls of power in a city to inspire others to follow in their footpaths. And sometimes, these tales turn out to be true. And these chances, while low, are better than the misery that is guaranteed to those who are poor and honest...

29 Regardless of the specic form the rulership of a city takes, all rulers have a few things in common. They must smart, skilled in the arts of politics, and ruthless in the application of their power. Those who dont meet these qualications usually dont last long and are replaced by those who are smarter and more ruthless than they are. The perks of being at the top are many. More gold than any sane person could possibly spend in his lifetime (but many rulers overspend nonetheless), easy access to resurrection spells, and the powers of life and death to wield over lesser mortals. Yet a ruler has many enemies who want his power for themselves. People who will go to any length to slander him, steal his allies, and make sure that he stays dead after he is slain. There are many ways of attacking someone, whether through nancial, political, or magical means. Anyone who wants to stay in power needs to be ready for all of them at all times. This means that no ruler can survive without allies. A ruler at the very least needs a trusted circle of advisors who keep watch for any threats for him - but how is he supposed to know whether his advisors are trustworthy? The most successful rulers form dynasties, where their descendants follow in their footsteps. The rulers family knows that it must always present a united front to outside threats - no matter what their internal divisions might be. For if the rulers enemies nd any weak links in the family, they can bring the ruler down, and with him, the clans power base is gone, and the rulers relatives are rendered helpless. And it is traditional in these circumstances to kill all relatives, lest one of them return and make a claim for the throne... The young in these families are usually either subjected to the strictest form of discipline to make sure they will work hard for the honor and glory of the family when they are older, or they are left to their own devices to scheme their way to rulership - which usually means killing o all contenders. In the rst case, the adults will take on incredible hardships to advance the cause of their family and gain merit in the eyes of their elders. In the second case, the adults are master schemers without peer who can usually see any plots against them from miles away. Ruling a city oers many advantages. But those who take on the mantle of rulership are often divorced in many ways from their fellow humans - their entire way of thinking is so alien that commoners can rarely understand their true motivations.

Craftsmen and Professionals


Keeping a city running smoothly requires more than just brute labor and a few people who tell others what to do. Creating high quality items, trading goods to places far and near, or overseeing lesser workers requires skills which can only be developed through years of training. The craftsmen and professionals have just these necessary skills, and they are usually able to make a good living from them. Since there is usually a high demand for their skills, they dont have to fear being red and replaced like the unskilled workers do. They frequently organize into professionals organizations to increase their power and set standards of quality, and to take care of the dependents of a guild member who dies. These guilds usually try to maintain a monopoly in their city through whatever means necessary, be they fair or foul. The upper ranks of many guilds are often considered part of the ruling classes - they certainly command enough money, resources and inuence to make the rulers of a city take notice. And in some cities, the guild leaders are the rulers of a city. All in all, while a guild member has to work long hours day after day, he is at least sure that he can earn a decent living for the foreseeable future. And there are worse fates in the world of Urbis.

The Ruling Classes


In some cities, a family of nobles rules. In others, a council of guild leaders or merchants determines the citys policies. And elsewhere, a ruthless despot and his circle of friends have slaughtered their way to the throne.

5.3

The Great Game


This section examines some of the means employed to this end.

City-states are in a constant state of competition. They all need the same resources - food, minerals, trade goods, and so on - and most of them will do everything in their power to get them in sucient quantities and low prices. Likewise, all of them try to sell their own products to the highest bidder. Thus, even cities on the friendliest of terms will have some people plotting against their counterparts in the other city, while cities on less friendly terms will do everything in their power, no matter how foul, to get ahead of their competition.

Diplomacy
Knowing your trading partners is important. Knowing your enemies is even more so. In an age where contracts arent normally given to the lowest bidder, but made behind closed doors after much wheeling and dealing, knowing just the right people and what kinds of incen-

CHAPTER 5. LIFE AND SOCIETY tives they are amenable to can make all the dierence between vast earnings and going broke. In times of conict this is even more vital - a good diplomatic network can mean that you will have many allies standing by your side against your enemies, while a bad or nonexistant one means that you will be overrun without any warning. Consequently, the diplomats of Rothea are always busy. There are always more people to meet, and it requires a charming manner to make new friends, and a keen mind to distinguish the true movers and shakers of a city from those who will only waste the diplomats time - or worse, drag him into a scheme that will ultimately be harmful to his agenda.

30 The goal here is to disrupt enemy operations in a remote locale - such as farms, ranches, mines, or military patrols - in such a way as to make them unprotable abd cause a withdrawal of the enemy. It is fairly common to hire mercenaries for such activities - which adds another level of deniability. Payment depends on the diculty of the tasks, but there are only few highly-trained experts that can expect to get rich from such a career, while most die an early and lonely death in the wilderness.

Limited Warfare
Sometimes, hostilities between two cities boil over to such an extent that a shadow war spills into the open, and the competitors enter a state of war. Nevertheless, trying to assault another city-state is an extremely costly undertaking that would leave even the winner exhausted and stretched to the limit - a state of aairs when other city-states traditionally enter the fray and nish him o. Therefore, the concept of Limited Warfare was born - the two cities come to an understanding (sometimes a verbal Gentlemens Agreement, sometimes an actual written treaty) to limit their conict in scope. Usually this kind of war is fought over a specic resource that both covet, and this resource marks the center of the battleeld - but sometimes both parties want to avoid any damage to this resource, and agree to pick another battleeld. This kind of warfare gives a great opportunity for rulers to induce their people some civic pride, and they are usually quick to emphasize any victories, and downplay any defeat. Often, the eect on the morale of a city-state becomes more important than the resource itself - a quick victory over some hated enemy can distract an angry population from the problems caused by corrupt and incompetent rulers. All kinds of people can get involved in such a war, and mercenaries prefer this kind of conict over any other, since the Rules of War that are in place at such an occasion mean that if they are taken prisoners, they will be released at the end of the conict instead of being executed for war crimes. But spies and saboteurs matter just as much in a conict when the pride of an entire city is at stake...

Espionage
Sometimes, normal diplomatic channels wont be enough - sometimes, you need to know exactly what your enemies are up to, and you need to know it now. While there is some overlap between diplomats and spies - being able to talk your way out of a situation is a useful skill for spies as well - spies tend to move around unseen, sometimes hiding in the shadows and sometimes hiding in plain sight. Diplomats have the disadvantage that their name and appearance is generally known to all in their social circles, but a good spy will only be detected long after he is gone - if ever. A good spy who can learn of any enemy plans and evade any obstacles in his way, whether mundane or magical, can demand almost any price - if he seems trustworthy to his employer. But in this business of deceitfulness, betrayals and double-crosses are all too common, and most spymasters learn to anticipate them.

Sabotage
Once you have learned of your enemies foul plans, you must try to stop them - or perhaps you want to start some plot of your own, and want to hinder the enemys ability to stop you. Sabotaging the enemys equipment or infrastructure can certainly make his life dicult, and even assassinating key personnel can be considered to be sabotage of sorts. If you can point the blame to yet another enemy and sow confusion and distrust among your foes, then so much the better. The easiest way to sabotage something is to bribe one of the enemys employees to do it. After all, they know their workplace - and its weaknesses. Roving saboteurs who can inltrate a hostile installation, pick out the most vulnerable points, and damage them without anyone noticing it until it is to late are far rarer - and highly sought-after specialists.

All-Out War
When even limitied warfare isnt enough, and a city is willing to do anything to conquer or destroy a hated enemy, then the Rules of War are abandoned and allout war begins. The objective is to conquer or destroy another city-state - or at least make the enemy city incapable of being a competitor in the foreseeable future. Most cities have massive and multiple defenses, starting from the nexus towers to multitude of well-trained troops to hidden traps, stockpiled weapons, and other tricks. Thus, conquering an enemy city requires a massive eort that usually starts with extensive espionage (often years before the actual invasion starts!) to ferret all the contigency plans the rulers of the city might have. Then there will be multiple strikes by highly-trained specialists who try to take out as many enemy commanders, nexus towers, and other fortications as possible, and

Skirmishes
Sometimes, simple sabotage isnt enough - or too dicult to pull o - and it is time to send actual soldiers to harrass enemy operations. The aggressor side in such a conict tries to keep a layer of deniability - any of their soldiers caught by the enemy are usually said to be acting without orders - but while this keeps the conict from being true warfare, no astute observer is really fooled about the nature of the conict.

CHAPTER 5. LIFE AND SOCIETY throw any defending forces into confusion before they have time to organize a counterattack. Then, once the main defenses are disabled, the normal soldiers move in and begin to suppress all opposition. Usually there is intense urban ghting with remaining enemy who survived the initial raids, and who can inict horrendous casualties on the invaders. After this, there will be a few days of quiet while the remaining defenders retreat underground and try to take the measure of the invadors. Eventually, the occupiers will have to relax curfews and other measures somewhat to keep the occupied city functioning - but this usually means that they will be subject to increasingly eective guerilla strikes by the survivors. Any crackdowns will usually

31 cost the lives of innocent bystanders - whose relatives will now have a new cause for ghting the invaders. All in all, there are many things that can go wrong with this kind of warfare, and all too often the invaders nd themselves stretched to the limit in terms of money, resources, and manpower - a situation that other citystates will invariably try to take advantage of. It has been all too common in history that a city-state wins a war, but ultimately looses the peace. Wise rulers know all this, and take care never to let aairs degenerate to this state - it is usually far more eective to dominate your enemies through other means than through sheer force of arms.

5.4

Transportation
known for a long time, and many wizards enjoy aunting their abilities in front of others. However, such spells require a lot of time and eort to learn - thus making them expensive - and only rarely last for long enough to get to distant locations, which means that more conventional modes of transportation have proven more ecient under most circumstances. Magic items capable of granting ight for longer periods are known, but thanks to the expense required in creating them, they are usually kept in secure locations instead of being casually used for other travelers, since the owners of such items dont want their investment stolen at the next opportunity. Instead, they are only used in emergencies or when they can be sure that no stranger will get hold of them. Thus, their impact on transportation is limited as well. Some ambitious articers dream of ying golems who will usher in an Age of Flight when traveling through the air becomes aordable to the common man, but as of now, these remain pipe dreams.

Eective transportation systems are one of the pillars upon which the modern system of trade rests. No city is entirely self-sucient - they all depend on a steady inux of food, raw materials, and even people to survive. On the other hand, they often produce more goods of certain types than they require or consume, so their merchants and craftsmen are strongly interested in nding ways of getting these goods to other people who will pay handsomely for them. Thus, to keep the cities functioning, transportation cannot be allowed to be as slow and inecient as in feudal times, when most trac was catered to by horsedrawn carriages, primitive river barges, or even on foot. Fortunately, there is money to be made by providing transportation, and various groups organizations have risen up to the occasion in myriad ways.

Flight
Flight as a mode of transportation is fairly rare, and can be divided into two categories. Flight via ying creatures, and ight via magic. There are quite a few creatures capable of both ying and carrying a rider at the same time. Unfortunately, these creatures are either sapient or hard to tame and train. And even if they can be trained, they will only accept the person who actually trained them as a rider (though some of them will accept other passengers as well). Thus, the availability of ight as a personal mode of transport is limited to those who spend lots of time caring for and training their mounts - not to mention deal with the diculty of acquiring such a mount in the rst place! Many elves have proven willing to do so, but among other races only few organizations (often but not always of a military nature) have been willing to spend the time and eort for such an enterprise. Most humans would rather save the time and eort and just travel where they want to go by rail and coach. It might not be as ashy, but it gets the job done - and ultimately costs less time and money. That magic is capable of granting ight has been

Railroads
One of the great symbols of the modern age, possibly even more so than the nexus towers, railroads are quickly spreading across the continent. The basic principle of a railroad is simple: Several large wagons lled with either passengers or goods are moved along metal rails through the pull of one or more golems. In older trains, these golems had quadrupedal form and walked next to the rails, drawing the train similar to a stage coach1 . However, this has proven to be inecient, as these golems take up a large amount of space (very inconvenient for tunnels) and their weight tended to damage the ground they were walking on, requiring frequent repairs. Thus, more modern coaches (the wagon at the front that pull the whole train behind them) incorporate golems into their very structure. These golems cannot seperate themselves from the coach, and their arms and legs are basically giant pistons that provide the power for the wheels. From the original Bodenwald to Gr ungarten line

1 In fact, the earliest trains used esh-and-blood horses instead of golems. This is still done on some short routes where using golems would be uneconomical because only few passengers or freight are being transported, and time is not of the essence.

CHAPTER 5. LIFE AND SOCIETY founded in 1376 NA, the rail network has spread over much of the continent. Competition for being awarded the rights to build a line between two location is often erce, as the prots can be immense. This competition can vary from fairly open competition for the highest bidder to outright nepotism, with the strategic interest of the city involved often playing a crucial role. Sabotage between the railway companies to drive each other out of business is not unknown - sometimes even at the cost of innocent lives. But for those raking in the prots, it is all worth it. The railway system can be grouped into the following independent networks: The Western Network: The largest and oldest of them all, the Western Network covers the Flannish Cities, the Siebenbund, the Parginian Rim, Thenares and the Alliance of the Pantheon (although there is no direct rail connection between the latter two thanks to historical and mutual animosity - anyone wishing to travel from one to the other via rail has to go via the Parginian Rim). Eorts are currently being made to expand to the south along the coast of Malundi, and to the north through the Norfjell Wastes (hopefully eventually reaching Gol Grungor and the Lands of the Dead). Finally, a major spur is built through the Grand Road a subterranean tunnel starting at the Parginian city of Alassio, with the intention of reaching Gol Murak, the Desert of Thunder, and nally the Eastern Network at the Verdant Coast. The Central Network: This Network used to be part of the Western Network, but the Alliance of the Pantheon cut all links to the League of Armach when the latter started to expand in their direction - and Thenares does not seem to be in any great hurry to create new rail links to the East, either. Since then, the Central Network has been strongly reinforced to cope with the increased trac of military units and associated material on it. It mostly covers the League of Armach and Gol Algor (whose inhabitants have taken to the new technology enthusiastically and started to introduce several innovations based on it), with tendrils reaching into the Gawaris Desert and the Lake of Dreams region. The Northern Network: The Hobgoblin Dominions might not have invented the railways, but its leaders know something useful when they see it. Their own rail network now covers almost all of the Dominions and is now starting to connect many of the cities of the Lands of the Dead - which makes some people nervous since this would also make an invasion easier for the hobgoblins. Plans are currently made to extend the Northern Network to the Norfjell Wastes, eventually meeting the Western Network there. However, the Northern Network uses rail tracks with a greater distance between the rails than the other networks, so that rail wagons cant move from one network to the other and passengers will have to switch wagons once that day arrives. The Eastern Network: The youngest and sparsest of the networks, the Eastern Network is almost solely limited to the Verdant Coast, with a single spur reaching up to the Gawaris Desert (with the eventual goal of reaching Ranya to the east). It is expected to be-

32 come much more prominent once the Grand Road is completed.

Ships
In theory, ships are one of the cheapest ways of moving large amounts of goods long distances. However, they also have the signicant drawback that they can only go where there is large amount of water - large rivers, inland lakes, or the open ocean. Thus, most historical trade routes centered on these whenever possible. In modern times, it has also become possible to dig vast canals between the cities, thus allowing ships to travel even where no convenient river is located. This is a massive undertaking and is only done by very large and wealthy cities which can aord it. Skeptics claim that these canals will soon be rendered obsolete by the expanding rail network, but for now, building such canals has usually been worth it. The slow, placid, horse or golem-drawn river barges can hardly be compared to the ships moving across the open oceans - these must be much sturdier constructions to be able to endure the frequent storms lashing across the surface of the seas. Most such ships are still sailing ships, but more and more of these are replaced by metal constructions propelled by giant, golem-powered paddlewheels. Traditionally, travel on the ocean has been a risky undertaking for land dwellers. Not only do erce storms and dangerous currents threaten the travelers, but the ocean depths are also home to numerous large monsters and often hostile underwater civilizations. While well-organized and -armed humans are quite capable of clearing wilderness areas of monsters on land, the hostile underwater environment has proven to be beyond their ability to tame. Traditionally, seafarers have either attempted to stick to well-known routes with few known dangers (though no such routes were ever completely reliable, since more than a few dangerous underwater creatures are migratory), appease whatever creatures live along the way with gifts2 , or rely on speed or powerful defenders to power through such dangerous regions. But the defenders had better know what they are doing - even a small number of sahuagin can easily destroy a ship with a wooden hull if no one above can breathe and move underwater and challenge the sea devils in their own domain! Recent advances in shipbuilding have made iron-plated hulls more common, which makes wrecking the hull more dicult - but not impossible. Whatever their type, ocean-going ships are a signicant investment, and while the merchant eets of individual city-states can be impressive, none of them have the numbers to maintain true colonies in distant lands. Instead, they prefer to create trade outposts where they can buy or sell their goods, and make sure that the local ruler is on their side through a combination of diplomacy, bribery, and the occasional show of force. Sometimes, they have even backed adventurers to take over local rulership in return for favorable trade concessions.

2 Experienced navigators know spots where they can throw such sacrices - usually gold, silver, and gems - to the dwellers below, and they always warn the owner of the ships not to ignore this custom. Of course, a number of less than sterling representatives of this profession have also made up such spots and then arranged to retrive such treasure for themselves...

CHAPTER 5. LIFE AND SOCIETY

33 ing them - if someone manages to take control of them for even a short time, it becomes possible to transport a large number of enemy troops into the heart of the city. For this reason, if teleportation circles are permitted at all, they are usually established outside the city itself at a secure location3 . Furthermore, they are fragile - a greater dispel magic spell has a good chance of destroying the circle and undoing all the hard work that went into creating it. For these reasons, teleportation circles are either tightly controlled by the local government or other organization in good standing with the same which maintains extremely strict security precautions. Mostly they are used to transport freight, and people are only allowed to use them if they are in good standing with the organization controlling them. Teleportation circles between cities that are not ruled by the same government are all but unknown4 . Instead, the circles connect between the city itself and its various outposts and colonies, some of which are in far-o regions. The most famous example of these is the network connecting the city of Bodenwald to its outpost Neubodenwald in the Star Mountains, , which in turn maintains circles to colonies on several other planets, most notably the diamond mines on Surtus.

Teleportation
The fastest and most expensive form of transportation, teleportation is also the rarest. Few spellcasters are able to teleport with any reliability, and those who do are very well paid for their services indeed. Only those able to use greater teleport will usually teleport others for hire, for only the desperate will hire others to cast an ordinary teleport spell to get where they want, and only the foolish will tempt fate by depending on it for a living - for sooner or later the odds are that they will end up in a location quite hostile to them. Given all this, it is not surprising that the possibility of teleportation has changed little in the way most people travel. It is reserved for emergencies, missions of great importance, or when the things the teleported people carry are so valuable to make the trip worthwhile. One exception to this are permanent teleportation circles, which are expensive to create (since casting the permanency spell is not the same as creating a magic item, it is not possible to use the energy of nexus towers for this purpose) - but once they are created, they can rapidly move goods and people from one part of the world to another. Nevertheless, they do not have become a convenient system of mass transportation replacing railroads. First of all, they are a security nightmare for the city us-

An easily collapsible cave is a favorite. It should be noted that the Tsan Empire maintains a network of teleportation circles for its ocials and soldiers (though private citizens are denied its use), which perhaps helps explain how it manages to maintain its power over such a large area.
4

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CHAPTER 5. LIFE AND SOCIETY

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CHAPTER 5. LIFE AND SOCIETY

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CHAPTER 5. LIFE AND SOCIETY

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CHAPTER 5. LIFE AND SOCIETY

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CHAPTER 5. LIFE AND SOCIETY

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Chapter 6

Geography
6.1 Alliance of the Pantheon

While the inhabitants of this regions are as diverse in thought and behavior as can be imagined, in general I found them distrustful of outsiders, as they commonly believe that spies from the League of Armach are everywhere. But I found that such barriers to communication quickly melted away when I professed interest in the religion of the locals (which is easy to determine, since most people wear at least one symbol of their faith on their bodies, and often several), which inevitably lead to a lengthy theological debate. However, I recommend talking to members of your own faith rst unless you have a personal interest in comparative theology or are a masochist, since they will only stop trying to convert you to their faith if you can convince them that you are one of their own. At this point, you will have made a new friend, be invited to their home, and learn how hospitable these people can be. - Edmund Durnsten in: The Known Lands: Alliance of the Pantheon, Avane Street Publishing (1422) Capital: Population: Government: War Leader supported by the Alliance Council Imports: Weapons and war-related supplies and equipment Exports: Religious items The Alliance of the Pantheon is a diverse group of cities loosely bound together against outside agression. Formed by refugees from Thenares who ed from religious repression by the faith of Thenos, each city has its own patron deity and its own religious laws. While Thenares is occupied with other matters, the League of Armach has proven to be an agressive new foe and war threatens again. But will the diverse faiths of the region stand united against this threat - or will they succumb to pressures from without and within? the cities. There has been a great deal of protest over this from established economic interests, but to no avail. The region has even seen a recent economic boom in the last year, although many of these eorts have been partially nanced with loans from the Gemeinschaftsbank. The main exports of the region has traditionally been equipment and items related to the various dominant religion. This continues to this day, despite the greater economic output of the region - for much of the excess production is stockpiled for the upcoming conict.

Life and Society


Until recently, life in the Alliance followed a fairly leisurely pace. Daily rituals centered around ones religion were followed ardently, but such activities had long since settled into a comfortable routine which did not bother the followers. Few people had any strong desire to work hard for anything but their religion, as ones reward in the afterlife for living according to the tenets of ones faith was seen as more important than any temporal gains of material comforts. Members of other faiths were disdained, but since everyone tended to keep to their own aairs, actual conicts were few. With the looming war with the League of Armach and the installment of a War Leader for the Alliance, things have changed. Members of dierent faiths now have to interact more often in order to integrate both the military and the economy of the Alliance, and as a result tempers are on the rise. It doesnt help that League spies and saboteurs are common, and the frequent denouncement of members of dierent faiths as such doesnt help. On the other hand, many young people - especially those who have been impressed by the speeches of Lord Amrast - have embraced a new spirit of openness. They 40

Industries
For the most part, the Alliance remains an economic backwater when compared to the industries of most Western regions. Few major trade routes passed through its territory, and with the rise of the League of Armach, even more fell into disuse. Distrust and suspicion between the various Alliance cities often resulted in high taris, keeping the volume of trade low and the cities close to self-sucient out of necessity. However, the advisors of Lord Amrast have realized that this state of aairs cannot continue if the Alliance is to come anywhere close to the production capabilities of the League of Armach. As a result, the taris were forcibly reduced and economic incentives were established to establish better rail network between and greater specialization in production capabilities within

CHAPTER 6. GEOGRAPHY look forward to getting out of their home city and seeing the wider world, and they actively look forward to talking to members of dierent faiths. While most still feel more comfortable with their own faith, others have actually converted to dierent religions - while some have grown somewhat disillusioned with religion in general and feel that they do little other than driving people apart.

41 diviners, they know very well how even minor events can have vast repercussions a long time after the fact, and thus they can be exceedingly subtle when they try to inuence events. Frequently they hire (though several in-betweens) people to do apparently nonsensical tasks whose repercussions are only apparent to them. They are neither omniscient nor omnipotent, however. They know that too much meddling with prophecy will only cloud further divinations, and thus will only intervene when they are sure that taking direct inuence will lead to the best possible result. Over the centuries, they have had a number of noteworthy successes - the elevation of Lord Amrast to the leadership of the Alliance being the most recent.

Government and Politics


Traditionally, each city has managed its own aairs and protected its independence ercely. However, whenever the Alliance is threatened by an outside force, the citystates of the Alliance can choose to call for the establishment of the Alliance Council, which consists of representatives of each of the major cities of the Alliance, and which in turn can elect a War Leader for the Alliance. The War Leader has broad powers to draw upon the resources of the member cities - military or otherwise - to defend the Alliance against its enemies. However, the Alliance Council can place restrictions on his powers or overrule his decisions with a simple majority vote, and in the end, there is nothing that prevents a city from simply walking out of the Council and the Alliance if it feels that continuing to be a member is no longer in its interest. Thus, while the legal restrictions on the War Leader are few, the political restrictions are very real and must not be ignored.

Religion
As should be expected from a region founded by religious refugees, the people of the Alliance of the Pantheon are among the most devout in the Known Lands. Followers from almost every faith can be easily found. However, most followers of a certain cult tend to congregate together, usually in a particular city-state, and they tend to make members of dierent religions feel unwelcome. Actual persecution is rare (since few want to reenact the Thenaran crusades), but social snubbing and prejudice are common.

Important NPCs
Crymras Ibrunel (NE male human rog3/wiz5/arcane trickster7) is the Blue Legion spymaster for the Alliance territory. He leads the various cells of spies and saboteurs from a number of safe houses in Calessio. He is not a fanatic for the cause of the League by any means (and in fact, can be rather cynical of League leadership), but he loves the challenge of his current position, and enjoys engaging in battles of wits and strategy with his counterparts on the Alliance side. He is careful and pragmatic however, and unlikely to make careless mistakes - when one of his spy rings is exposed and eliminated, he will seek to sever all ties instead of seeking pointless revenge. Lord Amrast (LG male human pal19), to the surprise of many, is the War Leader of the Alliance Council despite being a paladin of Thenos - a faith that is still widely reviled throughout the Alliance because of past persecutions. It helps that he is a native of Calessio, and that he was never a formal member of the church hierarchy of Thenares (he received his training as a paladin in Ombuso in Malundi instead - which was only one of many places he visited in his youth). But his incredible charisma helps even more - he tends to speak bluntly, but with such a force of personality behind it that others feel ashamed when they disagree with him. His long years of experience have given him an amount of wisdom which is surprising to those who expect all paladins to be crusading zealots. He knows of the many forms of evil that exist in the world - including more than a few in the Alliance itself - but surprisingly he has not become a cynic. Ultimately, he has a

Groups and Organisations


Alliance Army: Initially, the Alliance Army simply consisted of the militias of the individual city-states, with each city having its separate standards, chain of command (though they all ultimately answer to the War Leader), equipment, and tactics. However, Lord Amrast insisted that any new units - consisting primarily of the volunteers that joined up since he became the War Leader - must be integrated and consist of members from all cities. He has argued that this is the only way to create an ecient chain of command with an army that would truly ght for the Alliance as a whole, as opposed for its patron city only. Despite protests his reforms were instituted (though most cities still retain a portion of their old militias as a home guard) and the rst integrated units are ready to face their trials by re. As with everything Lord Amrast does, conspiracy theories abound about the Alliance Army - usually claiming that he plans to create an army that is personally loyal to him, as opposed to the Alliance as a whole, so that he can become the ruler of the Alliance after the war is over. Seekers of the Highest Mountain: Named after an obscure phrase of the Cult of Ygreb1 , this secret society counts some of the most powerful diviners in the world among its members. They use their abilities not only to observe occurring and future events, but to actively shape them - and their goal is nothing less than the long-term survival of humanity and the world. As

1 The Highest Mountain is the nal and highest destination of the seeker of divinatory wisdom - the one vantage point in the universe from whence everything is visible to the illuminated. Non-initiated who hear of this phrase often mistakenly believe this mountain to physically exist in this world, and speculate about its precise location, but in truth it is nothing more than a metaphor.

CHAPTER 6. GEOGRAPHY strong faith in humanity and is rmly convinced that while some days may be dark, ultimately humans and all goodly races will triumph over all adversity as long as they are committed to making the eort. He does not proselytize the faith of Thenos - which would be problematic for someone with his position anyway - because he believes that living as an example how a follower of Thenos should act is worth more than thousands of words of theological debate. He may well be right.

42 of passive resistance if pushed too far by the authorities. Nevertheless, the senior clergy of Dahla has continually refused to attempt to violently oust their occupiers, which frustrates younger members of the faith. Instead, they see this as just another opportunity to make new converts among the occupying forces. This has met with some success, though at such a slow rate that does nothing to quell the impatience of the younger generations. Particularly galling for many citizens is the fact that Fortress Home eectively controls the vote of Cantoria in the Alliance Council, and some have made moves to pressure the other Alliance members to intervene and give Cantoria its independence back. Unfortunately, League spies have inltrated these eorts and attempt to use it to drive the Alliance apart. Eloria (Small City, 63,621): The center of the faith of Mara, if there can be said to be such a thing, the inhabitants of this remote mountain commune have kept to themselves over the years. Since this city is too far away from most trade routes and has little in the way of resources other than fertile soil, most would-be conquerors have ignored it despite the apparent defenselessness of its citizens. As a result, the followers of Mara have been left alone to practice their crafts - mostly trying to gure out new ways of creating potent recreational drugs. Now, however, Eloria has joined the war eort. While they havent sent any front-line ghters, their priests now regularly enter the dreams of enemy commanders and politicians, causing them to have disturbing nightmares one night after another. This has severely reduced their eectivity in the service of the League war eort, though if they were to discover the source of their night terrors, they would indoubtedly try to strike back at their tormentors with a vengeance. Fortress Home (Small Metropolis, 641,772): This city was founded by followers of Argannon and expanded rapidly after the construction of the original fortress. The city has gone through regular periods of expansion and thus conquered many client villages and cities, which remain in the citys sphere of inuence to this day. But these aggressive expansions always ended just before the other cities were concerned enough to gang up on the Fortress, and were followed by long periods of neutrality when the Fortress hired out its soldiers as mercenaries to all who could aord them - thus keeping their coers lled, their soldiers trained, and their city indispensible. Today, the city serves as the command center of the Alliance, and Lord Amrast spends much of his time here. Most priests of Argannon accept the leadership of Amrast, because they, of all people, understand the need for capable and charismatic leaders in times of war, and Lord Amrast seems to be the best they have at the moment. Still, they are making precautions to take charge if his star falls and proves incompetent, or if he should die without the possibility of resurection. Some lower-ranking clerics, on the other hand, take active steps to remove him, and others even argue that the Fortress should ally with the League of Armach to that the two can go on to conquer greater things. But the senior clergy maintain that there is no greater way of proving their worthiness in the eyes of Argannon than winning against great odds.

Major Geographical Features


Eustilia Plains: Home to some of the largest herds of centaurs in the Known Lands, the Eustilia Plains have been underdeveloped until recently - which was just as the centaurs liked it. But now the plains threaten to become a battleeld in the coming war between the Alliance and the League of Armach, and massive camps of soldiers on both sides of the border threaten to disrupt the centaur way of life. The western part of the plains has also seen a huge inux of refugees of survivors from the massacres committed by League troops on their side of the border. Frequent territory disputes between newcomer and established centaur tribes have been result, and only the knowledge that there is a worse foe lurking in the east has kept a lid on things. Varcomo Mountains: This mountain range is generally regarded as the border to the Parginian Rim. While less towering than the Siebenbund Alps, they are still quite hard to navigate. This range is generally regarded as bandit country, and only a few remote communities exist in side valleys.

Important Towns and Cities


Calessio (Metropolis, 1,753,488): The largest city of the Alliance, Calessio sits near the center of its territory and in the middle of its most fertile farmlands. The city spraws across a large territory, with many elds and gardens within the city limits, and has no outer walls. As a result, it is virtually indefensible, and has traditionally preferred to pay reasonable amounts of tribute to the largest military power in the vicnicity (usually the Fortress Home), leaving the priests of Kortus who rule the community to do what they are best at - tending to the elds. The current tight integration into the Alliance war eort represents a departure from the traditional neutrality of the city, and many worry that the commitment of its citizens is less than rm. Another problem is that League spies and saboteurs can sneak into the city and sabotage installations and food supplies with little effort, for both sides know that armies ultimately march on their stomachs. Presently, the Alliance Council is based in Calessio - ocially in deference to its large population, but inocially as a way of making sure that the city stays committed to the Alliance. Cantoria (Large City, 378,391): Formerly an independent city orishing under the Cult of Dahla, Cantoria was conquered by the Fortress Home more than a century ago. The followers of Argannon hold all ocial positions, though the Dahlans still constitute the majority of the population, and they start eective programs

CHAPTER 6. GEOGRAPHY Omphos (Small City, 74,386): At the center of a hilly region lled with vinyards, Omphos is famous for producing the best wine in the Known Lands. An important secondary industry is the creation of handheld musical instruments, and many bards from distant lands travel here to attain an instrument created by a master of the craft. Most of the time, the town has a peaceful, pastoral atmosphere, but at every full moon the citizens gather together to revel and worship Norol , the Lord of the Vine, in Baccanalian orgies. Outsiders are only invited to these revels when they can demonstrate that they, too, worship Norol, and all others who dare intrude on these festivities are ripped apart by the frenzied mob. Thanks to these celebrations, it is often impossible to be sure who the father of any given child is. Nevertheless, the citizens live in traditional family units, and it is considered to be highly rude of an outsider to point out if the child in one family does not resemble its father. Pilgrims Rest (Town, 11,231): This community - which is more of a monastery for the followers of Jorunnos than a true town - sits atop Mount Ilvo , the tallest peak in the Varcomo Mountains. The trail to it is small, steep, and dicult to move on - which is intentional. Along the trails are numerous shrines and memorials to famous pilgrims of Jorunnos (or at least those who could aord to commission such a memorial). Pilgrims Rest itself is fairly austere, but large, and its many buildings extend deep into the mountain itself. The community mostly supports itself through magical means, though donations are of course always welcome. Most followers of Jorunnos take care to visit Pilgrims Rest at least once in their lives, and many of those who are unclear about what path they should take in the future stay here for extended times to meditate upon it. Riarno (Large City, 453,032): This mostly gnomish community is home to a large number of followers of Gebral, and the outlandish architecture, constant sound of hammering (and the occasional sound of explosion), odd smells, and general creative chaos bear witness to this fact. Riarno has frequently clashed with the Fortress Home in the past, and made up for what its citizens lacked in terms of number and military discipline by sheer unpredictability. Now its citizens stand united in their quest to provide new and better weapons in the war against the League of Armach, though the results are often somewhat dubious. Sudilar (Small Metropolis, 710,758): One of the most famous centers of learning in the Known Lands, Sudilar serves as the headquarters of the Cult of Ygreb . It regularly sends out its scholars and clerics to search the world for prophecies both new and old, as well as other signicant omens. These people then report their ndings back, which are added to the vast libraries of the city. However, for a part of the clergy it is not enough to simply record prophecy - they need to understand the causes that shape world events, and the eects that result from the smallest of changes. The Seekers of the Highest Mountain have their headquarters here, making the city far more important in the grand schemes of the world than most people realize. Taras (Large City, 350,271): Originally the refuge of followers of Hatramo, who ended up in this spot after

43 a long and aimless journey away from Thenares, Taras has now mostly become a fairly secular town dedicated to gambling and other vices. Originally, the followers of Hatramo occasionally indulged in gambling as a way of showing their faith in trusting the whims of fate, but now much of the gambling has taken over by professionals who do not care about chance - only about making the most money. Clerics of Hatramo regard this as a perversion of their message, but now the income from gambling supports most of the town, and there is little they can do about it now (though if you know where to ask, priests still oer places where the gambling is fair - i.e., the odds do not favor any of the participants). Together with the gambling, prostitution, drugs, and other vices have become common in Taras, and all this activity has allowed both criminals and spies of all sorts to entrench themselves here. Both of them nd a fair number of desperate people who will do anything to get some money quick.

Important Sites
Nugrin Gap: A gorge deep in the Varcomo mountains which connects to a vast cave system. This gap has been the center of the Cult of Cryelis since the time of the Atalan Empire, and thus connects to a vast Underworld fragment despite being away from major population centers. Cultists frequently undertake pilgrimages to this locale, and the ghosts living in the Gap are ancient and powerful. While there have been a few attempts at eradicating the ghosts, none of them have been successful. Now certain factions on the Alliance Council have agreed to work with the Cult in exchange for help with the war eort - the Cult will use its resources (especially its ghosts) to disrupt League activities in their home territory, and in exchange they will get a large number of prisoners of war for their human sacrices. Of course, if Lord Amrast were to hear of this deal, he would do all he could to stop it - but so far, the conspirators have managed to retain their secrecy. The High Castle: A vast pinnacle of rock with a height in excess of 2,000 feet towers over the landscape here. In earlier times a clan of hobgoblins lived in a castle on the top of the pinnacle and dominated the surrounding lands, but when they apparently died out from inghting, a monastery secretly dedicated to Sarush sprang up in the remains of the castle. When the monks in turn vanished, the Guldenberg family somehow acquired the rights to this location and turned it into a retreat for some of their most privileged guests. In general, its guests do not come here to relax, but to engage in secret negotiations with other important people throughout the Known Lands, and the Guldenbergs make sure that everything that happens in the High Castle is dealt with the uttermost discretion. It is also rumored that the castle has secret vaults with some of the biggest treasures of the Guldenbergs and their associates. The truth of this is unknown, but many people speculate that since the security in the High Castle is without peer because of the sensitive nature of its guests, hiding priceless artifacts there as well only makes sense. And there are also rumors of all sorts of treasures hidden in its depths by previous owners which have made many people curious. As a result, the place

CHAPTER 6. GEOGRAPHY has gained a legendary reputation among thieves and burglars - someone who could legitimately claim: I robbed the High Castle! would no doubt be accepted as one of the most famous rogues in history. So far, no one has made a credible claim to this - but it should also be noted that if anyone did manage to successfully break into the castle, they would be well advised to remain quiet about this given the long reach of the Guldenberg family.

44 throughly defeated by Lord Amrast, a famous paladin, his followers, and a large number of irregular centaur troops. This victory gave Lord Amrast an enormous following among the population and was chosen by popular acclaim to lead the Alliance in this time of crisis. However, not all people in the Alliance are happy about this, for Amrast is a paladin of Thenos - and while he has pledged to respect and protect the faiths of the region, many priests trust no member of that religion, and some have started to plot in secret to remove him.

Regional History
The beginnings of the Alliance can be traced back to the 11th century NA, when the theocracy of Thenares was rst established. When the persecution of non-members of the Church of Thenos became more and more heavyhanded, many ed south to the poor villages and cities of the region. The shared experience didnt get the refugees from dierent religions to cooperate, however - if anything, they grew more fractous and squabbled over resources. This came to an end in 1104 NA when the leaders of Thenares called for a crusade to expand the realm by force of arms and purge the world of unbelievers. The various religious leaders nally hammered out a peace agreement between their faiths and cities and set out to defend their new homes against their common foe. They managed to rst slow the invasion forces down and then stop them, establishing the modern borders between Thenares and the Alliance. Centuries passed, and Thenares renounced its former military adventurism and turned its attention to other matters, such as the expanding Hobgoblin Dominions to the north. The bonds of the Alliance waned, and the city-states returned to their usual disputes - though outright warfare remained rare. But in recent years, a new foe appeared on the scene - the League of Armach. Their territory expanded further and further west and approached the territory of the Alliance. The leaders of the Alliance cites debated endlessly, but could not agree on a common course, much less who among should lead them. No doubt this discord was encouraged by League agents. Matters came to a head two years ago, when a rogue League military unit accidentally moved over the Eustilia Plains into Alliance territory. They were

Adventuring in the Alliance of the Pantheon


Many adventures in the Alliance of the Pantheon will revolve around the conict with the League of Armach. Both sides are hiring mercenaries and spies, and there are always some dastardly saboteurs to foil. And the Alliance itself is far from unied in the face of this threat - centuries of mutual suspicion and cultural dierences cannot be overcome overnight, and there are frequent disagreements about the division of power, funds, and labor in the war eort. The religions that founded the Alliance also provide sources of adventure, for the close proximity of passionately religious people of dierent faiths frequently leads to conicts - to say nothing of sectarian conicts within any given faith!

Adventure Seeds
Top-level diplomacy: Various representatives of the Alliance meet in secret with members of several dissident groups in the High Castle in order to agree on a common strategy against the League government. But any of the participants could be a spy for the League, and trust is in short supply. The PCs are either among the entourage of one of the representatives or (if they have established their own power base in either the Alliance or the League) are representatives in their own right. When one of the delegates is murdered in his own room, they must gure out the perpetrator (who could be hiding among either the delegates or the Guldenberg sta) before the meeting breaks down entirely. Older secrets from the past of the High Castle might provide further complications.

6.2

Avareen

To this day I do not know why my request to visit Avareen and write about my experiences was granted, though I suspect that the main reason was that it amused the noble granting me hospitality to do so. And despite the many wonderous sights and beings I have seen, I felt a profound sense of relief when I left the forest behind me again, for at numerous times I felt like I was not only close to loosing my life, but also my soul. Yet in some way, deep in my heart I still yearn to return to this enchanted forest realm... - Georey Malacay: My Time Among The Elves, Avane Street Publishing (1913) Capital: Lorendur Population: 3,210,640 (71% elves, 20% fey, 5% centaurs, 2% half-elves, 2% humans) Government: Monarchy Imports: Exports:

This forest kingdom is probably the biggest authentic feudal society remaining in the world, though it is far from a typical one. Everyone is a Lord, a Lady, a Dame, or a Knight, or so it seems - and woe to the outsider who confuses any of these titles, for this is taken as a great

CHAPTER 6. GEOGRAPHY insult, and few will hesitate to challenge the oender to a duel. The whole society functions through an elaborate set of etiquette rules which are hard for others to understand. Nevertheless, individuality and eccentricity are highly priced here, and being called boring is often considered the ultimate insult. The elves and the fey are mostly content to stay in their forest home and watch as the world outside is changing rapidly. No matter what happens elsewhere, they gure they can still celebrate as the seasons go by. Outsiders, such as humans, have no rights save what an elf noble is willing to grant them - and they are often ckle enough to remove that protection in the blink of an eye. Some elf nobles even take up hunting lesser mortals for sport, especially hobgoblins.

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Groups and Organisations Religion Important NPCs


Queen Arwanna (CE female elf ari5/sor10) is beautiful, charming, intelligent - and utterly without any morals. Spoiled from birth and adored by her people, she is utterly convinced that the world and its inhabitants merely exist to be the playthings of elves, and that the elves are there to be playthings for her. She spent most of her rule savoring the pleasures of life and encouraging the intrigues in her court, although she is smart enough to do so without wrecking her kingdom or leaving it defenseless, or alienating her subjects. She will let herself entertained by visitors with an audience as long as they are amusing, and discard them as soon as they cease to be amusing without a second thought - and that is only if they are lucky. Of late however, she is troubled. She was disgusted when she heard of the recent defeat of the navy of the elven kingdom Narevoreen, and that nations subsequent attempts to learn from humans. And she was shocked when she became aware that the elves of Turaveen stooped so low as to use humans as breeding stock. The Queen now fears that her race might be in decline unless something drastic is done to remind both the elves and the world that elves are vastly superior to humans in every way, or else elves will loose all respect. Now all she has to do is to gure out what should be done. And when she comes to a conclusion, her human neighbors had better watch out...

Industries Life and Society Government and Politics


On top of the feudal hierarchy of Avareen stands the monarch, who is always a Queen and the oldest living female descendant of the last Queen. Below her are the royal nobles, or Amril, who are blood relatives of the Queen and are always are 49 in number. These rule over the towns and districts of Avareen at a xed order of preference depending on how closely they are related to the Queen. Only elves who have reached their 121st birthday can hold the title of Amril, however. The orders of preference are: The children of the Queen hold preference over the siblings of the queen, who hold preference over the children of the sisters of the queen, who hold preference over the children of the brothers of the queen, who hold preference over the siblings of her mother, who hold preference over the siblings of her father. Among relatives who hold the same rank in the list above, women always hold preference over men. If all other factors are being equal, seniority in age determines who outranks whom. The sole exception to this system is the Amril of Enegorn, who is always the father of the Queen if he is still alive, or else her oldest male relative if he isnt. The Amril of Enegorn is supposed to stay out of politics, but this has not always been observed by the current title holder. If a new close relative of the Queen reaches his 121st birthday or an existing Amril dies beyond hope of resurection (either because of old age or terrible death magics - which are rare, but not unheard of), the list of Amril and their order of preference changes - which means that those whose position has changed must move to a new town or district. This prevents the Amril from creating a large power base in any one place with which they might threaten the kingdom, though most have a sta of advisors and aides which they take with them whenever they move. Still, most are eager to leave some kind of mark on any city they have ruled - ideally, something that cannot be casually reversed by the next ruler.

Major Geographical Features Important Towns and Cities


Athieniel (Small City, 75,326): This small city close to the Old Road follows an unusual custom: Transactions of money or even ordinary barter are forbidden. Instead, people get what they need through gifts, and indeed, visitors need barely mention that they need something - food, a place to stay, a certain item - and it is likely that soon a native will arrive and oer the thing needed (or something close to it) for free, and will list an impressive number of reason why he has taken to the new arrival and cant bear to see him suer for the lack of the gift. However, what new arrivals arent usually told is that there is almost always an expectation of a gift or a favor in return, usually of similar value to the gift given. The natives understand how the system works, and not soon after they have received the rst gift will try to come up with a suitable gift in return - no one of them likes to stay in debt for long, and in this way the economy of the town keeps function in a way not dissimilar from communities with more traditional barter economies. But outsiders are likely to nd themselves in heavy debt very soon unless they are very careful. If there is a gross disparity between the original gift and the return gift, the oended party can take their case before the ruler of the city. The current ruler, Lord Thorodel, doesnt like to be disturbed for petty cases, but when his curiosity is

CHAPTER 6. GEOGRAPHY piqued his punishments for the defendants appalling lack of generosity can be highly inventive and humiliating - and likely to be reinforced by a geas. It is entirely possible to refuse oered gifts, though the elves will pretend to take great oense at this and continue to oer the gift. After the gift has been refused three times, the giver will give up. Additionally, if the gift was one oered to erase a debt from an earlier gift, it is customary to give a hint on what kind of gift the receiver would actually be interested in. Enegorn (Small City, 55,823): This town on the shores of the Great Lake is home to those who wish to get away from the wild abandon and intrigue of mainstream elven society - or who fear for their continued health should they remain there. The unspoken agreement is that elves who retire to this city stay there and no longer involve themselves in the courtly power plays elsewhere in Avareen - and in return, the elves elsewhere will leave them alone. This does not always work out some try to continue their plots from exile and build up a new power base - but the elders of this city exile anyone they see as abusing their hospitality. Many elves spend the rest of their days here in artistic pursuits, mastering skills in a variety of crafts and creating items of unsurpassed beauty - or power. This gives the city an unusually quiet and contemplative atmosphere for an elven settlement, and perhaps it is not surprising that the ghting styles of monks in the Western Known Lands were rst developed here. There are several schools of martial arts in this city, and some accept students from all races. Lorendur (Small Metropolis, 613,243): The capital of Avareen, legions of elven craftsmen work here to make Lorendur a city unsurpassed in grace and beauty. It is said that all humans who visit Lorendur become so enchanted by its glamour that they will never want to leave - and even if they are made to leave through force or trickery, their hearts constantly yearn to return here. Under the pretty exterior however, the schemes and intrigues of the elven nobles can become extremely vicious, and even lethal to non-elves who become entangled within them. Sormar (Small City, 80,311): This city boasts some of the elves best experts on illusions, or glamours, as they call them. When these elves are not busy defending the realm by obfuscating the entrances to the forest, they reside here to research their craft, teach promising students, or just show o their latest innovations. While the citys architecture is spectacular, it is illusionary more often than not, and changes on a frequent basis determined by the whims of its inhabitants. The many students - including a few promising humans handpicked by the elder illusionists - and the often excentric personalities of the masters give this city a whimsical atmosphere, but just like the other communities of Avareen it can quickly become dangerous to any non-elven visitors who dont know how to behave.

46 monarch. The oenders are brought here and polymorphed into vaguely humanoid apple trees - their mind is still intact (at least initially, though the unfortunates soon become insane), but they are rooted into the earth and can do nothing except slightly shake their branches and emit wailing sounds. The apples harvested from these trees taste delicious, and are often oered at special occasions, such as banquets in the honor of important visitors. Even those who know the true nature of the apples had better eat one apple and visibly enjoy eating it, for rejecting the apple or expressing distaste is a sure way of oending the queen. The Fountain of Youth: It is said that somewhere in the Forest of Avareen is a spring that is the source of the elves famous longevity - and it is also said that any human who baths within it becomes young again, and possibly immortal. Whether this spring actually exists is unknown, and when asked, the elves of Avareen give contradictory answers. What is known is that any human (or any other member of a non-sylvan race) who searches for it within the forest is hunted to death by the nobles of the court. The Old Road: Protected by ancient treaties, this is the only road that passes through the entire length of the Forest of Avareen. By tradition, anyone who travels on this road is safe from the elves, but anyone who moves more than a dozen steps away from it is considered fair game. The elves and fairies often resort to trickery to lure travelers into the forest. Illusions of beautiful elf maidens are a favorite... In recent decades, as travel routs in the rest of the world have become safer and more established, fewer outsiders have traveled the Old Road. Since the elves are unhappy about one of their entertainments being taken away from them, they now debate how to bring more travelers back to this route. Some have have started to suggest in human cities that only the bravest dare travel the Old Road, thus starting a fad among rich young humans willing to go there on a dare.

Regional History Adventuring in Avareen


It is important to remember that non-elves in Avareen have no rights apart from those that individual elves deign to grant them. If they are lucky, an elf will accept them into his entourage, which will confer them some protection since harming these is a serious slight to their patron. An elven PC might ll that role, but since such a PC probably has been away from Avareen for a long time, he might not have enough social standing to protect them eectively. Even such protection is not foolproof, however, for their patrons rivals might try to harm them with underhanded means that leave no trace back to them, since the inability to protect his entourage will cost the patron serious loss of face. They might also trick them to unknowingly violate some taboos or customs, or offend some elven noble, in which case their patron has to either withdraw his protection or suer serious consequences himself. If they have no such protection, the best way to survive is to be entertaining, for the elves are much more

Important Sites
The Orchard of Tears: One location kept secret from most outsiders, this is where punishment is dished out to those who have earned the special hatred of the ruling

CHAPTER 6. GEOGRAPHY willing to suer a charming and witty bard, daring acrobat, or other entertainer in their middle than a surly soldier without any social graces - and indeed, they might handsomely reward such people for their performances. Being too entertaining has its own dangers, however,

47 since then an elven noble might invite them to join his own entourage - and such people rarely take No for an answer.

Adventure Seeds

6.3

Desert of Thunder

In history, there have been numerous instances of extremely long-lived beings ruling over mortal humans. Elves, undead, even creatures from dierent planes of existence - they all have gained dominion over one group of humans or another. But few of them lasted to present times. But one such society that still exists now and shows no signs of fraying is that of the draconic rulers of the cities of the Desert of Thunder. An examination of how this extended family of blue dragons has maintained its power for so long makes for a fascinating case study... - T. Crowson, A. Fergus: Social Dynamics of the Desert of Thunder city-states, J. o. t. Dartmouth Geographical Society, 37 (1420), p. 168 Capital: Draxal Population: 24,343,510 (humans 68%, hobgoblins 14%, dwarves 10%, gnomes 5%, halings 2%) Government: Each city is ruled absolutely by a member of a clan of blue dragons Imports: Exports: Marble The Desert of Thunder is one of the driest regions on the face of the planet. Yet large cities thrive there, thanks to gates to the elemental planes of water that keep the cities fertile. Each city is ruled by a member of an extended family of blue dragons, whose laws are harsh, but usually fair. ents or even managed to slay them. Many other dragons prefer human servants only, arguing that these servants are much weaker and thus much less likely to be a threat and more likely to do what they are told. Most dragons hold a tight leash on their half-dragon ospring, but some families of half-dragons have become large enough that they have gained some autonomy, and others still found themselves without a patron when their dragon ancestor died. Thanks to their intelligence, they usually nd themselves comfortable niches in the societies of the desert cities, and many humans defer to them automatically, believing them to be especially favored by the dragons. This is not necessarily true, however - a dragon will not favor any half-dragon who is not his own get, and might even see him with some suspicion. Humans and similar races ll out the rest of the social spectrum, from rich merchant families to the lowliest slaves. The latter are bought from other regions or captured by slavers, but while their fate is usually harsh, the dragons have decreed that the children of slaves should be free. This helps prevent slave rebellions, as the slaves know that at least their children have a chance of a better life - and might even be able to buy them free in return. One important law bears mentioning: After centuries of problems with surathi inltrators, the dragons have decreed that all children born with obvious birth defects (a possible sign of surathi ancestry) should be instantly slain, along with their mothers - and that the mothers brothers should be castrated immediately afterwards. As a result, the men of this society often take extreme measures to make sure that their female relatives remain virgins until marriage so that they dont bear the ospring of a surat. If a human female is found not to be a virgin during the wedding night, the prospective husband will reject her - and the male relatives will often slay her and anyone whom they suspect of violating her.

Industries Life and Society


On top of the social hierarchy are indoubtedly the blue dragons. They are the ruler and tyrants of the cities, and their word is law. But without their magics, the cities and the inhabitants could not support themselves in the parched desert, and thus most humans accept their rule. The dragons are matriarchal - the most powerful female of their family has ruled them, and it is the females who are responsible for raising the young and instilling the knowledge and values into them necessary for thriving in this society. But each dragon is a ruler of a city in its own right, and any dragon, male or female, can rise in the esteem of its peers by ruling a large and prosperous city - which means that it will get rich from the taxes and tarifs levied on the community. The male dragons also compete at formal challenges and battles for mating rights - the females choose the dragons with the most impressive displays as suitable mates for their next clutch of eggs. Other than that, the males do not get involved with rearing the children in any way. Some male dragons also sire a number of half-dragon ospring, in the hopes of gaining loyal and competent servants. This works often enough that the practice continues, but there also have been some spectacular failures when the half-dragon children rebelled against their par-

CHAPTER 6. GEOGRAPHY

48

Government and Politics Groups and Organisations Religion Important NPCs


- Giranbazal (male surat thin-blooded mature adult blue dragon/wilder10) is the ruler of Samzuu, and generally considered promising by his elders, as well as attractive and wily by his peers. He frequently participates in the mating battles, and is successful more often than not. But he is more than he seems. For Giranbazal started manifesting strange powers unheard o among dragons when he was young. He kept this a secret (it is always wise to keep an ace in the hole among dragons, after all), and after lengthy research, he came to the conclusion that the only explanation for these powers was that he carried the blood of the surathi in his veins. How this was possible remains unknown to him, for his mother died (apparently in combat) shortly after he hatched, and he was the only survivor of that clutch. However, he is all to aware that if his secret ever were to be uncovered, he would likely be hunted down by his draconic peers, for they do not trust the surathi in the least, and having one among their number would be seen as a stain on their blood that must be eradicated. Thus, he has set out to study and improve upon his powers so that he will be ready for the battles once the inevitable day comes - and if he builds a large enough power base, he might even defeat the current matriarch and claim draconic rulership for his own! After that, he plans to conquer the Snake Kingdoms, and after that, the rest of the world... For now, however, he keeps a low prole. But some of the people in Samzuu whisper that he has a fondness for women from the southern jungles, and that he pays high prices to slave traders for new specimens to add to the harem he keeps hidden in his palace. And others say that half-dragons seem to be rapidly growing in numbers in the city, and that some of them have odd deformities that would never be tolerated with humans... - Tallanggarul (female great wyrm blue dragon) is (for now) the undisputed ruler of blue dragonkind. Wise and powerful, she keeps careful track of all threats to her family, and her schemes and stratagems often take decades to come to fruiton. Few beings - dragon or otherwise - underestimate her, and those who do only survive because they still might be of use in a future plan. Her inuence extends across the Known Lands and beyond, and the tribute paid to her by her family makes her possibly the single most wealthiest being in the world. Of late, much of her attention has been occupied by the prospect of draconic o-world colonies. While she knows that she wont live to see it, she dreams that one day all the planets will be under the rule of her family. As of now, conquest of the other regions of Rothea is an unrealistic goal - the opponents would be too many and too strong - but if the dragons can carve themselves a new empire from the wilderness of outer space, then toppling human rule elsewhere should be a hatchlings play with the vast resources available to them then...

Major Geographical Features


Bhatal: This long canyon features the only running water in the whole Desert of Thunder, the river at its bottom of the same name. Consequently, a large part of the deserts sapient population live in the canyons walls, hollowing out the clis for living space. Plain of Ants: Several large formian colonies exist in these regions. They and the dragons watch each other carefully and engage in occasional skirmishes against the other side, but the situation hasnt yet escalated to a full-edged war. Thabashars Bowl: Once, this depression in the desert was nothing more than a vast stretch of unremarkable desert. But now the relatively young dragon overlord of Salit has claimed it for a very special project: He is planning of transforming it into a vast, articial lake. At the moment, he is digging a canal through the desert with an army of summoned earth elementals, and it is only a matter of time until he reaches the Dragon River on the border of the Verdant Coast. Once this happens, Thabashars Bowl with ll with water, allowing for vast irrigation projects and even shing. On the other hand, the people living downstream of the canal will experience severe draughts as vast amounts of water are diverted from their natural course. Many member of the Verdant Coast tribes living close to the river are calling for a war against Thabashar. So far, fear of the combined might of the blue dragons has prevented outright warfare, but as the situation becomes more desperate, many chieftains are contemplating hiring outsiders as mercenaries to get rid of the dragon for them...

Important Towns and Cities


Draxal (Large Metropolis, 2,312,746): The heart of the dragons power and the seat of the matriarch of the clan, Draxal is a vast and majestic city of dark splendor. Tallanggarul herself lairs in a palace complex in the center of the city several square miles large. From this edece, she commands an army of spies and informants that brings her news from both distant lands and nearby cities. Hundreds of diplomats and petitioners enter and leave the city every day, and a large bureaucracy keeps the city running smoothly. The whole city somehow seems to conspire to make a visitor feel small and insignicant - and compared to its ruler, he probably is. Gigam (Small city, 60,312): Two hundred years ago, the shifting sands of the Desert of Thunder revealed the cyclopean ruins of an ancient city of unknown origin. Shortly afterwards, several highly productive wells were discovered there, and the resettlement began in earnest. Still, even today, only a small portion of the city is truely inhabited again, and explorers manage to nd an ancient artifact now and then despite generations of looters. The most striking feature of Gigam are the ubiquetous lion statues, which range from small gurines to a giant crouching lion more than two hundred yards long. Defacing the lions is said to bring terribly bad luck, but some outsiders claim that the bad luck in question is nothing more than the retribution of a local lion-worshipping cult. Kourama (Small Metropolis, 871,432): Kourama is the largest of the cli settlements built into the walls of the canyon of Bhatal. It is located

CHAPTER 6. GEOGRAPHY in the region where the canyon reaches further down than anywhere else, and the city itself stretches on for many miles. Its many streets oer a grand view over the canyon, a sight which attract. The many thermals near this city are a favorite gathering spot for many of the regions younger blue dragon, who often soar through the skies here for the sheer joy of it. Nabi (Small Metropolis, 837,653): Annurax, the ruler of this city-state, is unusual for his hands-o style of managing her city. She doesnt make any decrees. She doesnt punish lawbreakers. She doesnt even collect any taxes. For the most part, she only looks after maintaining the enchantments that allow the city to survive in the desert. She leaves the actual governing to a council of mortals (who need not even be citizens of the city) with twelve members, only reserving a tie-breaking vote for herself. These councilors serve for six years and create new laws, collect taxes, and otherwise keep the city running as they see t. But they are not appointed by Annurax - instead, their seats are auctioned o to the highest bidder after their term is over, and the money gained from the auctions is her sole income. Two auctions take place each year, at the summer and winter solstices, and they are always cause for great celebrations (as the new councilors usually feel compelled to celebrate their new positions - someone who doesnt throw any festivities is regarded as cheap and will loose both face and poltical inuence he will need on the council). The relatively large number of councillors makes it hard to plunder the city coers, and thus most councillors prefer to work out complicated deals and policies that benet their merchant houses in the long run - and not coincidentally, these often work for the benet of the city as a whole. As a result, Nabi has become one of the largest trading centers in the region. There is no restriction on who may participate in the auctions other than that they must not be dragons or extraplanar entities, and thus a number of foreigners have become councillors from time to time. During the last auction, a rich merchant from the League of Armach with many political ties to that nations rulers has become a councillor, which has become a cause of some alarm for many people, but Annurax seems undisturbed. Nas (Small Metropolis, 593,931): Build on a cluster of mesas connected by gigantic stone bridges, Nas is a sight to behold. The city has attracted a large number of mystics, gamblers, excentrics and other people who dont quite t in elsewhere, but Kazurianzan, the citys dragon overlord, tolerates all these people as long as his rule remains unquestioned. As of late, the city has attracted a fair number of thrillseekers from the west, a trend likely to increase once the Grand Road connects to this city. Nemuta (Small Metropolis, 751,334): Located in the middle of an especially sandy region of desert, Nemuta is protected from both the sun and the frequent sandstorms by a vast, moveable scaolding covered with magically enhanced cloth. On clear days, it can be opened to let the air circulate (and its draconic ruler and his half-dragon ospring out). But if a sandstorm arises, the scaolding is moved and most of the sand kept at bay.

49 Salit (City, 124,221): Salit is one of the youngest and smallest cities of the Desert of Thunder, and somehow never managed to nd its own niche. It didnt receive enough trade and didnt develop any specialities that would have allowed it to stand out among the cities of the Desert of Thunder. Now that Thabashar, its draconic ruler, plans to turn the city into a lakeside town, many citizens are eagerly awaiting the day when they gain access to the precious water. Others, however, are fearing retribution - either from the other dragons who oppose this violation of tradition (since the free-owing water would allow the humans to live without depending on draconic magic), or from the people of the Verdant Coast who would face serious droughts if the project is completed. Despite all the controversity surrounding the project, Tallanggarul has been uncharacteristically silent on the matter, and thus, the other dragons have not dared to act openly against the city. Samzuu (Small Metropolis, 673,221): The southernmost settlement in the Desert of Thunder, this city serves as a neutral ground between the dragon-ruled cities, the Serpent Kingdoms, and the humans of the Verdant Coast. Shady merchants from all three regions come here to do business, and the slave trade thrives here. This lends the city a certain disorderly, even lawless feel absent in the other draconic cities, and thus it has acquired a reputation as a Sin City where anything, including the most exotic vices, are up for sale.

Important Sites
Garden of Delights: Feeding the masses of a city-state is a logistical challenge in the most fertile of regions. In the Desert of Thunder, possibly the most parched wasteland in the known lands, this challenge would become overwhelming to anyone of lesser power. Even magically created water often evaporates before it hits the ground here. Yet the deserts dragon overlords have met this challenge. With the aid of nexus towers from several citystates and lengthy rituals sustained over many years, they have created a magical protective dome more than 30 miles in diameter over a part of the desert. This dome keeps the moisture inside, and allows the ground to support crop yields that would be the pride of any Flannish city. The slaves here are worked as hard as elsewhere within the region, yet most slaves consider themselves lucky to be transferred here, as the ready supply of food and the more forgiving climate allows them to live longer and more comfortably. The Gardens administrators, on the other hand, wage subtle wars of intrigue and sabotage against their colleagues to ensure that their district of the garden grows more bountiful than that of others, and thus gives them greater prestige. The dragons tolerate this, as long as it does not get out of hand.

Regional History
About 2,300 years ago, the Desert of Thunder was a savannah settled by bands of mostly human nomads who survived by tending to herds of goats, cattle, and other domestic animals. A few blue dragons lived in the region

CHAPTER 6. GEOGRAPHY who raided the nomads and frequently left dead tribes in their wake. Occassionally, a group of human heroes managed to slay one of the dragons, but not enough to make a dent in their population. At this point, a young dragon named Thurangax hit on a strange new idea: She approached several nomadic tribes, and suggested that as long as they give her an annual tithe of animals, she would not only spare them but also protect them from hostile tribes and other dragons. The tribes agreed, and both sides proted from the agreement - Thurangax became strong and powerful from the bountiful food, and both the herds and the humans multiplied. Time passed. Thurangax had many children, which adopted the same pattern, each protecting a few tribes of their own, and even cooperating versus dragons who preyed on their tribes. Eventually the humans formed permanent settlements, and the tribute expanded to include coins and jewelry - something which pleased the dragons immensely. Then, about a thousand years later, the climate changed and the savannah began to dry up. The herds could no longer support themselves, and many humans either starved or ed to more fertile regions. Fortunately for the dragons, around this time the Atalan Empire started to expand into the region, causing many of the younger dragons to y o to clash with its armies in search of plunder and glory. Many of them were killed by the Empires mighty magics, but this was just as well, for the savanah - now turning into the Desert of Thunder - could no longer support their number. Thurangax, now ancient and powerful, studied the reports about the Atalan Empire carefully, and was intrigued by the potential of the nexus towers. For several years, she took on human form and traveled across the Empire, spying on its most sensitive installations, until she nally understood their construction and use. She then returned to the desert and built her own nexus

50 tower, using the harnessed magical energies of a nearby community to create vast quantities of water. Her ospring followed suit, and soon cities sprang up everywhere in the desert, supported by nexus towers and dragon magics. Most humans hailed the dragons as saviors, and despite the harsh laws and regular tithes willingly lived under their rule. The population of both humans and dragons continued to boom to this day, with young dragons periodically gathering a group of follwers and moving to a new spot of the desert to found a new community. Still, even blue dragons are highly territorial creatures, and despite the cooperation enforced by Tallaggarul, the current matriarch of the dragons, ghts between neighboring dragons increase as the population density of dragons reaches its limits. While the dragons could just try to carve out new realms in distant parts of the world (and in fact, some try to do so), the humans elsewhere are much more hostile to dragon rule, and the more friendly climates make the people there much less dependent on dragon rule, decreasing their loyality even further. Because of this, Tallanggarul, acting on reports from distant lands, has recently decreed that all new dragon settlements should not be founded in the Desert of Thunder, but on other planets. What the mere humans of Bodenwald can do, the dragons can indoubtedly do as well, and according to the reports she has received, the other worlds are hostile and remote enough to be ideal for the symbiotic relationship between dragons and humans that has developed in her realm. In her mind, there is no reason why all the planets shouldnt be under dragon rule one day.

Adventuring in the Desert of Thunder Adventure Seeds

6.4

The Eternal Storm

...The nodule was recovered from the region known as Merrigans Field approximately 50 miles south of Virdans Folly. It was pulsating with a strange, yellow light. [...] We exposed two rabbits and three rats to its radiation for one week. One of the rabbits developed a third eye emerging from its forehead. The other one seemed unaected, but later gave birth to a litter of tiny, tentacled monstrosities which were so horrible to look upon that several researchers fainted, and we incinerated them in our crematorium. How the rats were aected is unknown - all we discovered was that they had apparently gnawed open the cages one night when no one was observing them. We found minor residues of acid on the bars, which explained how they could escape from the sturdy cages... - G. Finkelbloom, M. Jeerson: Discoveries in Modern Geology, 26 (1422), p. 174 Capital: Population: 2,415,970 (humans 62%, hobgoblins 13%, goblins 10%, elves 6%, gnomes 5%, dwarves 3%) Government: None Imports: Exports: Rare minerals, elemental substances The region where the Eternal Storm is now located used to be one of the most remote outposts of the Atalan Empire. To the wizards of the Empire, this made the region the perfect place to conduct some of their most dangerous magical experiments. This lasted until the year 510 NA, when a network of gates to the various elemental planes became unstable. Pure elemental matter broke free into the Material Plane and devastated the land in a diameter of dozens of miles. The unstable gates have remained open to this day, sometimes expanding, sometimes contracting, sometimes ejecting, and sometimes drawing matter into the elemental planes of air, water, re, and earth.

CHAPTER 6. GEOGRAPHY Thanks to the dangerous nature of the area, civilized settlements are fairly infrequent and far from the heart of the storm - one never knows when the next storm front might break loose. Nevertheless, there are enough brave people here who are willing to gamble with their lives in the search for rare and valuable elemental substances, as well as outlaws and refugees from nearby regions who have nowhere else to go.

51

Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
The Chaos Pits: This is the region immediately surrounding the Stormheart. Storm ares occur on a daily basis, and once the are recedes, it often leaves a variety of noxious liquids behind which react strongly with their environment. As a result, the land here is covered with puddles, pits, and even small lakes lled with alchemical substances constantly interacting with each other. A few, strange creatures survive and even thrive here, but only the most suicidal or magically protected humans dare go here, despite the high prices oered for samples by alchemists from all over the Known Lands. The Crystal Forest: When the Eternal Storm broke loose, a section of the forest of Turaveen was engulfed by it. When the storm are receded, the entire forest had been turned into crystal - the trees, the animals, even the very earth were now made many-hued crystal. However, this didnt mean that they had died. Rather, any beings that were alive before the transformation now continued life as crystal entities. Crystal animals ate crystal plants, crystal plants grew out of the crystal ground, and a few bands of unfortunate elves who had been caught in the storm now lived on by hunting the crystal animals and eating them. The elves of Turaveen recoiled in horror and avoided all contact with their cursed brethen, and the crystal elves, who were now unable to eat organic matter, likewise rarely left the Crystal Forest. This state of aairs continued for centuries, and though crystal animals and plants were considered to be an interesting curiosity in far-o lands (especially in the city of Mercytos, where crystal-growing has long been a well-established profession and where it was possible to keep some of the crystal entites alive away from their home), the forest was mostly left to its own devices. However, in recent decades some of the forests neighbors have noticed that the forest seems to grow beyond its original connes. Certain scholars who investigated these claims have discovered that some plants have appeared at the forests borders who can seemingly transform ordinary earth and stone into crystal, thus expanding the size of this bizarre ecosystem. What this portends for the rest of the region remains to be seen. Shieldwall Mountains: This short but towering mountain range is fairly close to the Stormheart, and it is constantly bueted by elemental eects. Still, the side of the mountains that faces away from the Storm is somewhat protected from the worst elemental eects, and there are numerous groups that make their home in its cave systems, from orcish raiders to small dwarven communities that make a fortune growing mushrooms and selling them to the other settlements of the region. Stormheart: The center of the Eternal Storm, where the elemental forces rage on continually. No human can survive there without massive magical protection.

Industries Life and Society


There are few permanent settlements in this region, and most of these can be found on its outer limits, where storm ares are rare and weak. Closer to the heart of the storm, there are a few nomadic tribes of goblins, and numerous temporary settlements of prospectors. These will operate for a few years and see brisk business, but sooner or later a storm are will hit and destroy the community. Still, the high demand for the rare ores ensure that a new one will soon appear in its place, for the closer to the Stormheart the prospector operates, the better will be his chances of a rich nd. One exception to these are settlements maintained by powerful wizards, who use multiple wall of stone spells to create protective domes that shield their inhabitants from the elements. These wizards invariably demand high taxes and taris from all who live there or come here for business, but they are much safer than any other settlements out there. Most prospectors work alone or in small groups, since the logistics of feeding large groups are challenging (anyone who can magically create food and water can make a fortune by providing for a group of prospectors). Upon arriving in a new area, they usually create a storm shelter rst, a small, underground dwelling that (they hope) will protect them from minor storm surges. After this, they will systematically search the surrounding areas for surface deposits of promising ores and substances, and gather them until their provisions run out, whereupon they will return to the nearest outpost of civilization to cash them in, buy new supplies, and spend the rest of their money on beer and other available over-priced amusements. Of course, it doesnt always work out that way. Many prospectors have been caught in the open by a storm are, killing them - or they reached their shelters, but either the are was too intense for their shelter to withstand, or it lasted longer than their supplies (including their supply of air, in some cases). Sometimes prospectors dig up more ore than they can carry with them on their trip, intending to return and fetch it some time in the future. And sometimes they are killed by goblin nomads, bandits, or claim-jumpers. As a result, there are many hidden deposits of valuable ores hidden around the region, and many people make a living by plundering these instead of prospecting for new ores.

CHAPTER 6. GEOGRAPHY

52 case, if the Eternal Storm once more breaks loose here. After Gorchov was conquered by the Tsan Empire, Kolchov quickly became a refuge for all sorts of rebels from that region. The senior members of the Kolchov family are none too happy about these people, since their activities might draw the ire of the rulers of the Sunset Province. However, others in the family - especially those with little political power in the city - support them enthusiastically. Medras (Small Metropolis, 562,932): This ancient city was the center of several death and funeral cults in the days of the Atalan Empire. Therefore it had sprawling underground catacombs when the Eternal Storm broke loose. When the surface was ravaged, most inhabitants retreated beneath the surface - and have stayed there ever since. Today, Medras is the largest permanent settlement in the region, and serves as its unocial capital. Its inhabitants have expanded ever further downwards to expand their living space, and their tunnels reach all the way into the Underdark. Most prospectors come here to sell their nds, restock their supplies - and spend the rest of their money in the citys casinos and brothels. Virdans Folly (Small City, 55,213): The oldest and largest of the settlements protected by stone domes, Virdans Folly was named after the wizard who started it and was not expected to survive as long as it did but still, it stands. Since magic is so important for its maintenance and expansion, it houses a small but renowned school of wizardry, specializing in magically created buildings and magic-assisted agriculture and life support - a neccessity, given that the city is often cut o from the outside world for long times. As of late, the city has been eclipsed by Judianc, which can expand faster thanks to the fact that it can support open air buildings instead of requiring expensive stone domes. Now the citys wizards are seeking possibilities that will give them a much-needed economic boost. They have been digging into the Underdark in the hopes of nding a new and safe trade route. Unknown to them, they are coming close to drow territory, who will react with violence to such an intrusion into their territory.

Important Towns and Cities


Guroth (Town, 16,376): Hardly more than a large military encampment, this town serves as a spearhead for the ambitions of the Hobgoblin Dominion in this region. The hobgoblin soldiers have started to harass many of the smaller settlements in the region, and many fear that it will be only a matter of time before most of them will be forced to join the Dominion. Judianc (Small City, 60,341): Thirty years ago Millian Hedwell, an ambitious wizard from Dartmouth , developed the theory that it should be possible to build a large surface settlement very close to the Stormheart, as long as it was protected by a nexus tower which would shield it from the elements. He was initially laughed at, and even when he nally found some backers for this ambitious scheme, he suered several setbacks, including a catastrophic magical failure that led to the destruction of an earlier settlement through a storm are (he escaped thanks to a timely teleport spell). Still, he never gave up, and eight years ago his eorts were rewarded by a settlement that was nally safe from the storm, but close enough to a large number of promising ore elds to attract a large number of prospectors. The community has grown rapidly and become one of the favorite safe havens of the prospectors - not only has it a reputable bank to store any riches they might have acquired, but also a large number of bars, casinos, and brothels to help them spend it. Now the city even attracts a fair number of curious visitors from other regions who want to see the storm up close - without being exposed to any danger! Hedwells latest project is building an underground railroad to safer areas, which would allow fast, safe, and reliable transport of the ores out of the region. However, this is met with stong opposition from the rulers of Kolchov, who would prefer to maintain their monopoly. Kolchov (City, 180,334): About two hundred years ago, a major are of the storm reached this region and transformed it beyond recognition - but when the storm retreated, vast mineral wealth was left behind. A wealthy merchant from Gorchov named Michael Kolchov decided to exploit these resources in a systematic manner, and used his considerable wealth to found the town that bears his name. Today his descendants are the undisputed rulers of this region, and use massive slave labor to peel back one layer of the earth after the other to gain access to the riches below. Slaves perish daily under the brutal labor, while the corrupt Kolchovs and their cronies party as if there was no tomorrow - which might very well be the

Important Sites Regional History Adventuring near the Eternal Storm Adventure Seeds

6.5

The Flannish Cities

While it cannot be denied that the architecture of the Parginian Rim and other regions to the south and east have their own unique charms, the Flannish Cities remain the place to watch if you are interested in the latest advances of architectural design. And in no place is this more evident than in Praxus. In this shining beacon of progress, urban planning has taken place on a scale seen never before in this world, and its architects work day and night to bring the vision of its city fathers to life... - Introduction to Praxus: City of Tomorrow, Annual Special Issue of Architectural Review (1421)

CHAPTER 6. GEOGRAPHY Capital: None Population: 32,736,350 (humans 71%, halings 14%, dwarves 6%, gnomes 4%, elves 2%, hobgoblins 2%) Government: Varies by city state, though a merchant oligarchy is the most common form of government Imports: Wood, ore Exports: Magic items, manufactured goods, ships, textiles The Flannish Cities dot the north-western shores. Their culture is a young one, but perhaps it is this which gives their citizens unmatched drive and ambition. Their ships range far and wide, and their trade goods reach all over the world. A prosperous future of these cities seems assured. Perhaps paradoxically, they tend to have a strict definition of morality. Most city governments have dened a range of activities as immoral, such as gambling, prostitution, or drinking alcohol, and passed laws to outlaw those. This often does little to actually suppress those activities, as they are just driven underground. Still, most upper-class citizens like to make a show of how morally superior they are when compared to people from other regions.

53 are outlawed in Gr ungarten. To get meat, it has established secret supply trains from neighboring cities and communities, where it has branched out in other illegal activities (such as gambling and brothels). It is ruthless when it comes to threats to its businesses, and rumor has it that its enemies are sometimes killed, cut up, and served to unsuspecting guests. Flannish Cities Unity Coalition: Most people in the modern Flannish cities regard the city-state as the very pinnacle of civilization. Not the members of this society - for them, the city-state is a historical aberration on the way out. They point to the emergence of the League of Armach, the Alliance of the Pantheon, and other, older nations and claim that true nations are more powerful and more enduring than any single city can be. Besides, it was the disunity between the rulers of the region that made conquest and occupation by Negroth the Doombringer possible, and such an event might happen again soon - perhaps sooner than most people realize. To be sure, at the moment all the borders of the Flannish region seem to be safe - but people also thought that of the Norfjell Wastes right before Negroths hordes swept out of them. Thus, the members of the FCUC do whatever they can to strengthen links between the Flannish city-states, from easing of trade restrictions to cultural exchanges to conferences on the possible structure and constitution for the future Flannish nation. This does not always make them popular, since many people are wary of outside meddling in the aairs of their city. Additional, the group is seen as suspicious because it is headquartered in Praxus and partially sponsored by that citys government, and many believe that the unication the FCUC strives for is only a unication under the rule of Praxus. The Cerulean Dawn: This secret society counts some of the most skilled wizards and architects of the region among its members. They are studying the ancient ley lines that once criss-crossed the land and that druids could use as a source of power, and they believe that they can use nexus towers to create new ley lines that they can tap for immense power - possibly even enough to become gods. They are sponsoring many magic departments of colleges and universities, as well as expeditions to remote regions where the ley line network is still intact.

Industries Life and Society


On the surface, the Flannish cities seem far more egalitarian than other regions. While there are still some hereditary nobles left from the feudal ages, true power is open to anyone who is able and willing to grasp it. There is more than one merchant lord, city councillor, or other potentate of humble origin - and who is proud to tell the tale of his self-made success to anyone who is listening. But despite this, class tensions are alive and well. Most of the poor live in squalid apartments they have to share with a dozen other inhabitants - or more! They have to work long hours in factories without hopes for better jobs, while their children are sent to work as soon as they are able to contribute to the family income, thus denying them chances for a better education and a brighter future. The rich, on the other hand, have replaced the nobility of old in all but name - they make sure their own children get the best education and opportunities, and look down on the poor as being lazy and lacking in moral bre. Between these extremes is a middle class of craftsmen, accountants, shopkeepers and other people frantically trying to enter the upper classes (or at least aping them) while constantly worrying about sliding down to lower class status. Still, the Flannish cities are constantly expanding and changing, and someone with the right measures of boldness, wits, and luck can easily make his fortune, if he is only willing to take his destiny into his own hand.

Religion Important NPCs


- Basilis Niland (LN exp12/clr5 of Shaprat) has been hailed as a genius, a visionary, and a fanatic and megalomaniac. The chief architect and city planner of Praxus is all this and more - his goal is nothing less than the creation of the ultimate magical city, and he will not let anything get in his way. He has fought the other leaders of Praxus over even the slightest alterations to his plans, and so far has always gotten his way in the end. What most people - including possibly him as well is that Shaprat, the Last City whispers into his mind every night. In the morning, he wakes up with his head full of new ideas and spends the next hour or so committing all the new plans to paper. He is not sure what

Government and Politics Groups and Organisations


Butchers Guild: This organized crime ring started in Bodenwald, where it runs so-called meat parlours, where customers can eat various meat products - which

CHAPTER 6. GEOGRAPHY will happen once Praxus is nished and is in the precise shape it was always meant to be in. But he is sure that it will be a perfect moment.

54 parliament governs the city, the excentric and wildly popular King Maximilian III can certainly inuence politics when he puts his mind to it. He has been an enthusiastic supporter of the Astromantic Society, and the riches its eorts bring to the city have reected well on him as well. Dartmouth (Metropolis, 1,652,923): For more information on Dartmouth, see the Dartmouth chapter (p. 105). Gr ungarten (Small Metropolis, 614,327): During the War of Liberation, the city of Holzau was conquered by an elven prince of neighboring Avareen after the citys rulers inadvertedly insulted him. He became bored of ruling a human city after a century or so, but a strong elven inuence persists even today. As a result, the city (now named Gr ungarten or green garden) is renowned for its many gardens and greenhouses, which provide the city with most of its food. The agricultural specialists of Gr ungarten are highly regarded even in far-o regions, and can command high salaries. Eating any kind of meat is strictly illegal in this city, which has lead to the establishment of underground meat parlors where customers can enjoy steaks, sausages, and other meat products of usually inferior qualities. Organized crime in Gr ungarten is rmly in the hands of the Butchers Guild, which controls most of the meat parlors. Gorok-kar (Small Metropolis, 519,849): This dwarfhold has the distinction of having the only major seaport of the dwarven people. It is located within a long and mountainous fjord, which allows them to both engage in mining and selling the ore and nished products to human merchant ships. Some of the younger dwarves have even started to build their own ships, an activity which is frowned upon by their more conservative elders. Hogenrood (Metropolis, 1,863,715): This city is famous for its Museum of Art, a gigantic structure several miles in diameter and more than two hundred yards tall at its highest point. Strange objects, pieces of art, and artifacts from all over the world (and even from other worlds) are on display here and under heavy guard. The construction of the museum actually isnt complete yet, but many mages have noticed that it seems to be designed to harness magical energies similar to a nexus tower. However, there are noticeable dierences as well, whose true purpose remains unknown. This mysties many architectual experts to no end, but some have remarked in private that they plan to stay far away from Hogenrood on the day the museum is completed... Hollowhill (Large City, 213,416): By day, this fog shrouded community seems to be a typical Flannish city, if perhaps even more ordered and disciplined than most. By night, this impression changes radically, as the citys true rulers make their presence known: The Court of Shadows, a powerful group of fey creatures. Anyone caught in the outside becomes their plaything, and no matter how desperate the plea, no citizen of Hollowhill will unlock a door or open a window after nightfall. Nimdenthal (Small Metropolis, 723,510): This city is infamous for surrendering to the invading armies of Negroth the Doombringer without a ght, and is still hated by the citizens of the other Flannish cities as a result, who suered far more under his brief reign than Nimdenthal did. That the army of Nimdenthal was

Major Geographical Features


Breonor: This sparsely inhabited island o the coast has no large cities, and only brave merchants and several groups of pirates that make their home here brave its rocky shores. The inhabitants mostly dwell in isolated farmstead and live from simple agriculture and shepherding. A common belief among the inhabitants is that on the night of the new moon, the spirits of the dead who were not faithful enough to gain entry to the realm of a god can enter this world through a certain cave on this island. The people of Breonor spend those wild nights behind closed doors and barred windows, and attach charms to all openings that are supposed to keep the spirits away. Court of Birds: This rocky isle far to the west is visited by millions of birds during their annual migration. It is said that powerful spirits live there who protect the birds from all humans who would hunt them. Fields of Harrow: This dismal swamp is the site of the battle where the combined armies of the Flannish cities were soundly defeated by the hordes of Negroth the Doombringer. The region still seems to echo the many deaths that happened here, and undead can be found in large numbers. Still, living humans can be found here, as a special wood named heartwood grows here that is highly priced by wizards. Thus, several camps of loggers operate here. All are heavily armed. Forest of Songs: Strange, unearthly sounds constantly emanate from this forest. Elves and other sylvan creatures may enter freely, but many humans who try the same never return, and those who do return have no memory of the time they spent under the forests leaves. Gray Hills: These badlands are known to be inhabited by numerous tribes of goblins, who frequently raid civilized areas. There have been numerous expeditions by surrounding city-states to eradicate these pests - but each time they are under assault, the goblins just retreat under the hills and wait until the human armies leave again. A few years or decades later they reappear again and start the cycle anew. Sirens Rock: This lonely rock surfacing from the ocean is known to be the gathering spot of sahuagin of a curious, almost human-like appearance.

Important Towns and Cities


Bodenwald (Metropolis, 1,837,284): In Bodenwald, the Astromantic Society was founded, and the city still serves as its headquarters. Thus, Bodenwald serves as the center of most activities involving the exploration and colonization of other planets, and many people who hope to start over on a new world come here. The city has become rich by trading exotic goods and minerals from the colonies, and its zoological gardens, which feature many creatures from other worlds, attract many scholars. Bodenwald is one of the few Flannish cities with a surviving aristocracy, and despite the fact that an elected

CHAPTER 6. GEOGRAPHY hardly able to withstand the might of Negroths forces on their own is conveniently forgotten. Many other cities still levy large tolls against the goods from Nimdenthal, or boycott them outright. As a result, the people of Nimdenthal take an almost perverse pride in being selfsucient. Oldenheim (Large City, 348,232): Ever since this citys merchant council slighted a powerful wizard more than three centuries ago, its inhabitants have suffered under a terrible curse: If they dont talk for at least one hour every day, their innermost thoughts and secrets will be broadcast to everyone in the vicinity. As a result, the citizens of Oldenheim are renowned for their talkativeness, and even those away from Oldenheim will tend to talk about any possible subject at great length. Visitors to Oldenheim should be aware that the curse aects all who are within the boundaries of the city. Praxus (Large Metropolis, 3,245,844): Ever since a major city renovation program ended approximately a hundred years ago, Praxus is generally considered the best planned city in the world. Its streets are clean, its avenues straight, its parks well maintained, and its public buildings majestic. For the upper classes, their city is a huge source of civic pride, but its detractors often consider Praxus to be soulless. Rondhaven (Large Metropolis, 2,538,757): Much of this wealthy coastal city lies at or below the sea level. Its neighborhoods are protected by several dikes of titanic proportion. Rondhaven is considered to be relatively liberal, as far as Flannish cities are concerned, and many artists and free thinkers ock here. Svardholm (Large City, 430,383): This northern city-state is built on multiple small islands scattered along the coast. Svardholm is generally considered to be the last outpost of civilization before heading into the northern wastelands. In the last decade, a popular (among the upper classes, at least) eugenics movement has inuenced politics in the city council. People who get high marks on certain intelligence tests that every public ocial is required to take (though everyone can attempt them) are encouraged to have as many children as possible, and recieve generous cash bonuses for each child they have. The poor and unemployed, on the other hand, recieve a small sum of money if they allow themselves to be permanently sterilized through magic. The criminal and insane are automatically sterilized without their consent. Torburg (Large Metropolis 2,167,529): This city seems to be determined to beat Rondhaven as the premier naval power among the Flannish cities. Its city council council has commissioned the creation of a eet of merchantmen and warships that exceed any other ships ever built in sheer size. Whether these monstrosities will actually help Torburg achieve its goals is some matter of dispute, but all observers agree that the rst nished ships are very impressive to behold. Zuidenstadt (Metropolis, 1,852,798): This city was in a severe economic depression until recently, but a newly installed merchant council has changed that with its aggressive policies. Its forces have started to protect strategic resources in the vicinity and frequently engage in skirmishes with patrols from nearby cities. That the government of Zuidenstadt is said to be in negotiations with the League of Armach is the cause of no few concerns among the other Flannish cities.

55

Important Sites
Atalan Wall: This long structure, whose remains stretch from about 50 miles south of Svardholm on the coast of the Great Lake to the sea coast 100 miles south of Gorok-kar, once defended the Atalan Empire against northern barbarians. It is in a poor condition today, as lack of maintenance and the plunder of the stones for building materials have taken their toll. Some stretches of the wall are haunted by the ghosts of former Atalan soldiers. The Green Monoliths: These slabs of green marble dot the Flannish countryside. It is said that they were erected by the fey in ancient times, when the Flannish region was covered with virgin forests. They are covered with strange glyphs that apparently change over time. It is said that anyone who tries to dele, remove, or even destroy a Green Monolith will come to great harm, so most of them are simply left alone by those who dwell near them.

Regional History
In the distant past, the entire region was a mixture of lowlands, swamps, and forest sparsely inhabited by humanoids and human tribes. But in 180 NA, [indexDate!180 the Atalan Empire appeared on its southern boders, and started conquering and civilizing it. By 241 NA into three provinces, which compromised the southwestern, southeastern, and the northern parts of the region. They then built the Atalan Wall to defend the provinces against raids by barbarians from the Norfjell Wastes, and apart from a few small skirmishes never expanded beyond it. This state of aairs continued for several centuries, but gradually the Atalan Empire crumbled from within. When the last provincial governor renounced all ties to the Empire in 654 NA and crowned himself kind of Darchester, it was a mere formality - the Emperor in Atalus was too far away and too weak to do anything more than protest. Now the three provinces became feudal kingdoms, with Darchester in the south west, Gelgen in the south east, and the Flannish Kingdom in the north. These soon splintered into small baronies, efdoms, and small, independent cities that continually warred with each other, despite a short attempt at unication by the Flannish King Hellweg III, who crowned himself the rst Emperor of the Flannish Empire. He succeeded in conquering the entire region in 977 NA, but died seven years later without heirs - all heirs apparant had apparently met tragical accidents or been murdered outright. Thus, the Empire crumbled soon after it was created, though rumors of a true heir to the Flannish throne continue to be popular in certain circles even today. The feudal system reached its moment of crisis with the invasion of Negroth the Doombringer in 1174. The various feudal lords were completely incapable of uniting in the face of a common threat, and indeed often used the invasion as a chance to stab their fellow nobles in the back. As a result, the Flannish kingdoms were soundly defeated at the Fields of Harrow, and even

CHAPTER 6. GEOGRAPHY though the reign of Negroth ended two years later, the aristocrats were completely discredited in the eyes of the common people. Some nobles saw the writing on the wall and gave more and more of their powers to various citizens councils, while other were forced to abdicate or even executed by angry mobs. This culminated in the Liberation War, where the combined armies of Hogenrood, Holzau (now Grngarten), Oldenheim, Torburg, and Zuidenstadt marched against the other regions where nobles were still in control. This war culminated in the partial destruction of Praxus, and ran out of steam when an elven army from Avareen conquered and occupied Holzau. The armies retreated, leaving only Bodenwald in the hands of nobles. Thanks to the experiences from these wars, people were now much more concerned about external threats that old-fashioned armies wouldnt be able to handle, and the ancient techniques of constructing nexus towers became popular again. Old ones were repaired and improved, and new ones sprung up everywhere. The cities were expanded and fortied, while most smaller settlements vanished or were reduced to small supply depots. And in 1268 NA, all Flannish cities (now including Gorok-kar and Svardholm) signed the Treaty of Praxus, a self-defense pact that requires all Flannish Cities to cooperate in the face of an external threat. Today, such concerns seem out of date. No enemies seem to threaten the prosperity and stablity of the Flannish Cities from without. Instead the cities have become increasingly competetive and hostile to each other, as they try to monopolize key resources and trade goods. And all the while, the cities themselves become more crowded, and full with poor, desperate people who have little to loose.

56

Adventuring in the Flannish Cities


While the Flannish cities are civilized, this doesnt mean that they are peaceful. Some merchant lord, noble, or other potentate is always scheming against his peers in other cities - or in the same city. While no giants stalk the land, and few dragons dare to y openly within sight of a city-state, plenty of monsters remain that lurk in the spaces between the city-states - or within them. And while the rulers count their riches, some among the oppressed people in the slums whisper of revolution...

Adventure Seeds
The Lumberjack Wars: Wood is a vital resouce for any city-state, and even more so for the coastal cities. Most easily accessible forests in the vincity of a citystate have been completely cut down by now, and as a result the shipbuilding industries have to search further abroad to continue to function. there have always been arguments and low-level conicts about the ownership of useful forests. But now, with the new aggressive ship building eorts of Torburg, these conicts are becoming more heated. Already there have been a series of skirmishes between the forces of Torburg and the neighboring cities of Dartmouth and Oldenburg, and many fear that worse is to come. All sides are hiring mercenaries and other agents to sabotage the other sides eorts to secure the most accessible forests.

6.6

Gawaris Desert

You wish to see Khadeen, the Holy City, despite being an unbeliever? The eyes of the efreet pierced me to my very soul, no doubt guessing my hidden agenda. Very well. I shall do so - if you are willing to pay the price... - Sir George Sparroweld: A Pilgrimage to Secret Places, Avane Street Publishing (1398) Capital: Population: 14,663,250 (humans 53%, gnomes 15%, goblins 12%, hobgoblins 8%, dwarves 7%, halings 3%, elves 1%) Government: Usually monarchy in the cities, tribal in the desert Imports: Exports: This large desert region is divided in half by the mighty Marif river, which turns the central region into an extremely fertile valley prone to ooding. There is a similar contrast between the people who live here outside the large and bustling cities built along the river and a few oasis, erce nomads hold sway who mostly survive by raiding caravans and each other. The region has long been relatively free of strife and prospered under the enlightened rule of the Caliphs, who combined religious and temporal authority. But sixty years ago, a succession crisis was combined with religious dierences between the northern and southern populations, and a civil war erupted that ravaged many areas. When the two sides became too exhausted to ght on, a third party appeared on the scene - radical secularists who want to recreate the region in the image of more western lands and who receive covert support from the League of Armach.

Industries Life and Society Government and Politics Groups and Organisations
Khargun: The Gawaris Desert has long been home to several dwarven clans that have lived together with the humans for countless generation, and who owe no allegiance to the main dwarven kingdoms. They do not engage in mining - they leave that to their cousins in Gol Algor - but they are very rich nonetheless. The Khargun, as they are called, instead engage in moneylending

CHAPTER 6. GEOGRAPHY - a business on which they have a virtual monopoly in the region - and also maintain a network of caravansereis, which serve as shelter from both the elements and raiders for the merchant caravans. Most dwarven buildings are eectively small fortresses, capable of withstanding a small siege, and most of them have extensive networks of rooms underground, which help with protecting the inhabitants from the oppressive heat during the day.

57 Thunder Peak: This high mountain is perpetually wreathed in a thunderstorm. It is said that a gargantuan bird of prey lairs at its top.

Important Towns and Cities


Khadeen (Small Metropolis, 834,551): Khadeen is considered to be the holiest of cities among the inhabitants of the Gawaris Desert, and all of the Faithful are supposed to do a pilgrimage to this city at least once in their lifetime. When the Civil War started, the religious leaders of the city declared it neutral to keep the city free from strife and the pilgrims safe, and the two factions have consented, not wanting to commit the sacrilege of bringing war here. But with the advance of the secularists from the West, the city might soon become involved in the war anyway, and all the factions are watching each other to see who makes the rst move. Nazeer (Large City, 375,221): This city is ruled by several large clans of genies, who were bound to this place in the Material Plane long ago by ancient wizards. Despite their magics, they were unable to break these wards, and thus decided to make the best out of their situation by creating a large city they could rule over. While they cannot leave the walls of the city, within they rule absolutely over hundreds of thousands of humans and members of other races - most of them slaves. Despite the citys dire reputation, it does welcome visitors and traders to some extent, for the genies have long ago realized that the best way to attain new slaves is to trade with human slave traders. Still, visitors are advised to be careful, for the genies still resent their entrapment to this place, and they love nothing more to entrap others here as well by making them agree to illconsidered deals that make turn them into slaves should they fail to uphold their end of the deal.

Religion
Most people who live in the Gawaris Desert eschew the worship of the multitudes of gods found in other regions, and they also do not have the organized clerics gifted with divine spells found elsewhere - the closest they have are their judges, who are skilled in interpreting their religious lore. Instead they worship a being they refer to as the Divine One, All-Father, and a large number of similar honorics, an all-powerful entity that according to them created the world and everything in it. They do so according to the guidelines written down in the Book of Testimony, a tome written down by a human now only referred to as The Prophet, and which remains the basis of all their laws to this day. The gods known in other regions are to the believers of this faith nothing more than false spirits whose sole purpose is to lead weak humans astray. Noteworthy among the religious strictures is the requirement of three daily prayers at their temples, or masiqs, and their scripture claims that as long as the faithful pray there, they will not suer from diseases and other ailments until it is their time to end their life on the material plane. And indeed, few people who adhere to the faith seem to fall ill and barring accidents, most seem to live to a rife old age. Some western observers have speculated that the mosques are a unusual variant of nexus towers, but never within the earshots of the faithful... Those who dont keep to the strictures and skip the prayer routines, however, can become ill, which causes others to shun them as unfaithful. Many rich sinners keep contact to clerics of the outlawed deities, who oer to cure their diseases for them in exchange for money and protection from the authorites.

Important Sites
Gurions Rest: This remote monastery is the location where the famed mystic Gurion was last seen among the living. His followers, the Gurions, built a monastery on the spot and use it as their headquarters - as much as such a large and diverse group can be said to have a headquarters.

Important NPCs Major Geographical Features


Shafts of L ud: These large holes in the ground penetrate into the earth for many miles. Fell creatures live in the Underdark below, and sensible people stay away from them.

Regional History Adventuring in the Gawaris Desert Adventure Seeds

6.7

Gol Algor

...The train moved through a multitude of tunnels, only to emerge at dizzying heights and inclinations that made me worry if the tracks could possibly hold the train stable. After some time, I simply stopped looking out of the window to preserve my sanity. Then I gradually became aware of an unearthly noise coming from a great distance. At rst I though that some great, primordial beast such as the tarrasque had emerged from its age-old slumber, for surely nothing else could emit such

CHAPTER 6. GEOGRAPHY

58

a penetrating sound. But then I realised that this noise seemed far too regular to come from the throat of any beast, no matter how ancient and unnatural. And then the train moved over another pass, and I nally saw the source of this noise: Kiturab the Clockwork City. - Edmund Durnsten in: The Known Lands: Gol Algor, Avane Street Publishing (1419) Capital: Population: 2,376,600 (dwarves 64%, gnomes 25%, humans 6%, halings 2%, elves 1%, hobgoblins 1%) Government: Council of craftsmen Imports: Exports: This Eastern dwarven realm is dedicated to the idea of progress. Its citizens are not content to just create everything according to the same old procedures - they want to nd better procedures! Its many craftsmen constantly compete against each other, and this drive to excel attracts many master crafters from other lands be they dwarves or not. a single, rotating platform which completes a full circle every 24 hours. This causes some parts of the city to receive large amounts of sunlight during the day, while others are shrouded in permanent darkness. The primarily gnomish inhabitants of Kiturab are all excessively proud of their grand work, and visitors who question the usefulness of such a structure will often be met with hostility. When asked why they have built such a city, the answers will vary - but most of them can boil down to a single sentence: Because we could. Markub (Large City, 341,782): This city is famous for its glass blowers. Its glasses, lenses, and colored window plates are renowned the world over, and always fetch high prices. To the citizens of Markub, however, this is only a secondary concern. Their pride and joy is the Observatory, an array of giant telescopes on the mountain above the city. The dry air and the high quality of the lenses used in their construction allows viewers to see other planets as if they were close by. Most citizens of Gol Algor, and many other gnomes and dwarves from all over Rothea travel to this observatory at least once in their lives to marvel at it. A strange sect of predominantly gnomish priests controls access to the telescopes, and recruits from promising pilgrims. Nesef (City, 153,216): A border town facing the Gawaris Desert, Nesef has prospered on the trade between the inventors og Gol Algor and the far-ranging merchant caravans of the desert nomads. The city always had an open and friendly atmosphere, and was always accepting of even the strangest behaviors. Numerous expatriates from many lands have found the towns atmosphere to their liking and settled here. However, a recent event has shaken the town. A lone traveller from the Gawaris desert suddenly started ring a wand of reballs into the main market, killing more than 200 people before he could be killed in turn. A search of his room in the inn he had stayed in unearthed a letter claiming his attack was a protest for the many weapons and other support the League of Armach channeled to the Modernists of the Gawaris Desert through Nesef - and many of these weapons, while paid for by the League, had been built by Gol Algor. Now tolerance has given way to a sense of suspicion of humans, foreigners, and especially those hailing from the Gawaris Desert. Trade has already begun to suer, and those who remain are wondering what the future of the city will be... Pymander (Large City, 215,278): Those who follow the latest trend in magical artice agree on few things. But one of the things they agree upon is this: The very best and most advanced golems were developed in Pymander. The enchanters there delight in coming up with new and unusual golems, and there are frequent competitions to come up with golems suited for certain tasks - whether racing along a dangerous mountain trail or creating a certain number of swords within the shortest time possible. Thanks to the sale of their creations,

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features Important Towns and Cities
Geniok (Large City, 237,772): Dwarves, as a rule, are not very interested in agriculture. As a result, the dwarves of Gol Algor were only too happy to leave the whole business to the gnomes - who founded the agricultural center of Geniok with typically gnomish twists. Much of the city is covered by gigantic greenhouses kept hot by a ventilation system using a nearby volcano. The various gnomish families who built them try to outdo each other with the most outlandish plant hybrids, using seeds from distant lands (for which they are willing to pay high prices). But unlike distant Gr ungarten, the focus is not merely on providing food and other useful substances - the gnomes have mastered the art of turning plants into entertainment as well. Friendly competitions using the oddest criteria abound, ranging from bardic contests using music intruments carved out of vegetables to creating fruits that explode spectacularly when ripe (the current record holder in the latter category had a splash radius of 13 yards). There are also rumors of a darker side to this, however - for example, it is reputed that a certain type of root which can be grown in the likeness of people (by using a drop of blood from that person to water them, among other ingredients) can also be used for casting curses and necromantic magic from a distance on the person they resemble... Kiturab (City, 123,334): This city is considered one of the grandest architectonical marvels in the world. While other cities boast more inhabitants or taller buildings, Kiturab is unique in that the entire city is built on

CHAPTER 6. GEOGRAPHY Pymander is very wealthy indeed, and the League of Armach is among its best customers. Sargoth (City, 173,558): The craftsmen of Sargoth have taken on an usual challenge: The conquest of the air. While there are numerous spells that allow one to y, they usally work on only one person or a few individuals. The Sargothians instead want to y through mechanical means. As a result, one can see all kinds of strange things in the airspace around the city, from prosaic balloons to gigantic mechanical birds to even stranger sights. Most of them end in nearby chasms (which explains why feather fall potions are so popular in the city), but there have been a few noteworthy successes. But the kind of research that seems to be the most promising right now involves a combination of mechanics and enchantments. While many purists decry this, these eorts have gained several very wealthy and inuental sponsors. A prototype airship kept aoat by gigantic enchanted fans, the Pride of Sargoth, is scheduled to be completed sometime in the next few months. The military potential of this kind of technology hasnt been lost on other realms, most notably the League of

59 Armach and the Hobgoblin Dominions, and as a result the city is crawling with spies. Ushmin (Large City, 422,135): The main weapon producer of the kingdom, Ushmin has thrived from selling its products to the League of Armach, where the quality of its goods are greatly appreciated. Sympathy for the League runs high here, and comments about the less savory activities of the League are ignored at best, and taken as insults at worst. There are some people and organizations here that even want Gol Algor to join the League, claiming that such an alliance would be invincible and bring peace and order to the world, but the rulers of Gol Algor are steadfastly opposed to such a sentiment for the moment.

Important Sites Regional History Adventuring in Gol Algor Adventure Seeds

6.8

Gol Grungor

The stream of dwarven refugees arriving via boat is becoming intolerable. If this situation continues, a day will come when dwarves outnumber humans in this city. It must be admitted that the policy of demanding a high head tax on all dwarven residents in Svardholm has failed - as it has been discovered on a recent raid (see Document CIsD-372, the long-time dwarven residents will shelter these refugees in secret and expand their subterranean complexes to provide additional living space. The possibility of the establishment of a dwarven undercity below our streets obviously cannot be tolerated. Currently there are ongoing negotiations with the local dwarven leadership. It is hoped that providing free train tickets to Zuidenstadt will at least take some of the new arrivals from Gol Grungor o our hands... - Internal Document CisD-381 of the Svardholm City Council Capital: Gathal-Nur Population: 5,453,210 (dwarves 91%, gnomes 4%, hobgoblins 2%, humans 1%, halings 1%) Government: Monarchy with strong clan inuence Imports: Exports: This dwarven kingdom considers itself to be the heart of all dwarven culture in the world. Its monarchy stretches back for millennia (or so its annals claim), and everything is done because it was always done this way. Tradition equals law. Yet to ever larger numbers of dwarves, this reverence becomes stiing - while others, the clanless, never had a real role in the society of Gol Grungor anyway. These dwarves head out for other lands, leaving their elders to mutter and warn about the false temptations of the surface world... Highest in social esteem are the various craft families, such as masons, weaponsmiths, tool makers, and so on. After this come the ruling noble families, the mining and rening clans, and nally the military clans who are tasked with the defense of the realms. After this come the Clanless, many of whom provide all sorts of unglamourous but nonetheless vital services, such as farming (both subterranean mushroom farms and the surface farms in remote mountain villages - these are usually worked by slaves), cleaning and other sorts of maintenance, and trade. Those convicted of severe crimes that arent considered worthy of death or exile are also demoted to the status of Clanless, and their former families will shun them. The only way to join a higher-ranking clan is through marriage, and even that is rarely done - the would-be status climber had better come from a clan that is nearly the equal of the clan he wants to marry into, and both he and his family need to have excellent reputations for the family of the other side to agree to this. This lack of opportunities for lower-ranking clans, and especially for the Clanless, has bred a lot of discontent over the recent centuries. This is especially prevalent among the merchant families, who have grown extremely rich from foreign trade - but their low social esteem prevents them from having any say in political mat-

Industries Life and Society


Society in Gol Grungor is extremely stratied. There is a large number of clans bound by family ties, and each clan has an area of expertise on which it holds a monopoly.

CHAPTER 6. GEOGRAPHY ters. Out of self-preservation, they dont display their wealth outside their own dwellings, which boast many luxuries from distant countries and would put many human merchant princes to shame. Outside their homes, a dwarven merchant who puts on airs will often be beaten up or worse by members of high-ranking clans if he wanders into the wrong section of a dwarfhold... The merchants respond to the snubbing by letting no opportunity pass by to embarrass, blackmail, or ruin their superiors. Some even go so far to deal in forbidden and highly addictive drugs. While they have no ofcial say in politics, many merchants nonetheless amass huge inuence through a hidden network of bribes and favors...

60 - millienia in the more extreme cases - and commemorate the great battles, heroes, and tragedies of the past. It is said that no true dwarf can watch them and stay unmoved. Maraduk (Large City, 261,227): Facing the eastern shore of the Great Lake, Maraduk is a city that most dwarves pretend doesnt exist, for its inhabitants farm the fertile surface of the mountain slopes. It is an inconvenient fact that Gol Grungor cannot feed its population with its subterranean fungus farms alone, and thus dwarves of the lowest status are made to grow and harvest crops in the bright daylight. Tree farms that provide the mines with timber ll those areas not covered by farms. Since few other dwarves like to be reminded of being reliant on the surface in any way, they avoid mentioning both the inhabitants of this community and even the very name of the city if at all possible and keep it isolated from both the rest of the kingdom and the rest of the world. Needless to say, the dwarves of Maraduk do not appreciate this treatment at the hand of other dwarves, and all too often a group of young dwarves build a boat in secret and set across the Great Lake in the hope of reaching the Western Shore and human civilization. Many dont make it, but rumors persist of the wealth and freedom that awaits hard-working dwarves amidst the humans. Sharal (Small Metropolis, 673,112): During succession crisis and a short civil war, Sharal was the center of a rebellion against the rule of Gathal-Nur. The rebellion was eventually suppressed, but many dwarves still hold grudges against the throne of the High King, and it is an open secret that many people in the city engage in protable smuggling ventures with the Hobgoblin Dominion to the south.

Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features Important Towns and Cities
Garad-Zhak ul (Large City, 231,331): The Gateway to Gol Grungor, Garad-Zhak ul is the only city of the realm that non-dwarves are allowed to enter without special dispensations, and as a result, it has the largest community of resident non-dwarves in the kingdom. Since the city is intended to impress the might of the dwarves on any visitors, it boasts monumental dwarven architecture, as well as extremely impressive fortications. Most dwarven residents come from the military clans and the merchant families - the latter ones are eager to trade with nondwarven visitors, and a large number of caravans from expatriate dwarves arrive and leave on a daily basis as well. Visitors who are not careful might get involved with attempts of smuggling, which can carry the death penalty. Gathal-Nur (Metropolis, 1,241,895): The Halls of Kings is the heart and soul of the kingdom (or so its inhabitants claim). Here is where the king and the noble families dwell, and they have spared no eort to make the spendor of this underground city unequalled among the dwarven realms. Few nondwarves ever get the chance to see its mighty halls, but those who do never forget the sight in their lifetimes. Izd ul (Small Metropolis, 712,321): Home of most of the loremasters of Gol Grungor, Izd ul houses the all-important archives of the kingdom. The laws, family lines, and histories are carved in the walls of its vast halls so that they may be preserved for all eternity. While the dwarves do use paper, they generally feel that it is too imsy to hold anything of true importance, and so most of the important information is preserved on slabs of stone. Izd ul is also famous for its operas, an art from invented by dwarves and only later introduced to humans by expatriates from the kingdom. The operas of this cities have played almost unchanged for many centuries

Important Sites Regional History Adventuring in Gol Grungor


Unless the party is all-dwarven, most of Gol-Grungor will be o-limits to most of the PCs. Thus, any adventuring will initially be limited to Garad-Zhak ul, the gateway city. But since that community is a hotbed of trade and intrigue, there should be plenty of possibilities for adventures nonetheless until the PCs get a good feel for dwarven culture and society, as well as the fault lines that should gradually become apparent to the observant visitor. Getting smuggled deeper into the realm by friendly dwarves is a possibility, but since this involves the risk of execution for all involved upon discovery, this is not something that should be done lightly. Another way would be doing a huge favor for members of a high-ranking clan (such as saving them from certain death) - they then might be able to grant the PCs the title of Zh arum, or honorary dwarf, which would allow them to move freely around the kingdom. They should better be on their best behaviour then, though the dwarves will not forgive anyone the betrayal of such a great sign of trust, and follow the oender to the ends of the world to kill him.

Adventure Seeds

CHAPTER 6. GEOGRAPHY

61

6.9

Gol Murak

Negotiations with the dwarves proceed exceptionally well. While they are too proud to admit it, their desperation is obvious - the creation of the Grand Road could decide over the survival of their entire nation. We were promised a staggering amount of precious metals and jewels, and secured the cooperation of a number of old and inrm dwarven mine overseers and engineers. While these are not strong enough to do any engineering work by themselves (otherwise they would probably have been sent to the front lines already), their experiences will be invaluable in this project. I recommend hiring as many translators capable of speaking dwarvish as we can get. and as soon as possible. On a related note, I disagree with board member Ficaccio about trying to gain even more concessions from the dwarves. They are honorable and will abide by any agreement we make with them, but if the Grand Road is to become a success, we need them as willing trade partners, vital way station, and strong allies - and we wont get that if they become resentful of the terms we impose on them. - Bartolo Gandobardi, Letter to the Chairman of the Grand Road Rail Company of Alassia Capital: Barandul Population: 2,347,840 (dwarves 96%, gnomes 3%) Government: Monarchy with strong clan inuence Imports: Exports: Gol Murak is a kingdom under siege. The dwarves are threatened by enemies from all directions, whether the surathi from the south, the goblin and kobold tribes from north, or the daresh and other subterranean monstrosities from below. The inhabitants are a fatalistic and dour lot, and are distrustful of all outsiders. However, in the recent decade a small ray of hope has come from the Grand Road, as the transcontinental subterranean railroad built by the Parginian city of Alassia slowly nears Gol Murak. This railroad, if it reaches them, would create a safe and fast supply route for the beleagured dwarves and help their war eort immensely. While some dwarves distrust the humans and demanded to keep the humans away, cooler heads have prevailed, and the dwarves do their best to keep the passageways around the Grand Road clear of enemies. However, this shift in the dwarven forces has not gone unnoticed by the Snake Kingdoms, who are pressing the dwarves harder than ever - sensing that if they dont crush the dwarves now, they might never get the chance. testament to the ingenuity and tenacity of the dwarves that they have held it for so long. But with the recent renewed fury of the surathi, many are afraid that the end is near. Barandul (Small Metropolis, 523,117): The capital of Gol Murak, Barandul still stands proud and deant against the invaders, even though its gargantuan halls seem increasingly empty as more and more of the population have gone o to die in the war. Apart from being the seat of the king, the city has the vital job of producing the tools of war for the soldiers of the kingdom. Its mines are worked frantically, even though they are beginning to exhaust themselves, and its smiths work day and night to create more axes and armor for the troops. Karbazul an (City, 193,745): This city serves as the main agricultural center of Gol Murak, and its gigantic subterranean mushroom farms feed much of the kingdom. However, these days the mushrooms are mainly tended by dwarves unable to ght in the war because of injuries or old age, and its output has declined markedly over the course of the last century. Whats worse, in recent months the farms have come under attack by a large variety of giant insects and similar pests, threatening the harvests. Surathi inuence is suspected, but not known for sure. Nar ul (City, 117,822): The main religious center and necopolis of Gol Angor. Most dwarves want to be buried in Narl if at all possible. If their body is irretrievable (usually because they have fallen in battle behind enemy lines), their families pay the priests of Nar ul to light a candle and periodically exchange it with new ones to keep their light burning forever. With the constant war against the surathi, there are now many huge halls in the city which are lled by an ocean of candle-lights. Uzul ar (Small City, 52,892): The site of the most abundant gem stone mines in the Known Lands, the name of the city is known to jewelers far and wide, and its products can still command premium prices. However, with the ongoing distractions of the War (and now, the Grand Road), both the quantity and the quality of its output have declined. As with Karbazul an, the city is now inhabited mostly by people unt to ght for one reason or another.

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features Important Towns and Cities
Akth ul (Large City, 278,613): The southernmost city remaining in dwarven hands, Akth ul is a city under constant siege. Young dwarves are constantly sent of to this city to ght on the front lines, but the rate of attrition is greater still. Akthl was never intended to be a fortress town, and thus its defenses have some aws mercilessly exploited by the invaders, and it is a

CHAPTER 6. GEOGRAPHY Currently a human mining company is oering to mine the gem lodes for the dwarves in exchange for a cut of the prot, but the negotiations with the proud dwarves are proving dicult. Zunal (City, 175,331): The northermost city of Gol Murak, Zunal has long served as a trading outpost with other races. In old times it was responsible for much of the wealth of the realm as traders came from faraway places to barter for dwarf-made goods and gem stones. But over the course of the last two centuries its fortunes have declined, as less and less dwarves can be spared to produce tradeworthy goods. Now Zunal has become the intended way station of the Grand Road in the dwarven kindom, and its fortunes might yet be reversed. But now many surathi inltrators mingle with the foreign traders, and assassinations and other acts of sabotage have become frequent.

62 dwell exclusively underground. In old times, there were many settlements built mostly on the surface of the mountains, and Dundulir was the greatest of them. But 1,200 years ago, Gol Grungor signed a treaty of mutual support with the Atalan Empire, which at the time was at war with the blue dragons of the Desert of Thunder. The dragons retaliated, and destroyed the city of Dundulir in a single night. The shocked dwarves retreated underground and broke o all contact with the surface. The ruins of Dundulir, of which no dwarf will speak to outsiders, remain, but they have become the abode of fell beasts, and now small groups of surathi seeking new entrances to the dwarven realm.

Regional History Adventuring in Gol Murak Adventure Seeds

Important Sites
Dundulir: The dwarves of Gol Murak did not always

6.10

The Great Southern Chaos

...My companions were gone, and in my fever I was unable to steer the course of my canoe in any way. Thus, I lay helpless, clutching that strange medallion I had inherited in my left hand, and waited for the release of death as the boat oated on the slow drifts passing through this part of the never-ending swamp. And then I saw them - strange, cylopean buildings too tall to ever have been crafted by human hands slowly appearing out of the mists. As I passed by, the angles of these buildings changed, as if parts of them slowly shifted in and out of this dimension. I saw murals showing the strange, prehuman inhabitants of this city engaging in various incomprehensible activities. [...] When I woke up, I found myself back in Torrino. Fishermen had found me drifting down the river and brought me there. Apparently, I had survived in my boat for an entire week without food and water, a miracle in itself. When I later told others of the city I had seen, it was generally considered to be a hallucination brought on by fever and exhaustion, since no one had ever heard anything like it. But I know that this city is out there, somewhere. And I swear by the gods that I will nd it one day - unless the swamp swallows me rst... - Antonio Ligurotti: Memories of an Explorer, Avane Street Publishing (1412) Capital: Population: 12,368,700 (humans 52%, kobolds 22%, gnomes 11%, goblin 6%, orc 5%, halings 3%, elves 2%) Government: Varies by locale Imports: Food, stolen goods, weapons Exports: Diseases, herbs, oil, slaves, spices, spell components The Great Southern Chaos was originally a bountiful and pleasant land, where the Tarnoth Empire, one of the early city building civilizations, ourished. This ended, however, when these cities turned to warfare and used mighty spells to destroy each other until the very earth was sundered. Today, the Great Southern Chaos is a jumble of lakes, swamps, and rough terrain that still shows the scars of that bygone age in some places. The magical elds are still in disarray in some parts, and casting spells is risky there. Human and gnomish settlements eke their livelihood out of the swamps, and they have to ght constantly against the marauding kobolds and goblins to survive. Small rivers and canals criss-cross the land, so that it is possible to travel by ship to almost any location in the region - and indeed, water travel is the favorite form of transport. But this is hardly safe, since numerous pirates - both humans and of other races - lie in ambush for unwary travelers.

Industries Life and Society


Most people live in small, isolated communities that barely generate enough food to feed them. Larger towns are rare, since drinkable water is uncommon in the fetid swamps. Diseases are rampant, and mortality rates in communities without a cleric or druid is high. These settlers are constantly on the alert for raiders, who plunder the farms and carry o the inhabitants as slaves. Each settlement has to be close to self-sucient out of sheer necessity, since the next oasis of civilization is often far away, and traders only visit infrequently. The larger towns and settlements have a well deserved reputation for being hives of villainy. Refugees from

CHAPTER 6. GEOGRAPHY other regions often gather here, and they have little to loose. Out here, it is every man for himself, and nobody cares if you vanish. Stolen objects from a dozen lands are for sale here, and it is unwise to ask where they came from.

63 biggest hive of villainy in the Known Lands. The slave trade is practiced openly here, and many stolen goods from all over the world can be found in its markets. While Carysis does have several fresh waterm springs that provide for its inhabitants, this doesnt change the fact that most of it is built over fetid swamps, and only constant rebuilding prevents the city from being swallowed by them. Kunak (Large Town, 21,043): If a daring explorer were to venture in the deepest swamp, past numerous wild kobold tribes, he might nd a strange hill with almost bony-looking ridges surrounded by numerous primitive huts occupied by kobolds. If he could get close enough to that hill to actually touch it, he might be able to notice that the hill ever so slightly moves up and downwards in a regular rythm - and if he were to press his ear against it, he would hear a slow but deep beating of a mighty heart. This hill is the mighty Tarrasque, which unknown to the world at large has chosen this swamp to slumber for many long years while the world thinks itself safe from Its depredations. The kobolds found it slumbering there, and found that if they cut it with a large knife that had been passed from chieftain to chieftain for uncountable generations, they were able to cut chunks of meat from a wound that closes almost instantly. They worship the slumbering giant as the Great Provider, as it provides them with almost limitless food. They will be the rst to die on the day It awakens, but not the last. Haphta (Small City, 67,331): Thanks to the chaoitic magical energies permeating the region, all kinds of deformities are distressingly common among newborn children - anything ranging from dwarsm and giantism, to missing or additional eyes, noses, arms, or even heads. These unfortunates are usually abandoned by their parents. Most die, but a lucky few are found by their fellows, and brought to the community of Haphta, where these mutants can live among their own kind. Haphta lies on an island isolated from the rest of the region, and non-mutants are prohibited entry except at a small trading outpost. The mutants seem to live in cooperative anarchy, though the suggestions of a certain group of elders are usually heard. The mutants face constant prejudice from unaltered humans, and thus tend to stick to their own kind. Rumors of unholy rites done in honor of dark powers abound, as well as stories of breeding programs designed to produce ever-stronger mutants. Most of these tales are rather fanciful, and are dismissed by serious scholars. However, it does seem to be true that many of these mutants exhibit sorcerous powers. Kikuluk (City, 121,323): The single largest known settlement of kobolds, Kikuluk is ruled with an iron st and powerful magics by Queen Mulukki. She constantly plots and schemes against the gnomish settlements in the Great Southern Chaos - and against the other kobold settlements that dont recognize her authority.

Government and Politics Groups and Organisations


The Grand Carnival: The largest circus in the Known Lands, the Grand Carnival has more than 500 members. Half of them tours around the neighboring regions - the Parginian Rim, Lake of Dreams, League of Armach, Thenares, Alliance of the Pantheon, Malundi and the Snake Kindoms, and sometimes even further away on customized river boats, setting land and performing at major settlements. The other half stays at Carysis, resting and working to improve their acts and coming up with new ones. There is a steady rotation every time the Carnival returns to Carysis, which ensures that their performances are always new every time they return to a town. Less known to the general public is their function of freelance spies - for hefty sums the leaders of the circus will tell someone everything they have learned about other regions, and they tend to learn a lot. All spy organizations in the regions they visit know that they will also attempt to spy on them, but they are simply too useful to suppress. All parties simply treat it of a game of wits, not brute force.

Religion Important NPCs Major Geographical Features


Most of the surface of the Great Southern Chaos is actually swamp, lake, river, or mangrove forest. A few major ridges rise above the waters, still bearing the signs of the titanic battles in an age long past. Circle Lake: This is the largest expanse of water in the Great Southern Chaos, and seems to be shaped like some sort of impact crater. The ora and fauna of this lake tends toward giant growth - which is fortunate, since the sh found in the lake are able to support the many human communities that dot the lakes rim. Fishing for these giant animals is not for the faint of heart, however, and many shers die every year. The Miasma: This region is permanently shrouded by a thick, toxic mist which humans cannot survive unaided for long. Communities near the Miasma are able to brew herbal potions which counteract the poison and allow someone to breathe the poison for several hours, but most people prefer to stay away from it entirely. The primary inhabitants of the Miasma seem to be a variety of giant insects, though there are (perhaps inevitably) rumors of hidden human colonies which are somehow able to survive there permanently.

Important Sites Important Towns and Cities


Carysis (Metropolis, 1,307,465): The largest city within the Great Southern Chaos, and possibly the The Broken City: One of the casualties of the ancient wars, it seems like parts of this city were simply erased from existence. This should be taken literally, as large

CHAPTER 6. GEOGRAPHY parts of many buildings are simply missing, while others continue to stand to this day. For instance, in some buildings the second and parts of the third oor might be missing, while the oors above them apparently continue to oat in the thin air, as if the forces of gravity had no hold on them. This is usually explained by the strong magic elds still apparent to anyone who is sensitive to such things. These ruins are rumored to have many gates to other dimensions and planes of existence, which gives thinking beings yet another reason to avoid them.

64 the slumbering beast and transport it to Dartmouth, where he wants it to star in his new exhibition. He acquires what he thinks is the necessary magical equipment to transport it, but he hires some help - the PCs, among others - that will be able to deal with the hostile environment and the natives of the Great Southern Chaos. He only tells them that he intends to capture some sort of giant reptilian beast of the far south without giving further details. After many perils, the group arrives at the location. Now that they know the truth about and the sheer size of the creature, will they still help him? And if they do, how do they deal with the kobolds who will defend their deity - and is the magical equipment the party brought really suent for such a task? And if against all the odds they manage to transport the sleeping monster to Dartmouth and get paid, what will they do once the Tarrasque awakens and rampages through the city?

Regional History Adventuring in the Great Southern Chaos Adventure Seeds


King of the Reptiles: A rich merchant lord from Dartmouth has heard of the Tarrasque and plans to capture

6.11

Hamajan Mountains

...The monks calmly accepted my presence, almost as if my arrival in this remote mountain valley had been preordained instead of being the result of blind chance. And soon, I began to adhere to their customs, dress like they did, eat like they did, and take turns at the ubiquiteous prayer wheels like they did... [...] I dont know how long this timeless, dreamlike existence continued, though it must have been many months. But a small part within me never felt comfortable here, and its whispers became louder over time. I still had things to do and places to explore! So one day, I gathered my equipment and some supplies and set out again. The monks did not move to stop me, though the abbot shook his head and sadly told me that one day I would understand that my path would only lead me to more suering... - Hermann Hasse, The Roof of the World, Neuer Weltverlag (1412) Capital: Population: 3,756,480 (humans 71%, dwarves 12%, hobgoblins 7%, surathi 6%, goblins 3%) Government: Varies by kingdom Imports: Exports: This mighty mountain range boasts the tallest peaks in the world, with some of them topping 30,000 feet. Yet in its remote valleys and hidden plateaus ancient civilizations thrive that seemingly have changed little over the millennia...

Government and Politics Groups and Organisations Religion


An oddity of the mountain range is that the priests of the various gods are not the highest religious authority of the land. They are mostly village priests and keepers of small shrines, respected people to whom the villagers turn in time of need. But above all are the monks, who mostly live in remote monasteries but who are considered to be the most enlightened of all men. They teach that human souls are trapped in this world, doomed to eventually be born again in this world of suering. Through steady meditation and exercise, the monks are trying to break this circle of reincarnation by ending all desire and becoming one with the universal nothingness. Most people are in awe of the monks and their supernatural powers - though ultimately, the priests of the gods are closer to their immediate, worldly concerns.

Industries Life and Society

Important NPCs
A large number of small, feudal kingdoms are spread over the multitude of mountain valleys. Yet the ultimate authority in this mountain range does not lie with the local kings, or the priests venerating a variety of gods, but the monastic orders who protect the villagers and are given tribute in turn.

Major Geographical Features Important Towns and Cities


Rhikasa (City, 132,450): The ruler of this realm, the Kazang, has achieved an odd form of immortality:

CHAPTER 6. GEOGRAPHY Whenever he dies, he is reincarnated as a newborn baby somewhere within the realm. The locals revere him as both their temporal and spiritual highest authority.

65

Important Sites Regional History Adventuring in the Hamajan Mountains Adventure Seeds

6.12

The Hobgoblin Dominions

Of course I had heard all sorts of stories about the lands of the hobgoblins. They were supposed to be a barbarous people - strong warriors maybe, but without arts or culture, or indeed anything that makes a civilization grand. But when I arrived in the capital, I was astonished how clean and ecient everything was. The main roads were wide and spacious, and free of litter, thanks to the frequent goblin garbagemen sweeping them (which does seem to prove that goblins can be trained to do useful work, although I do not really wish to know about the training methods for such brutish beings), the bureaucracy compared favorably with many human cities, and the inhabitants always seemed to move around purposefully instead of loitering around like the plebes in our cities often seem to do. Even the trains ran on time - at no time during my journeys was a train more than two minutes late... - Edmund Durnsten in: The Known Lands: The Hobgoblin Dominions, Avane Street Publishing (1419) Capital: Population: 19,229,130 (hobgoblins 37%, goblins 32%, humans 19%, dwarves 7%, orcs 4%) Government: High War Council Imports: Ores Exports: Mercenaries, Weapons The homeland and cultural center of the hobgoblin race, the Hobgoblin Dominions present a constant threat to many of their neighbors. Their teeming cities support war machines that have few equals in the world, and only the constant in-ghting of the various war councils and the mystery of Magreth prevents the dominions from expanding even further. The nine most powerful clans make up the High War Council, which sets policies for the Dominion as a whole. These clans are: Nagrab: Neither the largest clan, nor the most famous for its military training and discipline, Clan Nagrab has nevertheless risen to a position of prominence by outsmarting their competition. While other clans stuck to outdated tactics and old ways of behavior, the members of Nagrab never saw an opportunity that they didnt grasp. While this sometimes led to spectacular failures, it proved to be rewarding more often than not. Not surprisingly, the clan elders of Nagrab were the rst to spot the possibilities inherent in the modern railway system, and while the other clans were still contemplating whether this human invention could prove useful to the Dominions or not, Nagrab already started to build the rst link of the Northern Network, and today controls all railway trac in the Dominions and the Land of the Dead. This has brought them a large amount of prot - and the envy of the other clans, who now contemplate whether to take it away from Nagrab for the good of the Dominion... Mugrash: The Horse Clan provides most of the cavalry of the Dominion. They breed a variety of horse types for a variety of roles, from fast scouts to heavy warhorses, and while the horses might not look pleasing to a human sense of aesthetics, their raw power is undeniable to anyone who witnesses them in action. The clan controls vast stretches of territory in the north of the dominion - land t for grazing, but less so for agriculture. They also control large herds of cattle, and young hobgoblins not yet t to serve as mounted warriors learn to ride by tending to the herds. Ufthak: Frequently looked down upon by the others, Clan Ufthak nevertheless thrives by providing a service often overlooked by others: Farming. The armies of the Dominion need to be fed and otherwise provided for,

Industries Life and Society Government and Politics Groups and Organisations
The most inuental groups in the Dominion are the various clans - interconnected groups of families that one can only enter through birth, marriage, or adoption, and the latter usually requires a gread deed benetting the clan, a very usual talent, or a substantial bribe to the elders of the clan. People who are not a member of a clan have little in the way of protection in the Dominion, for the clans will take care of their own - and few other people will. The most powerful clans consist mostly of hobgoblins. On rare occasions, especially worthy humans, dwarves, or even goblins might be adopted into a hobgoblin clan, but while clan membership is hereditary, if their descendants dont measure up to clan standards, they will be pressured to leave the clan.

CHAPTER 6. GEOGRAPHY and while each clan has its own estates worked by goblin slaves, no other clan has the sheer amount of farmland owned by the Ufthak. An additional source of income are its tree farms. Most forests of the Dominion have already cut down to provide its cities and forts with timber and rewood, but the Ufthak-maintained forests remain and are wellmanaged and agressively defended by foresters, though visiting elves would nd them sterile and unsettling as the Ufthak concentrate on fast-growing trees that provide plenty of timber instead of the more natural mixture of forest plants found in elven lands.

66 they can ght, and where they can go out in a blaze of glory so that the Umgaz u can live forever in the myths and songs of all hobgoblins, instead of slowly dwindling down until they are reduced to nothing and forgotten.

Important Towns and Cities


Azg ura (Large Metropolis, 1,347,931): The only port city of the Dominions, Azg ura serves as an entry and exit point for most trade and travel from the West. The city has signicant minority populations of humans (from the Flannish Cities) and dwarves (from nearby Gol Grungor), who live in isolated enclaves that are rarely bothered by the local authorities (who have come to appreciate and even rely on the trade owing through their city. Azg ura is also the city closest to the elven forest of Avareen, and thus has a signicant military presence. Since ghts with the elves are limited to small raids instead of the large-scale warfare the hobgoblins prefer, most soldiers stationed there are alternately bored or jittery and nervous (if they have experienced an elven raid before). Both contribute to a certain rowdyness among the soldiers, and brawls and other lapses of discipline are relatively common. Bagrash (Small City, 56,335): This unique city is located directly on the acid waters of the Molten Lake. It consists of a large number of oating metal barges that are connected by walways and rope bridges. Its unique location and exible structure (the barges can be moved very easily from one location to another) make the city highly defensible and more than make up for the citys dependency on imports. As a result, Bagrash houses a large military garrison that often patrols the borders to the Eternal Storm region. The citys industries are mostly based on the unique alchemical properties of the lake waters, which are used in all kinds of rening processes. The city is also noted for its unusually high goblin population - many of them squatters - who are adept at nding living spaces for themselves on the barges and use the ropes that tie the city together to evade all foot patrols. Lamash (Small Metropolis, 512,372): Nestled in an outlier of the Gol Grungor mountain range, Lamash provides much of the ore required by the forges of the Dominion, though in the end the Domnion remains dependent on the dwarves. The city is also famous for the units of wyvern-riders that are trained here, and the ability of these units to serve as both scouts and powerful skirmishers has proven decisive in many battles. Sharakh (Small Metropolis, 723,551): The ruling Marzukh Clan of Sharakh was long in decline, since its leaders became ever more feeble and the clan had not brought forth any notable warriors or military commanders for several generations. But in the last few decades, this trend has reversed itself, with the youngest generation proving to be tougher, stronger, and smarter than all preceeding generations - not to mention hobgoblins of other clans! In truth, this reversal comes from a sinister source - the clan leader started a crossbreeding program with devils to improve the bloodline, and the rst grandchildren of the rst unhouly couplings are now coming of age - and unlike their half-endish parent, they can

Religion Important NPCs Major Geographical Features


Corrun Forest: An equal mixture of forest and swamp, the Corrun Forest is criss-crossed by a multitude of waterways. It is mostly inhabited by goblins and a few groups of humans who, while poor, seem to survive here just ne, while the hobgoblins seem to prefer the wealthier parts of the Dominion. The general inaccessability of the forest also makes it a favorite hideout of outlaws and renegades, and the authorities only dare enter it in large groups. There are rumors of powerful spirits and otherworldly entities living in the forest, some of them allegedly of demonic origin. Whatever beings might lurk in the forest, the locals know enough how to stay clear of them, but outsiders without a guide might stumble accross something that does not like to be disturbed. The Molten Lake: Close to the Eternal Storm, this lake seems to have been aected by a storm are hundreds of years ago. Thanks to large mineral deposits at its bottom, the lake acts as a strong acid that attacks all organic matter, but leaves metals of all kinds alone. While the acid is potent, it gradually looses that potency when removed from the lake. The lake is devoid of ordinary animals, but strange plants grow in it and on its shores, and deformed sh and acid-resistant beasts lurk in its depths. Worg Hills: These are home to the Umgaz u, or wolf clan. Consisting of a large number of goblin worg riders with a few families of ruling hobgoblins who ride winter wolves or even dire wolves, they feel bitter to the rest of the Dominion and especially the Mugrash Horse Clan, whom they feel has ursurped their rightful place in Dominion society. Once upon a time, the Wolf Clan controlled vast stretches of land, and all trembled before their might. But while wolves were more ferocious on an individual basis, horses could be trained to be part of orderly military maneuvers which in combination with their highly disciplined and trained ghters often made them more eective ghters. This, and the fact that wolves need a much larger territory to feed themselves than horses, lead to a steady loss of territory to the Mugrash until the wolf riders found themselves in their present, much reduced state. Now frequently reduced to banditry, the wolf riders are a shadow of their former selves. The younger ones argue for a more agressive stance against the Mugrash, but the older leaders only dream of one last war in which

CHAPTER 6. GEOGRAPHY move around in the open without attracting too much suspicion. Still, their cruelty is unusual even for hobgoblins, and Sharakh is slowly becoming a city where the terrors are both unseen and ever present. Uzgog (Large Metropolis, 1,143,223): This city, more than any other in the Dominions, prides itself in the art of warfare. War is not just something where people attempt to hit each other with weapons - no, war is something where everyone attempts to be the most skilled, strong, enduring, cunning, and simply excelling in all things. Uzgog has several schools and academies teaching and training all aspects of ghting, from simple man-to-man melee ght to the clash of armies and all that needs to be known to lead those armies (such as logistics, siege weapons, combined arms tactics, and much more). Large-scale mock battles are often staged near, or even in the city. The city is also famous for its annual Uzgog Run, a free-for-all athletic competition where the contestants have to nish a grueling 40 mile run through a variety of inhospitable terrain, including some with hostile animals. The contestants may wear no armor and are only armed with a knife - which they may use to attack each other, though the smarter contestants know that the goal is to nish the race instead of ghting the competition, and that ghts will only exhaust their strength for when it is needed later. Magic is forbidden during the race and any attempts to use it are grounds for disqualication and execution. The winner receives 10,000 gp as a price. Non-hobgoblins who manage to nish the race will recieve grudging respect from the inhabitants of Uzgog, though any non-hobgoblins who actually win the race (a rare but not unknown event) will be resented and many will assume that they have cheated somehow. Yarolg (Small Metropolis, 631,736): Located in the center of the last great forest ranges of the Dominions (which are now carfully cultivated to serve as a constant source of timber), Yarolg is famous for the creation of the national drink of the Dominions - Murgong, or honey mead. Large numbers of beehives are maintained in and near to the city (including several giant bee hives), harvested, and turned into a large number of dierent meads, the respective qualities of which is a frequent point of discussion of hobgoblins the world over. Many expatriate hobgoblin communities will pay a fortune for genuine mead from Yarolg.

67

Regional History
As far as anyone can remember, the rolling hills of the region known today as the Hobgoblin Dominions have always been inhabited by goblinkind. These erce nomads valued their independence and fought sporadic wars with the orc tribes who lived in the northern and eastern regions. They only had sporadic contact with more civilized people. Human traders sometimes came up from the south to deal with the tribes that would not attack them on sight. The dwarves of Gol Grungor sometimes used the smarter hobgoblins as buer and cannon fodder in their campaigns against the orcs, considering it to be more ecient to give the hobgoblins second-rate weapons (the work of dwarven apprentices - but nevertheless invaluable to the hobgoblins, who were not able to create steel weapons at the time) so that they could take on the onerous task of wiping out the local orc tribes than doing it themselves. Sometimes, such deals backred when a particularly daring hobgoblin leader attempted to raid the dwarves for more weapons, but all in all, the results of such deals were worth it for both parties. This changed with the arrival of the Atalan Empire, which attempted to conquer the region starting in 351 NA. The campaigns were long and brutal, and the hobgolins erce and clever opponents, but eventually most of the region was conquered except for a small buer zone supported by Gol Grungor, which did not want the expansionist humans any closer to their border. Eventually, the conquered goblinoids became civilized as the Atalan Empire understood it - they learned about and practiced agriculture, large-scale warfare, and many other technologies from their conquerers, and some hobgoblins travelled across the Empire, earning their pay as mercenaries or even legionaries in the Atalan armies. Many small communities of hobgoblins accross the Known Lands date back to this time. After the Atalan Empire collapsed, the nearly forgotten tribes emerged again and attempted to claim power. The region was divided into a large number of small kingdoms, each ruled by a dierent warlord, and only slowly did a resemblance of order and a new civilization arise from the ashes. While the individual dominions gradually became larger, the rst few attempts at unication through conquest failed. Only in 1073 NA did an alliance of clans emerge in the central portion of the region which steadily expanded eastwards. This wave of conquests halted at the eastern borders of Avareen. When small bands of skirmishers were defeated by the elves, the High War Council started a large-scale invasion of the forest. But the armies sent into the forest were killed to the last man at the Battle of Scarlet Hill in 1113 NA, when the elves unleashed powerful magic to destroy them. To this day, this battle has not been forgotten by either side, and though there are no open hostilities between the armies of the two nations, many elves of Avareen still consider it to be a ne sport to ride east and hunt down and kill goblinoids, and any goblins and hobgoblins who manage to catch an elf alive will be truly inventive in torturing their prisoner for days. An more immediate eect was that the Hobgoblin Dominion nearly collapsed again as most of its military power had been destroyed. A lengthy civil war

Important Sites
Magreth: Magreth used to be a powerful and wealthy hobgoblin city-state - until the year 1365, when the entire city vanished into a sphere (underground expeditions have shown that it extends below the surface as well) of swirling gray colors - and a diameter of more than 40 miles. Nobody knows what happened back then, though the most common theories involve a huge magical accident involving the citys nexus towers. Nobody knows what happened to the city and its inhabitants, either or if they do know, they arent talking. For there are no reports of anyone successfully entering or leaving the sphere. The High War Council are unsure in how to deal with this phenomena, and have ordered to patrol the borders of the sphere until they can come up with a better idea.

CHAPTER 6. GEOGRAPHY threatened the authority of the High War Council, and it took the hobgoblins several decades to recover their old strength. Another eect was their changing attitude towards arcane magic - in old days, most hobgoblins had disdained it as the tool of weaklings and many tribes even slayed any members that displayed arcane talents, but after the mighty spells used the elves, arcane magic became an accepted and respected tool of magic, even though it and its practictioners were never fully trusted. Finally, the Dominions had recovered enough that they started looking outward again. Instead of going after the elves, their leaders attacked Gol Grungor in 1149 NA, attempting to gain access to the mines of the dwarves. However, the dwarves, while not prone to ashy magics, were nevertheless formidable opponents and on their home ground, and their counterattacks inicted brutal losses. The war continued for ten years, with only negligible territorial changes, until the two sides became too exhausted to ght and the ghting only became sporadic in 1160 NA. Both sides guarded their borders ercely, but none made an attempt to take the ght to the enemy. This situation changed in 1174 NA, when the armies of Negroth the Doombringer poured out of the Northwest. The dwarves were hard pressed to ght them in their weakened state and might have been overrun by the orcs and undead of the horde. However, the newly elected High War Leader Khatash of the Dominions was a farsighted hobgoblin, who realized that if Nagrash conquered the dwarves, the hobgoblins would surely fall sooner or later once Nagrash gained control of the re-

68 sources of the mountains. Thus, he sent his armies to fall into the anks Negroths armies - one army marched around Gol Grungor and attacked from the East, and another shipped across the Great Lake and attacked from the South. While these armies were mostly decimated, they gave enough of a ght that Negroth was forced to abandon his plans of conquest for Gol Grungor for the moment and turned back west in search for easier targets. Since then, the Hobgoblin Dominions and Gol Grungor have been at peace. While the dwarves and the hobgoblins have never truly become friends - too much blood was spilled in the war between them, and the dwarves have long memories about these things - they have at least gained a measure of respect for each other, and eventually, trade resumed between the two people. The Dominions have used the time since then mostly to expand eastwards to the Eternal Storm, though it was a slow process with many growing pains (including two more civil wars). The disapperance of the city of Magreth was a further blow and remains one of the Dominions great mysteries. Now the Dominion faces enemies in form of Thenares (with which it has warred before) and the rapidly expanding League of Armach to the south. Everyone expects that these two titans will clash sooner or later - and it is far from clear who will win out.

Adventuring in the Hobgoblin Dominions Adventure Seeds

6.13

Lake of Dreams

While I lived in squalor in a lice-infested hovel during the day, I was a Prince of Men in my dreams - and the other people of Alanthos were the most valiant knights and the most beautiful of damsels imaginable. We dueled, we romanced, we celebrated every night. We fought terrible monsters - but never so terrible that we couldnt defeat them. We made vows of eternal love and friendship under the starry night sky, and neglected to care of our bodies during the day - for what else was day but a tedious distraction from the glories of the night? Only the dim awareness that our death during the day would end our nightly adventures even compelled us to work for our food and clothing, but rarely more than neccessary... [...] When my old companions nally found and apprehended me, I fought and cursed them all the way to Bodenwald. It took me a long time to recover from my ordeal, and even now, despite the fact that I see those dreams for the sham that they are, a part of me still yearns for those dreams of glory... - Hermann Hasse, Between Day and Night - Exploring the lands of the Lake of Dreams, Neuer Weltverlag (1418) Capital: Population: 20,563,650 (humans 68%, hobgoblins 12%, gnomes 8%, halings 4%, dwarves 4%, elves 3%) Government: Varies by city-state Imports: Iron, slaves Exports: Drugs, silk, spices The Lake of Dreams region is where human civilization started. The oldest continuously inhabited cities can be found here, but they are outnumbered by the ruins of cities that had been deserted through warfare, disaster, or a change of climate. The glory days of its cities are long over, and most of their inhabitants have retreated from the world and stay occupied with their own aairs. The entire region has a dream-like quality, and it has been said that the Lakes waters can induce potent visions in some areas.

CHAPTER 6. GEOGRAPHY

69 they experience fantastic adventures, and even if their dream-selves are killed, they awake with nothing worse than being bathed in cold sweat in the morning. It is known that sometimes, in times of emergencies, the dream-selves can actually pass into the waking world for a short time, thus contributing greatly to the citys defenses. Ascenon (Small Metropolis, 734,221): This city is known for its unusual caste structure. At young ages, children are put through a series of tests (scholastic and physical) to determine their aptitudes. The most intelligent become Philosophers, who rule and administrate the city, and advance the arts and knowledges of its colleges. They do not have any money, but may freely take what they need from all businesses of the city - though any Philosopher who abuses this privilege will be subject to censure from his peers. The strongest and most aggressive ones become Warriors, who defend the cities from its enemies and police its inhabitants. The rest become Commoners, who tend to all other tasks that need to be done to maintain the city. This does not mean that the Commoners have no control over their lives - with enough hard work they can achieve a high level of prosperity. It is just that political inuence is completely denied to them - and strangely enough, most citizens seem to be content with this arrangement, giving food to rumors about large-scale magical mind control being used in this city... Cadriculan (Large City, 320,521): Cadriculan is dominated by the sprawling Temple of the Nameless God, where veiled and hooded priests pray day and night, without ceasing their prayers. However, these prayers are not supposed to draw the deitys attention - to the contrary, they are intended to keep the Nameless God slumbering and imprisoned beneath the city, for the priests teach that a terrible calamity would befall not only the city, but the entire world if the rituals were to stop and that terrible entity to awaken. It is known that large tunnel systems are under the city, but where they lead, no one knows or at least does not admit to, for the priests have outlawed going below the ground oor on pain of death. Epholos (Small City, 70,442): High over the Lake of Dreams a huge cloud permanently hangs in the sky. This is Epholos, a permanent cloud settled by cloud giants long ago and permanently anchored here. The giants trade with the humans below - smaller solid clouds move down to the lake surface in a regular pattern, and humans and their ships can catch a ride to the city above. The giants trade large quantities of raw resources for giant-sized fruit and their famous wine, and many merchants have managed to make a tidy prots from such ventures. Others have been involved against their will in the many intrigues among the giant families - feuds that can become lethal for human outsiders. Hyra (City, 120,423): This unusal city is inhabited by women only, and men are prohibited entry. Hyra maintains its population thanks to a spring with mystical powers - any woman who drinks from it will become spontaneously pregnant and give birth to a healthy baby nine months later. Most of the children born through this process are female, and the rare male babies are either abandoned or killed outright. While it isnt illegal for the citizens of Hyra to travel abroad to other cities

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Nygeia Hills: These foothills of Gol Algor are home to numerous haling and gnomish settlements. Unlike the people of Gol Algor, these settlements are less open to visitors. Founded by haling refugees from the old Atalan Empire, the inhabitants for the most part take care to conceal their homes from view and tend to live in underground burrows, mainly living from tubers and mushrooms. While they do practice some above-ground agriculture and animal husbandry, they do their best to make these as unobtrusive as possible, and many humans unfamiliar with plants have walked straight through one of their elds without realizing it! The Rainbow Plains: Vast elds of many-hued owers that can grow nowhere else dot these plains. In late spring, their seeds are scattered by the wind and shimmer like all the colors of the rainbow. They are frequently blown across the entire Lake of Dreams, and frequently cause hallucinations in those who breathe them in. A large monastery dedicated to Ygreb, the Lord of Divination, can be found here, and its monks and clerics gather as many seeds as they can for use in their divinations. The surplus is sold to merchants, and the rainbow dust, as it is called, can be bought even as far away as some Flannish cities... Recently, the League of Armach has sponsored an archaeological excavation at the center of the Rainbow Plains. No one except for them is sure what exactly they are trying to unearth there, but the large number of League soldiers accompanying them has made many observers very, very worried.

Important Towns and Cities


Alanthos (Large City, 357,550): During the day, this city looks rather shabby - most citizens live in poor huts made out of straw, stones, and mud, and while a certain rustic charm cannot be denied, visitors used to the splendor of cities like Pharsus will be in for a rude shock. Its people seem to be content to live as simple farmers, shepherds, and craftsmen, and seem to be utterly devoid of any ambition. This impression changes once the visitor falls asleep when night falls. For all who sleep in the citys vincity share one vast, communal dream. Their dream-selves awake to nd themselves in a city that adheres to the general layout of daytime Alanthos - but everything is on a much grander scale. Where a small hut stood, a gigantic castle now soars. Where a well yielded small amounts of water during the day, a fantastic fountain sprinkles at night. Everyone in nightside Alanthos is transformed into a gallant knight, a mighty wizard, or a beautiful noblewoman - or at least it seems that way. Each night,

CHAPTER 6. GEOGRAPHY and have children in the traditional way, the girls born of such a union are seen as somehow inferior, and will have to face prejudice from the other citizens. Murab (Large City, 476,227): This city, renowned for its high-quality wine, has been ruled by a long line of monarchs for centuries. Or at least, thats the ocial story - for only the citys nobles and a small number of dedicated servants are allowed to actually see the monarch. The peasantry only sees the king shortly after his coronation, when he is paraded through the streets of the city - and even then he his hidden behind several layers of clothes and veils. After this ceremony, he is spirited away behind the palace walls and never seen again by the common people. Naturally, there is considerable speculation about who - or what - the Veiled King, as he is commonly known, really is. Some claim that the royal line died out centuries ago, and that the person paraded through the streets is actually a low-ranking servant who plays the part. Others claim that a horrible disgurement runs through the royal family, which it wishes to conceal. Others still whisper that the monarchs are not, in fact, humans at all, but some terrible monsters. Ultimately, though, the citizens of Murab dont seem to care about who really rules them, as long as they are ruled competently and are mostly left to their own devices. Nesep (Small Metropolis, 633,217): Where the Gawaris River ows out of the Lake of Dreams, a fertile river valley sits in the middle of the scorching desert. Here civilization thrives in the shadows of gigantic pyramids, relics of a long gone empire. But not quite as gone as many people had thought, for fty years ago, grave robbers disturbed the grave of the ancient mummy Amenenu. After slaying the intruders, he ascended to the surface world and was incensed to nd that the old ways had been forgotten, and after raising many of his fellow mummies from their uneasy sleep, as well as a host of lesser undead, he set out to recreate the ancient kingdom of his memories, with him at the top. He succeeded, after a fashion. The city of Nesep, formerly a sleepy trading town, was conquered and parts of it sorcerously transformed to resemble the buildings of old. Those who pledged their loyalty to Amenenu have been rewarded and installed as the new nobility and priesthood of the realm. Others have been enslaved, and Amenenu has sent many raiders to the surrounding countryside to acquire more. Merchants are guranteed safe passage, however, and many have taken the opportunity to trade their goods for ancient magical secrets that are now abundant here. Ouneirotur (Metropolis, 1,531,785): Most cities have powerful rulers - after all, the weak rarely survive for long in this job. But Ouneirotur is the only known city that is ruled in person by an actual deity the demigod Ouneiros. He has ruled this city for uncounted millennia, and allowed little change in it. The whole protectorate of Ouneirotur is encircled by a massive wall that is intended to keep out polluting foreign inuences, and trade is ocially permitted only at a few, isolated gates. The citizens of this realm are relatively well fed and content with their lot, but have little chance

70 to change their station in life. Pharsus (Large Metropolis, 2,341,354): Pharsus was founded as the eastern capital of the Atalan Empire, and served in that function for many centuries. Its many monuments and public buildings still serve a remainder of those bygone days. But when the Atalan Empire started to crumble and nancial and military aid for the provinces dried up, the governor of Pharsus claimed that the current Atalan Emperor was a traitor, and declared himself to be the new Atalan Emperor. The rulers of Pharsus maintain this ction to this day, even though the Atalan Empire itself is long gone and the inuence of Pharsus doesnt reach far beyond its rather small protectorate. The current Emperor, Barusus IV, is considered to be eccentric even by his allies, and mad by most other people.

Important Sites
Numerous ruins dot the landscape, beckoning the bold explorer to seek them out for fame and fortune. Basram: Basram, the fabled City of Glass, was a wondrous place to behold in its prime. Its mages had become adept at growing a special type of crystal to enormous sizes. They used this crystal to create enormous buildings of sizes never seen since, and it is said that only the legendary First City surpassed Basram in its splendor. Yet the wizards ruling Basram became proud, and explored dark magics better left untouched. Their rivalry became ever ercer. Finally, one of these mages tried a desperate gamble to come ahead in these struggles, and opened a large gate to the world of Yethrod. What exactly he had hoped to accomplish with this feat is unknown. What is known is that hundreds, if not thousands of the abominable destrachans and the avian yrthaks poured through the gates. Their savage sonic shouts resonated perfectly with the crystals that were the very foundation of Basram. The city, which had been built over hundreds of years, was destroyed in a single night, leaving behind the area today known as the Sea of Shards, a wasteland full of tiny crystal splinters. Tower of Horag: The tallest building in the known world, many who see its silhouette from afar rst mistake the Tower of Horag for a mountain until they can discern its regular shape. It reaches a full ve miles above the plain, and its base is four miles across. It is unknown who - or what - built this tower, but it is clear that its architects created it for beings of far greater than human frame. Many sections have partially collapsed, but some ancient magics keep it standing. In its interior are many magically heated and illuminated gardens, which allow its many humanoid and monstrous inhabitants to survive. Entire clans of goblins, kobolds, and worse live within the towers connes without ever having set a foot outside of it.

Regional History Adventuring near the Lake of Dreams Adventure Seeds

CHAPTER 6. GEOGRAPHY

71

6.14

The Lands of the Dead

The ghoul the children had discovered in the moor must have been stuck in its hole for a long time, judging by its emancipated appearance. Only the thinnest layer of skin stretched over its bones. And yet, it was still able to move and stretch its arms and claws towards us in its undying hunger for human esh. But it was no danger to us - its lower body was stuck in a swamp hole that even its undead strength could not free it. The men of the village surrounded it and calmly bashed its skull in with their shovels. From their dispassionate bevavior and the routine of their movements I could see that this was not the rst time such an event had occurred... - Edmund Durnsten in: The Known Lands: The Lands of the Dead, Avane Street Publishing (1421) Capital: Population: 11,372,740 (humans 65%, hobgoblins 21%, dwarves 8%, halings 2%, gnomes 2%, free willed undead 1%) Government: Varies by city-state, but rarely by normal humans Imports: Exports: This rugged and uninviting region has a dark reputation, and for good reason: Many of its realms are ruled by free willed undead like vampires and lichs, and the rest are dominated by lycantropes and similar monsters, and the occasional mad wizard or two. Evil has a rm grasp on these lands. Despite the name of the region, most inhabitants are very much alive, but the merciless tyranny of their rulers makes many wish they werent. The peasants are worked to near death in the elds, and those who cannot keep up are as often as not drained of their remaining life force by nexus towers. Strangers are distrusted, even - or perhaps especially - if they come with good intentions, for the punishments for those who aid would-be liberators are harsh. The only way to get ahead in life is either eeing to friendlier regions, or suppressing ones fellow humans until you too become a monster in the eyes of the people. try to sacrice visitors to these beings if they think they can get away with it. Isle of the Black Priests: This island o the coast is shrouded in rumors. Eerie lights can be seen at times at night, and shermen who get too close to it (something which most take care to avoid at all costs) swear that they can hear inhuman screams from time to time. The inhabitants of the island are reputed to be the socalled Black Priests - humanoids wrapped in dark robes that obscure all their features. Few have ever seen these beings. But it is said that if you ask around in certain parts of the big cities, you can buy talismans made out of a strange metal. If you break these talismans anywhere on the coast of the Lands of the Dead on the night of the new moon, a metal ship with these priests will arrive within the hour. They will buy any sapient prisoners you have with you for 108 gold pieces of a peculiar design each. Those prisoners are loaded into their ship, and are never seen again by mortal eyes. It is said that those who call them but do not have any prisoners to oer or otherwise attempt to trick them are themselves taken prisoner and shipped to the island. Karelwood: This large expanse of woodland close to Nolvia is known to be the home of numerous tribes of lycanthropes. As of late, the loggers from Nolia have been cutting into their territories, and despite some worries there have been no counterattacks by these beings. Some observers claim that they are merely biding their time, while others suspect darker reasons... Kurova Bay: This large bay dominates the geography of the Lands of the Dead. Much warmer than its northern latitudes would suggest, it has permitted the surrounding areas to become fertile agricultural centers feeding much of the region - although it does little to ward o the erce blizzards coming in from the north during the winter. Vuovi River: The major waterway winding through the Lands of the Dead, the Vuovi is a vital artery for trade. It is a far cry from the straightened Flannish rivers that almost look like canals; instead, it is shallow, winding, and has numerous sand banks and other hazards lying in wait for the unwary traveler. A large number of halings make their home in the marshes and side arms aof the river. They know the river better than anyone else, and ships manned by other races usually take care to hire a haling navigator for most of the journey - not only because they know all the dangerous spots and how to move around them, but also because ships that dont hire a haling are much more likely to be attacked by river pirates...

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Harvel Hills: The waters from the Eternal Storm mostly drain through this region, which might account for some of the oddities of both the land and the local people. Vegatation is often sickly or slightly o-colored and crop yields are poor. Population density is low, and the land is settled by isolated clans of extended families who are almost constantly engaged in some sort of feud with their neighbors. Deformities of both the mind and body are disturbingly common, but how much of this is the eect of the waters and how much the eect of the rampant inbreeding the locals are said to indulge in is dicult to say. Rumors abound of isolated families worshipping demonic entities, and it is said that they will

CHAPTER 6. GEOGRAPHY

72 the cackling bones (although only the cheapest of apartments will be found on the Main Steet - something that often turns into an unpleasant surprise for newcomers). But all doors will be closed at midnight and no one will be let into a house after this time, no matter how he begs. Needless to say, the citys night life is rather subdued. Pyarekat (City, 193,221): Unlike many parts of the Lands of the Dead, the countryside around Pyarekat is not dominated by powerful monsters. However, many travelers claim that this is not much of an improvement, for instead large clans of extended families squabble over who controls which spot. Blood feuds that date back many generations, if not centuries are common. Pyarekat is the logical culmination of that principle - gangs that belong to one clan or another patrol the streets and look for the chance to beat up smaller groups belonging to a dierent clan. Travelers rarely come here, for the locals take slight at the slightest provocation. The only reason the city is able to support itself is that many of its inhabitants hire themselves out as mercenaries and return here when they have accumulated enough wealth to retire - if they come back at all. Roads End (Large Town, 23,472): All across the world, many people ee their homes. Often it is children running away from their parents, but it can also be criminals running away from the law when their misdeeds were discovered, wives eeing an abusive relationship, or husbands eeing from their debts. Some people become refugees when their homes are destroyed and they were driven away at sword point. But others had a choice between staying and trying to work out their problems in one way or another, or just running away from each all. Of the latter, many feel a strange, subconscious compulsion to travel to the dreary city of Roads End. Upon arriving there, they immediately settle into an empty house or apartment and start working in a new job. They gradually forget everything about their old lives, including their names. They are polite but distant to strangers, and stop asking questions about their lives. No one seems to organize anything - everything just gets done somehow without any supervision. When asked about who rules this town, they will refer to a Mayor but never elaborate. Young runaway children arrive all the time in Roads End, but no babies can be found anywhere in the city. Thornstone (Metropolis, 1,314,220): This city was founded more than four centuries ago by a group of wizards eeing persecution in Dartmouth. It has been ruled by wizards, especially necromancers, ever since. It survives and even thrives amidst the dangers of the Lands of the Dead through the might of its rulers, and its policy of strict neutrality. Anyone who comes in peace is welcome here, and anyone who stays within the citys walls for a year and a day is considered a citizen, no matter what he or she might have done elsewhere. Slaves and serfs from other parts of the region often try to ee here, which sustains a large number of bounty hunters who drag these unfortunates back to their owners for punishment.

Important Towns and Cities


Ahort (Small Metropolis, 734,130): Also called The City of Last Rest, this city-state - ruled by vampires, lichs, and other undead - is infamous for its hunger for life energy. Its agents constantly roam the world and purchase living, thinking beings. Usually, this means buying slaves, but these agents are all too willing to accept deals from the desperate who sell themselves to get their family out of debt, or worse. Sometimes these body hunters kidnap people themselves, but the rulers prefer that new victims are bought. Either they harbor a perverse joy from buying humans like chattel, or there is a mystically important symbology involved in these deals that outsiders havent been able to fathom. Whatever the way these unfortunate souls arrive in Ahort, they are herded into special districts of the city where they live in spartan barracks and are forced to work hard under they die either from exhaustion, abuse by their guards, or the life energy drain from the nexus towers. Few prisoners last for more than a few months. Gorok-mar (Large City, 372,154): This dwarfhold trades with all non-undead realms of the Lands of the Dead equally, but its surly inhabitants keep to themselves apart from these trade contacts and seem to be content in isolating themselves from the surface world. Their tunnels are reputed to reach far and wide across the region. Nimur (Small Metropolis, 688,617): Many religions have odd notions about the afterlife, but the state religion of Nimur has surely one of the strangest. It holds that the afterlife for the citys inhabitants is actually located in the physical universe - and right below the city at that. At their funerals, the dead are dressed in their nest clothes and jewelry (if they were able to aord any), and then the priests - the secretive Keepers of the Threshold, who are always shrouded in robes that cover their entire bodies - take them away to their new homes below the city, where they live on forever after (or so it is believed by the people). However, their new homes in the city of the dead cost money, and a fee must be paid to the Keepers - the higher the payment, the more luxurious their new homes and the higher their station in the afterlife. Since nobody other than the Keepers is allowed to visit the City of the Dead, most outsiders suspect that this is nothing more than an extremely cynical and profitable scam to make the people of Nimur work hard for their lives for non-existant pleasures of the afterlife, and then steal all their money once they die. Most citizens rmly believe in this, however, and speak of dead relatives who come to visit them from time to time. Nolwia (Large City, 337,030): This community, which mostly supports itself through its thriving timber businesses, looks normal and even pleasant enough during the day, for its streets are well maintained and its houses beautifully decorated, though a certain roughand-tumble frontier atmosphere remains apparent. But during the night, a strange procession of ghosts and animated skeletons - not all of them even humanoid appears on one end of the Main Street and slowly moves through the city, only to disappear at the other end one hour later. The locals, who refer to this Night Parade only in hushed whispers, have learned to live with this phenomena and manage to ignore the ghostly lights and

CHAPTER 6. GEOGRAPHY

73 started to spring up around Kurova Bay. Life was often harsh and orc raids were a constant danger, but eventually, most grew into stable and reasonably prosperous communities that were capable of defending themselves. For a short time, the region was claimed by the Atalan Empire, but in practice it was too inhospitable and too distant from the capital to support a formal garrison, and only the occasional trader came in from the south. When the empire collapsed, the locals barely noticed it. However, then a plague of ghouls began to spread, infecting more and more people. Whats more, those ghouls, under the direction of their ghast leaders, were more organized than it was typical for such creatures they managed to restrain their appetites for long enough to treat the living as livestock. Groups of ghouls began to rule small regions openly. They visited each town in turn during the winter, and forced all newly adult men to ght each other to the death. The corpses of the losers were taken as food by the ghouls. The winner was sorcerously branded and permitted to live to sire the next generation - though if the local group of ghouls had lost a member recently, they would transform him into a ghoul instead. All adult women who hadnt given birth to a child within the last three years were also killed, thus making sure that there were plenty of newborn that would eventually feed the hunger of the ghouls. This dark perversion of feudal systems eventually spread across the region. However, the ghouls eventually came into conict with the hobgoblins of the nascent Dominions to the south, who saw this as the threat that it was, and who then began a war of extermination against the ghouls. After a long, hard struggle, the superior tactics and coordination of the hobgoblins prevailed, but they were too exhausted to make good of their territorial gains, thus leaving the humans of the Bay to rebuild their shattered society.

Important Sites
The Elf Roads: Strange trails wind themselves through the Lands of the Dead, reaching from the Turaveen in the east to the Norfjell Wastes in the west and beyond. They dont follow straight routes and often seem to vanish entirely for many miles, but odd vegetation can be found near all of them and they all glow softly in moonlight. It is said that the elves and fair folk use these roads when they wish to pass through these lands. It is also said that anyone who manages to reach one of these roads is protected from any creatures of darkness as long as he stays on it. However, he then has to deal with the Fair Folk, who might not appreciate an intruder into their domains... The Graveyard of Souls: This pit with a diameter of half a mile was discovered twelve years ago. It is lled with myriad bones - mostly of humanoids, but also of animals, beasts, and the occasional giant monsters. It is unknown just where these many millions of bones came from, but that hasnt kept Melkoth Thrumbor, the head of a major merchant house from Thornstone, from securing the site and selling the bones to necromancers all over the Lands of the Dead and beyond. Since the pit is haunted by strange and terrifying ghosts, Thrumbor uses animated skeletons as laborers within the perimeter. The Yellow Monastery: Named for its yellow-clad monks, this locale serves as a safe haven for travellers. As long as they come in peace, anyone is allowed to stay for three days, after which he must either join the monks or leave. The monks worship all gods, whether good or evil, equally, and have shrines to almost any religion in the Known Lands. They have one of the best known libaries on religious matters, and many scholars seek them out.

Regional History
For a long time, only erce nomads - most of them orcs - made this region their home. Then human settlements

Adventuring in the Lands of the Dead Adventure Seeds

6.15

The League of Armach

The streets, so bustling during the night, were eerily silent during the night. There was no curfew I was aware of, but only a few people were moving around, and they kept to well-lit areas and moved fast, purposefully, and if possible in small groups. There was a palpable atmosphere of fear that, while noticeable in small ways during the day, came now to the forefront... [...] When the four darkly-clad men dragged someone shouting for help and with a sack over his head into the black coach, I found that I was the only one staring at the spectacle. Everone else didnt notice it - no, they made a point of not noticing it. When one of the darkly-clad men looked into my direction, I snapped out of this state and hastily departed from this place... - Martin Wolfenbach, Land of Fear, Neuer Weltverlag (1922) Capital: Armach Population: 25,728,670 (humans 70%, hobgoblins 10%, dwarves 9%, halings 7%, gnomes 2%, elves 1%) Government: Council of member cities Imports: Exports: The League of Armach is an militarily aggressive and expansionist alliance of city-states. Neighboring cities are given to understand that they can either join the League out of their own free will, and become full-edged members on the Council of Equals, the ruling body of the League - or be subjugated and become protectorates without any say on their own futures. Unsurprisingly,

CHAPTER 6. GEOGRAPHY many cities have chosen to join and enjoy all the benets that membership can bring, instead of waiting to be crushed by the League armies.

74 evil, the do not hesitate to use kidnapping and torture to achieve their goals, which often revolve more around personal enrichment than the defense of the League. They do not shy away from framing innocent people when it suits them. To their mind, it doesnt really matter if someone is guilty of something or not, for when they are through with him, he will sign any confession they put before him. The Torchbearers originally were the secret police of the city-state of Armach, and they draw their membership still mostly from Armach and Aruges. While there are now some recruits from other cities after the League Council insisted, these rarely achieve high rank since the senior members prefer to promote their own kind. No one can rise high in the League without having at least a few friends among the Torchbearers. On the other hand, their power and accumulated blackmail material makes them a threat to the League Council and the High Councilor, and thus bloody purges of the higher ranks happen on a regular basis. A keen political instinct is thus a vital survival trait among its high-ranking members, and even that might not be enough to save their necks. Just as the Blue Legion operates within League territory without ocial sanction, so do the Torchbearers operate outside of it despite their mandate to watch for internal dissent only. In non-League cities, they operate more like an organized crime syndicate than like secret police or even spy rings - but as long as their superiors get a cut, this doesnt matter. The Wizards Guilds: Recognizing the power and importance of arcane magic to both modern society and any military endeavor, the founders of the League made sure that the wizards of the League were integrated into its power structure. However, they also were well aware that a unied group of wizards would be so powerful that they could easily dominate the League, and made sure that this would not happen. For this reason, they didnt create one single League-wide wizards guild, but several - one for each school of arcane magic. Every practicing caster of arcane magic who isnt member of another ocially recognized organization (such as the military or secret police forces) must join one of these guilds to be able to legally cast spells within the League (though certain cities have negotiated specialized exemptions for their territory when they joined the League). This isnt just a requirement for wizard specialists, but also for generalist wizards as well as sorcerors and bards, who must pick one school they feel is most representative of their talents. These guilds are represented on the League Council, but as intended, they spend more time improving their own power and position ahead of their rival schools than increasing the power of wizards as a whole, or indeed unifying against everyone else.

Industries Life and Society Government and Politics Groups and Organisations
The Blue Legion: This organization was founded to spy on non-League cities and countries, and if necessary sabotage them and remove all opposition to the agenda of the League Council. They are a relatively new organisation, and draw their recruits from all member cities more or less equally. So far, their operations have been fairly successful - their behind-the-scenes manipulation ensured that many city-states joined the league without putting up any ght, and on those occasions there was a ght, their timely sabotage made sure that League losses were relatively light. At the moment, most of their eorts are concentrated on the Alliance of the Pantheon, and they hope to fracture that defense pact before the inevitable war with the League starts. But they are also gathering blackmail material on high-ranking Thenaran ocials to keep that nation neutral in the coming conict, and their hobgoblin operatives are busy stirring up problems between Thenares and the Hobgoblin Dominions. Ideally, those two countries would weaken each other with a war while the League was busy devouring the Alliance, and afterwards the League could start expanding to the north and north-east as well... One badly-kept secret is that they also operate as a secret police in parts of the League. While in theory their mandate prohibits them from doing so, in practice many cities even prefer them to the Torchbearers, since they do not have an as sinister reputation and their members are more representative of the League as a whole. The two organizations share a deep hatred for each other, and frequently clash in secret. The League Army: Generally hailed as the heroes of the League, morale is high among the armed forces of the League. They have what are generally considered the best trained and equipped troops in the Known Lands, although some foreign observers claim that their string of victories can be explained through superior numbers and skillful sabotage by the Blue Legion. The League Army has no problem nding new recruits, as pay is high and veterans have no problems nding good civilian jobs when they muster out. Promotion among the lower ranks is mostly based on individual competence, but in the ocer corps, a heavy dose of political skill (not to mention bootlicking and bribery) is needed to advance far. The Torchbearers: The name of the ocial secret police of the League of Armach derives from that they are supposed to shine their light into every shadow to ferret out dissent. This is highly ironic, as it is hard to imagine an organization that keeps more to the shadows than the Torchbearers. Most citizens fear to even speak their name, and with good reason - their informers might be everywhere. Deeply corrupt and throughly

Religion Important NPCs


High Councillor Theaniros Antires (NE male human ari10/exp5) is riding a tiger, and he knows it. High Councillor only stay in oce as long as they are successful, and success means acquiring new territories for the League. But thanks to the massive amount

CHAPTER 6. GEOGRAPHY of information he receives in his oce, he also knows that the League is expanding too fast, too soon. Already cracks are showing for those who know how to look for them, and he fears that if the League absorbs much more territory in the near future, it will collapse under the strain and gradually slip into civil war. Yet the whole League calls for a war against the Alliance of the Pantheon, and he feels he has no choice but to comply. If the League loses, he will be blamed for the failure and probably lose his head over it (likely literally), and if it wins, it will spend decades ghting civil unrest in the occupied territories that will sap the morale of both the League army and the civilian population, probably leading to a series of coup attempts by factions of the military or the secret police. Personally, Antires hopes for some sort of big crisis that requires the League to turn its attention inwards, and yet allows him to look like a hero. Such a crisis might enable him to gradually reform the League into a more stable entity that will stand the test of time and expand more slowly and safely in the future, and if no such crisis materializes, he wouldnt be above manufacturing one. In the meantime, he keeps careful track of his enemies in the League and purges them once he deems it safe to do so. He was already assassinated once since he took oce (this, along with the subsequent resurection, was of course hushed up), and he has no intention of going through that again.

75 a vast range of emergency powers. Today, the First Citizen is the dictator of Armach (and the First Councilor of the Council of Equals as well), but thanks to the success of the League, he remains popular and there is no serious opposition to his rule. Armach has used the loot from conquered cities to fund a vast rejuvenation program, which makes the city one of the most beautiful and well ordered in the known lands. Diplomats from allied cities and far-away regions rub shoulders and spy on each other here, and the plots hatched or prevented in Armach have repercussions around the world. Aruges (Large Metropolis, 2,134,520): Aruges is probably the most regulated city in the Known Lands. All buildings, streets, and public places are built according to strict regulations, and all buildings of the same type - residental, oces, churches, and so on - must adhere to the same layout. While the Flannish city of Praxus has made similiar eorts, the main dierence between Praxus and Aruges is that Aruges dosnt have any use for grand architectural designs - only utility. As a result, Aruges is probably also the most spectacularily ugly city in the Known Lands. The citizens of Aruges are for the most part to dispirited and exhausted to ght the oppression from the allpowerful ruling buerocracy, and as a result just follow their rulers orders. Behind the scenes, eleven secret societies pull the strings of the buerocracy and keep the city running. They willingly agreed to joining the League in the hope of remaking conquered cities in the image of Aruges - and indeed, a very high number of agents from Aruges are involved with reconstruction efforts in these locales. Bemyne (Small Metropolis, 721,332): A renowned center of learning, Bemyne joined the League two years ago after both strong external pressure and internal sympathies from large parts of the population. While the volunary entrance into the league meant that the city remains mostly in charge of its own internal affairs, there is a growing witch hunt against anyone who has spoken out against the league. At the forefront of this movement are several student societies, who have denounced many faculty members of the various colleges, and who had to step down from their oces or even ee the city for fear of their lives. As a result, the quality of the education oered in the city has suered dramatically in recent months. Chanes (Small Metropolis, 637,543): Chanes is famed for its musicians, singers, and componists. Its people started with the systematic exploration of all facets of music centuries ago, and now excel in it. Many of the most potent bardic songs of modern times can ultimately be traced back to this city, and many bards come back here regularily to learn more. Their master bards are said to be able make the most depressive people happy again with their music, or drive sane men mad with a few notes. As of late, musical spas have become a fad among the rich and powerful of many regions, and they spend a few weeks here and allow musical therapies to alleviate their many ailments. Now a rm member of the League of Armach, the city has turned its knowledge of the musical arts to propaganda purposes. New songs are being composed that instill patriotism in the soldiers of the League - and some

Major Geographical Features


Eustilia Plains: Once vast herds of centaurs roamed these grasslands on the western end of the region. But as the League of Armach expanded westwards, the centaurs resisted this incursion into their territory - and were slaughtered. The few survivors ed further westwards. Now armed camps have sprung up on the Plains whose soldiers stage mock exercises close to the borders to the Alliance of the Pantheon and prepare for the coming battle. Helyswood: The largest forest in the League, the Helyswood has now become the refuge for a large number of half-elven rebels trying to ght the occupiers of Helystis. In response, the League has now begun to cut broad strategic paths into the forest, using the timbers for their constructions elswhere in the League. Ozlia Marshes: These swamps have long been the home of small tribes of goblins. Inexperienced military units are often sent to ght them so that they can learn how to act as a team, work systematically, and watch their environment - while an individual goblin warrior is not much of a threat, their knowledge of the terrain and ambush tactics make them foes that should not be underestimated.

Important Towns and Cities


Armach (Large Metropolis, 3,129, 372): The political center of this region, Armach has become rich and powerful thanks to the rapid growth of the League. Armach used to be a large but poor city-state with a republican form of government. About eighty years ago, the citys economic situation became so dire that few objected when a new First Citizen was appointed with

CHAPTER 6. GEOGRAPHY of them have even become popular among the Leagues enemies, despite all eorts to suppress them. It has been said that the musical masterminds of Chanes were as much responsible for the rapid expansion of the League as its armies. Dirbos (Small Metropolis, 931,231): The city only agreed to joining the League of Armach when the League military was practically on its doorsteps, and thus was only able to negotiate very unfavorable terms for itself. While Dirbos is represented on the League Council, it has to pay much higher taxes than other cities, a fact that causes considerable resentment. Another unpopular concession was that the League military conscated considerable land near the city, which it now uses as a base close to the border of the Alliance of the Pantheon and to the hard to patrol Great Southern Chaos. Many citizens have moved out of the city entirely - the wealthier citizens to their manors in the middle of their plantations, and the poorer ones to the many small farming communities close to the Great Southern Chaos. How much money they make from farming and how much from smuggling is anyones guess. Helystis (Small Metropolis, 832,745): When the humans of the Verdant Coast threw o their elvish oppressors, many of the elves ed to other elven realms around the world. Their half-elven osrping, who were frequently targeted as well by the humans, were not permitted to follow them. However, the ruler of Helystis at the time happened to be a half-elf as well, and promised a safe refuge to any half-elves who could make it to his city. Many half-elves, including many from regions other than the Verdant Coast, heeded his call, and the city swelled enormously until half-elves became the majority of the population. The inux of so many people with useful skills from many dierent backgrounds caused the city to prosper, and it was soon regarded as a half-elven homeland across the Known Lands. Unfortunately, the inhabitants overestimated their magical and martial prowess, and after refusing the demands of the League of Armach, the city was attacked and conquered ten years ago. Many of the more rebellious citizens have been put into brutal work camps. Others have slipped out into the nearby Helyswood, from where they wage a campaign of guerilla warfare against the occupiers. Kalab (Metropolis, 1,253,769): Kalab lies close to the border to the Hobgoblin Dominions, and has a large minority of hobgoblins who live here. The High War Council has frequently commented that the hobgoblins who live there should be brought back into the Dominion. League diplomats skillfully played on the fears of invasion that loomed large in the minds of the Kalab city council to bring that city into the League ve years ago. This might backre on the League, however, since now the city council feels it has nothing to fear from the Dominion, and started to persecute the hobgoblin residents. The property of many hobgoblins was conscated, and they were driven into crowded ghettos. Random street violence against them became common. Now the hobgoblins are beginning to show organized resistance (possibly with covert Dominionite aid) to the oppression, which in turn has caused the city

76 council to crack down on them even further (and once councilwoman was quoted as saying Lets just get this over with and kill the lot of them!). Meanwhile, the Dominion High War Council have stated that they wont permit this repression of fellow hobgoblins to degenerate even further, and have threatened to send in soldiers to protect them. Since the League Council of Equals is treaty bound to protect Kalab, but doesnt want an all-out war with the roughly equally strong Dominions at this point (not while there are still smaller realms and city-states to be conquered), League diplomats are working overtime to come to some kind of peaceful solution to this dilemma. Karsamos (Small Metropolis, 732,492): The League easily conquered this city by instigating strife between various ethnic and religious groups that had peacefully co-existed in this city for centuries and then moving in when everyone was too exhausted from the inghting. Keeping the peace, however, has proven much more dicult as the passions that have been invoked have only intensied. Attacks on members of dierent groups are a daily occurence, and each group has now withdrawn into its own, isolated neighborhood. Ironically, the League military is now the only thing that keeps the city from erupting into a full-edged civil war. Mercytos (Small Metropolis, 834,795): The inhabitants of this city have preserved some of the crystal growing skills of old Basram. Mercytos is famous for its crystal gardens, where trees grow that look like living gems. Some mystics use the way these trees change color in the light of sun, moon, and stars for divination. Now conquered and under military occupation by League forces, the artisans of the city labor under crushing taxes. After several peaceful demonstrations were brutally put down, the citizens now keep quiet in fear of provoking yet more reprisals. Never known for their martial prowess, the people of Mercytos have been slow in organizing any sort of resistance to their occupiers. Nevak (Small Metropolis, 643,625): Nevak used to be a wealthy and prosperous city until one Midsummers Eve 43 years ago. Since then, the city and all who live in it have been under a curse of ill fortune, bringing down accidents and other calamities down on their heads. This state of aairs has continued until today. Nevak was ready to join the League peacefully, but their diplomats managed to accidentally insult the League general negotiating with them. He ordered an attack on the city, which suered heavy damage as a result. Now the curse seems to have spread to the occupation forces as well - accidents befall them constantly, morale is low, and desertions are common. Oscimote (Large Metropolis, 2,533,186): The rst city to join with Armach to found the League, Oscimote has used its central position to prot tremendously from its expansion. It serves as the central rail hub of the League, which the large merchant houses of the city have used eectively to control much of the League economy. A large part of the league military also has its home base here, as the soldiers can be speedily transported to any part of the League where they are needed. Prosious (Small Metropolis, 522,781): Prosius is one of those cities that didnt join the League out

CHAPTER 6. GEOGRAPHY of its own will, and thus was made an object lesson by the League Army. Much of its infrastructure was destroyed, and its young males carried o to work camps for projects elsewhere in the League. Many of the survivors ed, and those who remain try to eke out a living amidst the ruins. While the League Council has ordered reconstruction eorts, the occupation forces are widely resented, and the city remains a hotbed of civil unrest. Sceas (City, 132,274): Sceas is a small city so remote from other civilized regions that its only claim to fame was that it served as a gateway of sorts for people who wanted to enter the region dominated by the Eternal Storm. It is surrounded by some farmlands that barely suce to feed themselves and the city, but otherwise it was economically poor and only the high birth rate of its population helped compensate that a steady stream of young people left the city to seek their fortune elsewhere. This state of aairs changed somewhat when the city was conquered by the League twenty years ago, though conquered sounds grander than what actually happened - a small army detachment was sent up north to secure the area to allow the League easy access to the rare elements found near the Eternal Storm, the citizens of Sceas had a good look at the approaching soldiers, and promptly opened the city gates. Because of that lack of resistance, Sceas doesnt suffer as much under the occupation as other cities, but it wasnt regarded as large and important enough to be granted a seat on the League Council. This causes some resentment in many of the older inhabitants, but the younger people are only too glad about the newly established rail line that allows them to get away from the city even faster, and many of them have become among the most loyal soldiers for the League. Thenemon (Small Metropolis, 534,221): The capital of a small kingdom with the same name, the city (and the surrounding countryside) joined the League of Armach peacefully two decades ago when its ruler, the canny Geonodes IX, realized that if it didnt join the League now, the kingdom would be forced to join later on anyway. Geonodes negotiated very favorable conditions for his kindoms membership, with large-scale autonomy for his rule and only light taxes, and he has spent the time since then to skillfully making him indispensible to many League projects and increasing the prosperity of his realm while keeping most outside inuences at bay.

77 from the Sunset Province... or as a source of aggression if the League should ever decide to use the period of instability the Tsan Empire is currently going through. Well defended, the fort neverless is sometimes troubled by stray storm eects from the Eternal Storm, and at times like these, the soldiers seek shelter behind its sturdy walls. The rest of the time, the soldiers patrol the surrounding areas and try to catch the bandits plaguing these hills. The Hole: Last year, the League of Armach tested a terrible new magical weapon at this site. By all accounts, a sphere of about miles in diameter centered on the surface of the earth simply vanished into some other dimension. This lead to large-scale geological instability in this region of the Eustillia Plains as the surrounding surface collapsed into itself and hot magma welled up from the depths to close the hole. The League military tries to restrict access to this site, but even they cannot patrol every entry to this wasteland, and they also tend to be occupied with ghting o the large number of thoqqua now prowling this region.

Regional History Adventuring in the League of Armach


The League of Armach is the most obvious Bad Guy in Urbis, and trying to foil the schemes of its politicians and soldiers can provide enough material for a campaign. For good-aligned, foreign PCs, adventures in the League itself should be a nerve-wracking experience, as they have to continually watch out for informants of the Torchbearers and the Blue Legion. Even if they escape, they should have opportunity to learn what the Torchbearers do to enemies and innocents alike, and while they might try to ght them openly and even succeed and get away again successfully, any reckless behaviour on their part puts every friendly League citizen who ever associated with them at risk. In the end, the PCs should feel tainted merely by coming into contact with this organization. Alternatively, the PCs could play League citizens who work for one of its organizations. They might either be evil and out to grab as much power and wealth for themselves as they can, or they might be idealists who try to change the system from within. Either way, they will have plenty of adventures where they can explore the moral problems of working for such organisations, where betrayals are common, and trustworthy allies (presumably, but not necessarily, including the other PCs) are few.

Important Sites
Fort Nilatus: The northernmost outpost of the League, Fort Nilatus serves as a buer against any aggression

Adventure Seeds

6.16

Malundi

...Once we set o from the coast and paddled into the interior, Durnsten never stopped complaining. It was too hot, too humid, there were too many insects and the food was disagreeable. It was plain to see that he was too used to the comforts of civilization even when traveling. There was no train, no coach, no grand riverboat with sleeping cabins only a dozen men on canoes who had to travel along the river using their own arms to paddle... [...] When he heard the roar of the dire ape, he nally took my warnings seriously not to stray from our camp site. Unfortunately, after that incident he became horribly afraid of all the creatures that might lurk out there and pestered me with constant questions about the safety of our current location...

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[...] I had promised him grandiose sights once we reached Shago, but it was clear that he was skeptical. When he saw most of the villagers walking around bare-chested - men and women both - he seemed to have made up his mind that the dark-skinned natives of these regions werre nothing more than primitives and savages. I noticed that this did not stop him from staring at the women, though... - Hermann Hasse, The Far Corners of the World, Neuer Weltverlag (1414) Capital: Population: Government: Varies by city-state, but usually monarchies. Imports: Exports: The southern jungles of Malundi are all too often dismissed as savage backwaters by scholars from the northern regions. But this is doing the people of Malundi a grave injustice, for their mighty cities often equal or surpass their northern counterparts in size, splendor, or magical achievements. However, they are often seperated from each other by hostile jungles, steep mountain ranges, and harsh deserts, and thus few people try to reach them and nd out the truth. than the largest crocodile, some walk on two legs, and some even y in the air like birds! These beings were dubbed dinosaurs by noted explorer Edward Dunkin of Dartmouth, who recently returned from an expedition to that region. However, his lurid claims that the perfectly circular hill in the center of the swamp is actually a gigantic structure of pre-human origin where these creatures are created through ancient magics are generally dismissed as the imagination of a fanciful mind.

Important Towns and Cities


Chikwase (Large City 356,223): This city controls some of the most protable gold mines in the Known Lands. These mines are also famous for their miners specially-bred giant ants, which seem to be able to sense gold in the mountain and dig it out. Many people have tried to steal a queen ant (or at least an egg with one) to start similar mines elsewhere, but so far without success. Mewa (Metropolis, 1,917.882): This city was carved into a small mountain range through a rather unusual method: The citys priesthood possess the power to create (or gather - exactly how they attain it is a closely guarded secret) a substance called yez u - a sort of green slime that can destoy any stone, even the strongest granite (prevalent in the vincity of the city), leaving only loose powder, but which leaves metals and organic matter intact. The citys architects know the exact amount of yez u necessary to destroy any given amount of stone, and thus, with enough careful application of the substance, have hollowed out dwellings, caverns, and even whole palaces from the mountains. All this requires a through understanding of the arts and sciences, and Mewa therefore serves as a center of learning throughout the region. Nkolo (Metropolis, 1,231,639): A city openly ruled by a cabal of liches, Nkala is a city where the dead are held in higher regarded than the living. The citizens are taught that life is just a transient stage, while death is eternal, and ones eort in life will determine ones position in death. The lowest rung of death - those who didnt contribute much to the city - are the reanimated zombies, carefully preserved with embalming uids to protect them against decomposition in the tropical climate. Above them are the ghoul, ghast, and mummy shock troops, ready to defend the realm, and the incorporeal undead and the vampires who serve as spies and secret police. At the top are the liches, and only the most powerful and loyal spellcasters among the living are taught the techniques to join their numbers. Despite the large number of undead they are rubbing shoulders with, life is not actually all that bad for the living. Zombie labor provides for many of the material needs, and the relative prosperity of the city is shared by those citizens who toe to the line. But anyone who threatens the status quo is punished harshly, usually by being fed to one of the undead who still require sustenance of sorts. Thus, people in the city are careful in

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Most of the terrain of Malundi is inhospitable to travel. Dense jungle alternates with steep clis and impassable swamps. What little travel and trade exists is mostly limited to the coast and the few large rivers that allow passage for boats. And even then, most rivers have a large number of rapids and waterfalls, thus limiting boats to those that can be transported over land across short distances. This general isolation means that vast territories are basically unexplored by all except those tribes who live there. Anything might be hidden in the jungle - from ancient ruins to full-edged cities and civilizations which simply have made no contact with the outside world. Reever Islands: This chain of volcanic islands o the coast of Malundi used to be uninhabited for a long time, since the volcanoes frequently omit noxious fumes that cover the land which can ultimately lead to death if breathed in too frequently by humans. However, the same islands also have an abundance of plants with curative powers, which are now being exploited by a consortium of merchants from the Flannish Cities. The main dwellings for the merchants and the workers are magically protected from the fumes, but all too often the workers dont make it in time to the shelters when the fumes descend to the plantations. As a result, turnover among the workers is high. Tarma Swamp: This inhospitable region was widely avoided by the humans who lived nearby. However, in the last few decades, strange, lizard-like creatures have been pouring out of the swamp - some of them are bigger

CHAPTER 6. GEOGRAPHY what they say at all times, since they never know who or what - is listening. The city controls a fairly large territory, much of it lled by zombie-staed plantations and minor client villages. Nkolo doesnt generally act aggressively towards its neighbors, but if any of its neighbors provoke it, retaliation is swift and nal, with the oender being incorporated into the citys protectorate. Coupled with the fact that it has never given up any of its territory, the protectorate has grown slowly but steadily - and never faster than the population of Nkolo could support. The more paranoid observers worry that sooner or later the city will control the entire region, and wonder how many of the conicts that lead to further conquests were actually secretly instigated by the rulers of Nkolo... Ombuso (Small Metropolis, 513,411): This city is unique in all the known lands, for it is located on top of a gargantuan plant growing many miles above the surface. Its origin has long been a mystery, but it has recently been revealed to be one of the world trees of the planet Yethrod - though how it got to this place is still unknown (the citys records go back for more than a thousand years, so it must have been there for a long time). The tree and its symbionts provide most of the food and water the city needs, and for trade with the surface the city has a complex elevator system involving numerous platforms that spans the entire distance. Additionally, the nobility and a chivalric order of paladins both breed and train hippogris, which they use to patrol the surrounding areas and defend the city in the rare occasions when this becomes neccessary. Lord Amrast of the Alliance of the Pantheon has studied with the local paladins for a few years before returning north, and gained both a hippogri mount and several paladin warriors for his defense of the Alliance as a result. Port Coriano (Large City, 445,312): The Atalan Empire did not only try to expand to the north and east, but also to the south, but the high humidity and the hostile jungle made it extremely dicult for them to maintain permanent settlements away from the coast. And even theses settlements were mostly abandoned once the Atalan Empire fell. The city of Coriano, however, did not fall. Though its fortunes waxed and waned over the centuries, it eventually established itself as a meeting place for traders, smugglers, pirates, exporers and fortune hunters. Its population became a mixture of both native Malundis and Northerners, and the customs of its inhabitants are a strange mixture of a large range of cultures. With the recent arrival of a rail line from the Parginian Rim (which followed the old Atalan Road along the coast), there a push among some of the

79 wealthier resident merchants to make the city more respectable and orderly to attract more business. This does not sit well with the local crime bosses, and a conict is brewing. Shago (Small Metropolis, 739,515): Shago is famous for its birds and bird breeders. A variety of birds are kept as messengers, pets, or even helpers with many jobs, and hurting or even killing one is severely punished by the law. Some birds of this city, especially parrots, show a recognizable if limited intelligence, and are prized even in faraway regions.

Important Sites
The Mating Grounds of the Gods: This is how the nearby tribes call this ancient crater, and they have all sorts of tales of alleged eyewitness accounts of amorous exploits of various divine entities. These stories are regarded by most of the rest of Malundi as just that - tales. However, recent publications of these tales in nothern regions have caused a dramatic increase in the number of people who nd perfectly plausible reasons for exploring this area2 . Valley of the Fog People: This remote mountain valley is shrouded in mists every time night falls. One of the caves found in it has an extraordinary property: When someone stays in it for an entire night and meditates on the image of human, the mists will consolidate into an actual living human once dawn arrives. This being is in all ways a normal human, except that it is sterile, has some rudimentary knowledge of the world gained from the person who spent the night in the cave (enough to give it one class level), and that it has only a very rudimentary personality. It will imprint very rapidly on anything it is told during its rst day, and this will form its personality for the rest of its life. A small tribe of these fog people lived in this valley in peaceful isolation for many generations until ve years ago - when an explorer from the Parginian Rim discovered this valley and immediately hired a mercenary company to seize it. The original fog people have all been driven away or killed, and now wage a desperate guerilla struggle against the occupiers to ensure their continued survival, while the mercenaries now use the cave for a highly specialized and extremely valuable sort of slave trade.

Regional History Adventuring in Malundi Adventure Seeds

6.17

Narevoreen

The Isles of the Immortals. The Lands of Youth. A beautiful and unchanging country where elves could seek respite from the toils and troubles of this world. I still remember all the stories about Narevoreen from my youth, when I wondered what it would be like to approach these white shores, and behind them a fair green country lit by sunlight.
2 The 1422 expedition of the Dartmouth Ornithological Society was only the most infamous of these expeditions, and stories about its exploits are still widely speculated upon in the high society of Dartmouth when no women are around to listen.

CHAPTER 6. GEOGRAPHY

80

But time stands still for no man - and as it turns out, for no elf, either. Now that these islands are open to humans it seems that the elves are in a hurry to catch up with all those centuries whose passage they have ignored so far. Every day brings new changes. If you want to see the land of your youthful dreams, I suggest that you hurry for soon, I fear, it will be gone forever... - Walter Greenelds in: The Known Lands: Narevoreen, Avane Street Publishing (1421) Capital: Population: 1,420,310 (93% elves, 6% fey creatures) Population: Government: Imports: Exports: Fish, wood, young elven students For more than two millenia, the island kingdom of Narevoreen has lived in splendid isolation. The elves achieved an advanced and stable civilization while most humans still lived in primitive tribes, and thanks to their stable population never felt the urge to expand. Powerful magics and a large eet protected its borders and turned away all outsiders. Any humans who washed ashore were put to death. It seemed to the inhabitants of the islands that this life would continue indenietly. They were wrong. The only elves who regularly interacted with the outside world were the members the Royal Navy. They were tasked with the defense of the islands, but individual captains often sailed to other locations to trade, explore, and sometimes raid them. The Navy High Command turned a blind eye to these activities as long as there was no immediate threat to the islands and gured that this was good training. However, in recent decades the activities of elven pirates along the western coast of the continent started to seriously disrupt sea trade between the human port cities. Finally, the human cities had enough. Five years ago, a coalition of port cities assembled a vast eet of the most modern human ships, staed with expert sailors and the most experienced battle wizards the cities had to oer and sailed towards Narevoreen to put an end to the elven pirates once and for all. The elven Navy met them head on, condent in their superiority. To their shock, the humans won, and most of the Navy, the pride of Narevoreen, sank to the ocean oor. The human eet sent representatives who demanded that Narevoreen should (a) stop supporting pirates, (b) pay compensation for the damage caused by elven pirates, and (c) open up one of their coastal cities to trade with the human cities. Refusal of these demands would cause the human eets to continue to lay siege to the islands. The representatives of Queen Meeral hastily agreed. Any elven captains that didnt stop to stoop to piracy were declared renegades (though some elements in the nation continue to give them covert support). The compensation was easily paid - the treasures accumulated over the centuries were much vaster than the humans had even dreamt of. And the city of Navar was opened up to welcome foreign traders. Many members of the Elven Court now realized that the nation had to modernize - and fast, before the human cities became even more powerful and turn Narevoreen into a mere colony. So they set out to turn elven society upside down. The brightest young elves were sent abroad to human cities to study their ways and learn their advanced technologies - both magical and otherwise. Human-style commerce gradually supplanted the old informal barter system. The rst railroads were built and nexus towers were erected. Some mages even started to experiment with fertility magics to oset the traditionally low elven birth rate. And one year ago, to the surprise of the humans, the nation opened up to outsiders completely, and now foreigners can recieve permits to stay in the islands for up to three months (longer in special cases) without any hindrances. While the progressive elements have the ear of the Queen for the moment, many traditionalists vehemently oppose this movement, and have been exiled to small, distant islands for the most part, where they plot in secret to purify the nations of all outside inuence. Their elven patience is sorely taxed by the rapid changes moving through their society, and some grow increasingly desperate and will resort to violence soon. If they knew that members of the Court are currently secretly negotiating for a political marriage between the Queen and the Doge of Atalus, the ruler of the largest and most powerful human city of all, they might try to start an all-out civil war.

Industries Life and Society Government and Politics Groups and Organisations
Erquar: The progressive faction currently dominates the Royal Court, and have strongly pushed the modernization of Narevoreen ahead - with visible results in some of the major cities. However, rst strains are beginning to show in this faction, as the ultimate goals of its members diverge. Some want to merely catch up to human magical and technological knowledge so that they can close the Realm again, secure in their new defenses. Others want to establish permanent trade links to human cities, especially Atalus. And others still want to use this newfound knowledge for revenge against the humans - or even establish a new elven empire with colonies on the continent! Queen Meera seems to be merely observing these conicts, but in reality is actively subtly shaping them into a direction that suits her needs. Naurimar: The traditionalist faction has mostly been removed from the Royal Court, though some members still remain there - either by hiding their true allegiance, or by having enough blackmail material on other Court members to make their removeal problematic. The Naurimar faction ghts the changes in the Realm, as well as its opening to humans, with all the power they have, but most of them realize that they are currently ghting a loosing battle in the political arena of the realm. Some of them have retreated to more remote power bases, while others try to engange in subtle sabotage against the humans and those who deal with

CHAPTER 6. GEOGRAPHY them. Many, however, feel that their time is running out, and they might soon resort to large-scale rebellion or even outright war. They justify this by claiming that the Erquar are holding their beloved Queen hostage not realizing that behind the scenes the Queen herself is one of the biggest forces for change. Neidar: This large clan of elves is famous for its smiths and enchanters, and the most potent artifacts in the history of Narevoreen were created by them. After the opening of Narevoreen to the world, an increasingly large number of elves from this clan have set out into the world to search for the Tingmaril, jewels fashioned by a famous ancestor of the clan in the early years of Narevoreen which were stolen by a demonic entity of vast power.

81 much to teach her - and when she has learned everything, they will shake up the world. At the very least, it will be interesting to see what happens next. Alande (CN elven female rgr5/ftr5/wiz4) is one of the most infamous elven pirates, and despite being declared renegade by the Royal Court and having a huge bounty placed on her head by various coastal cities, she remains at large and continues to plunder merchant ships along the western coast lines. She recieves covert support from certain members of the Naurimar faction, but the truth is that she secretly likes the opening of Narevoreen to new ideas. She hopes to gather enough followers to conquer a small coastal realm of her own - and then be welcomed back by the Royal Court as a colonial governor.

Religion Important NPCs


Queen Meeral (N female elf ari6/sor7) was an extremely intelligent and charismatic women, and highly qualied to rule her realm even apart from her birth into the royal family. But most of the job of governing her realm was traditionally left to the members of the Royal Court, leaving her with little to do other than performing the public ceremonies tradition expected of her, raising the four children she had with her now deceased royal consort, and dabbling in the arcane. In short, she was extemely bored, but it seemed like there was nothing she could do to change this. But all this changed ve years ago. Like most elves of Narevoreen, she had never seen a human before and believed the stories that they were nothing more than uncouth, hairy barbarians with nothing to oer the elves. The defeat of the Elven Navy by the rag-tag coalition of human cities was as much of a shock to her as to any other elves. But what really surprised her was the Doge of Atalus, who came personally to the negotiations for the peace treaty. He bowed to her, charmed her with his wits, and spoke of great possibilities in a future alliance between her realm and his city all in awless Elvish. He then skillfully outmaneuvered the other human negotiators and made sure they gained mere tokens for their eorts in this war, all the way letting them believe that they had recieved a grand price. When the city of Navar opened, it was merchants from Atalus who established their presence rst and made the biggest wins. All in all, the Queen realized that she had nally found her intellectual equal in this human who was a mere quarter of her age - and what was more, unlike too many of her advisors, he was not bound by the stiing elven traditions, and his skill at politics far exceeded that of anyone else she had ever met. It wasnt Meera who rst suggested the poltical marriage - an old elven tradition to bring peace between warring clans - but she readily agreed. While her advisors think of this as nothing more than a political gesture of goodwill towards the human cities (they certainly do not expect children or even heirs to the kingdom to come from this union - even if the Doge would dare to touch her and the Queen permit it, they expect the Queen to use the commonly available elven anti-pregnancy medicines), the Queen dreams of a true partnership between them. She feels the Doge has

Major Geographical Features


Forest of Fomoraig: Elves are not the sole inhabitants of Narevoreen, though they certainly are the most prominent in most regions. Not so in the Forest of Fomoraig, where satyrs, centaurs, and a multitude of fey creatures live and hold their own councel. Any visitors are advised to be on their best behaviour at all times, for while the inhabitants can be generous and curious about outsiders, they are also capricious and wrathful when oended. Lake of Ormalluin: This lake sits at the center of the largest island, and is considered to be the heart and soul of the elven people. Two unique kinds of trees with silver and golden bark and leaves are found on its shores - the silver ones on the northern shore, and the golden ones at the southern shore. Now the lake has become a popular destination for tourists from the continent, and many elves are outraged to nd gratty cut into the bark of the sacred trees. The Stone Coast: This stretch of coast was the location of an earlier invasion attempt by the Atalan Empire. Several legions of Atalan soldiers landed here, only to turn to stone to a man once the sorcerous defenses of the islands were ready. The statues of the men that once were still stand on the beach, as a silent testimony to the magic of the elves. Many people - including many elves - wonder why a land that was able to defeat an earlier invasion so easily could not deal with the recent human eet. The truth is that this feat was not easy, and only the most learned sages of the Royal Court know what the elves had to sacrice for making it happen.

Important Towns and Cities


Eluvanar (Small City, 78,735): Located on the westernmost island, Eluvanar is the capital of Narevoreen. Its location symbolized the realms detachment from the aairs of the continent, and by implication, the aairs of humanity. Now that isolation is over, and for the rst time in elven memory, humans have begun to visit the capital. And a splendid view it is to their eyes - soaring buildings of stone and marble carved to the nest specications conceived of elven aesthetics meld together seamlessly with elven tree architecture to make a city

CHAPTER 6. GEOGRAPHY that seems more majestic and alive than human cities many times its size. Eluvanar also has the largest port in Narevoreen, though these days Navar sees more trac. The large shing eet aside, Eluvanar is now the starting point for many elven expeditions exploring the oceans to the west, north and south, for many adventurous elves hope that in some distant land across the sea they will nd knowledge or magic that allows them to make their realm safe from the humans again. Ibeth (Town, 17,744): Long a city of scholars and wizards, this city now boasts several schools and universities dedicated to studying human technology and magic. Most of the elves who leave for the human cities return there periodically to hold lectures on their ndings, and there are always several projects going on tryint to recreate this or that human innovation. There are also now several human guest professors who have been enticed by the promises of excellent wages and the opportunity to study this new land and its strange customs and inhabitants from up close. Some of these people have gone native and married into elven families. As a result, many of the conservatives see this city as an example of everything that has gone wrong with their nation. Navar (Town, 13,423): The only city in Narevoreen open to humans until very recently, and still the only port open to human ships, this port serves as a popular way station for ships wishing to travel across the Western Ocean. While supplies here are quite expensive, they also tend to be of the highest quality. The Foreigners Quarter, the part of town where humans are allowed to stay indenietly (as opposed to the threemonth limit for the rest of the nation), is rather small, and thus very cramped compared to the the rest of the city. However, it is very lively - elven merchants and craftsmen trying to sell their wares for the highest bidder, rowdy sailors enjoying their last chance for drunken revelry before heading out to the sea, and young and curious elves asking traveller about the wider world are common sights here. Since the elves dont recognize the laws of other nations, Navar has also become a refugee for criminals from all over the Known Lands - as long as they have not harmed any elves, and as long as they dont disturb the peace in Navar, the elves do not mind their presence. Toressea (Small Town, 6,442): A small island facing the continent to the East, Toressea was the im-

82 pregnable fortress that guarded access to the islands. Its mythos of invulnerability vanished when the fortress was heavily damaged by the human eet and its defenders were beaten. Now the elven sailors and marines overseeing its reconstruction must watch helplessly as more and more human ships arrive in the sacred waters of Narevoreen. They are spoiling for a rematch, but they are all too aware that their time has not come yet.

Important Sites Regional History


The legends of the elves of Narevoreen state that they did not always live on these islands - instead they ed there approximately four thousand years ago from a Great Darkness in the East and decided to make their new home here, soon falling into the feudal patterns that lasted to this day. The most signicant episode in the early history of the realm occurred thirty-six centuries ago when Falimar, an elder of the clan of the Neidar and possibly the greatest smith of the elven people, fashioned the seven Tingmaril, indexTingmaril or Star Jewels, which captured the light of the stars themselves and were credited with many miraculous properties. Unfortunately, an elder demon stole the jewels and ed to the East. The entire clan of the Neidar was ready to return to the East in order to nd and retrieve the jewels, but the queen of Narevoreen forbade it, claiming that their loss would critically weaken the defenses of the realm. In reality, a court seer had foreseen that a great calamity would occur if the Tingmaril were returned to the realm, but the queen considered her explanation to be more believable, and the Neidar grudgingly stayed home.

Adventuring in Narevoreen Adventure Seeds


The Old Story A young visiting noble from Atalus and an elven girl have fallen in love. Now they need to ee from the islands to escape the girls family, which wants to kill them both to erase the shame. Perhaps the PCs can be of assistance - if not from the goodness of their hearts, then for the reward the noble oers them once they safely arrive in Atalus. But what if the nobles family is not too hapy about this aair, either - and seeks to kill the girl as well?

6.18

Norfjell Wastes

From these lands, the hordes of Negroth swarmed out and overran our cities. And though these days are long gone, a shroud of gloom and doom still seems to hang over these lands. Not at all times. At the height of summer, when the sun rarely goes below the horizon, the lands can be beautiful and full of colors, even though it never quite looses its otherworldly shine. But in the winter, when the storms come howling in from the sea, the darkness is as present as the sunlight was in the summer. And when the snow stops falling and the clouds vanish, strange, mocking lights itter across the sky and make the observer doubt that he is still on this world. Everything in the Norfjell Wastes conspires to make a man feel small... - Edmund Durnsten in: The Known Lands: Norfjell Wastes, Avane Street Publishing (1418)

CHAPTER 6. GEOGRAPHY Capital: Population: 1,403,810 (humans 46%, orcs 31%, goblins 10%, dwarves 4%, elves 4%, frost giants 4%) Government: Tribal Imports: Exports: These wild northern lands are home to a number of human and orcish barbarian tribes that usually migrate with their herd animals. Few permanent settlements exist, and those that do hardly qualify as cities by southern standards. Those settlements that do exist are either small shing villages built on the western coast or small islands o the coast, or logging encampments along the rivers owing into the Great Lake.

83 and have an inuence in local politics that shouldnt be underestimated. Still, many spellcasters chafe under the restrictions placed upon them. While their power is appreciated, it is also feared, and most rulers try to create as many checks to their power as possible. Most wizards are content to live in a gilded cage, but others nd this state of aairs unacceptable. Because of this, a secret society of wizards created the Colony 54 years ago. Located in an old volcanic crater and hidden from curious eyes by mighty enchantments, the Colony was to be a secret refuge for arcane spellcasters, a place where they could build an ideal society unfettered by the morals and restrictions placed upon them by mundanes. Thanks to their arcane powers, they soon established self-suciency and sealed themselves o from the rest of the world. Only a few, experienced wizards leave it again in the search of new recruits among dissatised spellcasters all over the world. As of late, a few conicts have arisen among the population. There is an ongoing argument on which branch of arcane magic is superior to the other - that of the sorcerer, who relies on innate talent, or that of the wizard, who relies on his wits alone. A signicant minority among the inhabitants has also argued for a breeding program to produce superior mages, who would, essentially, be a new species who stand above mundane humans as much as mundane humans stand above apes. Some of the proponents of this idea have seriously considered abducting unwilling mages for this program, and only the inherent danger of this undertaking has stayed their hands so far. Estenheim (Small City, 63,431): A small citystate at the northeastern end of the Great Lake, Estenheim has never really recovered after it was razed by Negroth more than two centuries ago. While it does see some steady trade from the interior and further away from the Lands of the Dead, it suers from preriodic outbreak of plagues which the citizens are incapable of dealig with. As a result, the dwarves of Gol Grungor consider the city cursed and refuse to deal with it for any reason, thus eliminating a powerful trade partner. Periodic orc raids excarbate the situation and often cause starvation and further plagues as the citizens ee behind the decrepit walls of the city. Both Svardholm and Kaltengrad are considering simply annexing the city so that they can control this strategic location, and a growing number of people in Estenheim are openly agitating for this to happen in the hopes of improving the lot of their home - though which city would be more preferable as a patron is still being argued by them. The ruling council resists that idea and instead have committed to a desperate gamble in the hopes of gaining more revenue: They attempt to mine the foothills of Gol Grungor. No one is sure just where the dwarves consider to be the boundary of their territory - and just what they would do if that border is breached. But the councilmen are willing to give it a try nonetheless. Grondholm (City, 134,281): A former shing town sitting near the entrance of a large fjord, Grondholm has grown wealthy through trade with the Flannish cities. Its eets are catching enormous amounts of sh, which are then dried and shipped south. The income

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Great Lake: Forest of Lights: This forest is shunned by the barbarian tribes, and for good reason - numerous willowisps make their home here. Some bold explorers have discovered that they seem to congregate at strange structures of unknown origin near the forests center, but they were chased away by the willowisps before they could learn more. Kierrans Island: A large island far to the north of the mainland, this place is covered by snow for almost the entire year. No humans live there, as the climate is just too inhospitable. A few groups have tried to set up mining operations here, for the island is blessed with an abundance of ores, but they were all abandoned eventually. Now, however, a colony of aboleths has been established here, who nd both the climate and the darkness to their liking. From here they coordinate their plans for conquering Rothea, and occasionally take prisoners here for interrogation. The lucky ones do not live long. Wolf s Tear: This remote mountain in the northern tundra is regarded as a holy site by the orc tribes. Shamans frequently go there to experience vision questions. From time to time, orc warriors in search of their destiny go there to challenge the spirits of the place, but most never return. Those who do return end up becoming some of the most powerful heroes of the orcish race.

Important Towns and Cities


The Colony (Village, 945): Arance spellcasters - wizards and sorcerers - are a vital part of the power structure of most cities. They operate the nexus towers, keep the citys magical defenses running, and create magical items for export. For this, they are paid handsomely,

CHAPTER 6. GEOGRAPHY from the sh is slowly eclipsed by its large whaling eet, which braves the northern waters in search of prey. The city also serves as a way station for those who dare to explore the savage interior in search of riches. The large Flannish Quarter of the city has become a home away from home for many merchants, enterpreneurs, and soldiers-of-fortune. Kaltengrad (Large City, 439,224): A large and prosperous city-state on the east coast of the Great Lake, Kaltengrad has grown wealthy through trade with the dwarves and the Lands of the Dead further to the east. Numerous refugees from the latter have made their home here. The city has been ruled by its merchant dynasties for many generations, who spared no expense in making it one of the most beautiful cities in the northern lands. Harrengrimm (Small City, 56,792): The biggest city in the Norrfjell Wastes in terms of sheer physical size, this mountain top city serves as the center of frost giant society. Its inhabitants marched at Negroths side during the days of his conquest, and formed the backbone of his armies. Consequently, loot from many cities found its way here. But those glory days are long gone, and today the city is mostly preoccupied with itself. Few non giants are permitted to enter here as anything but slaves.

84

Important Sites
Castle Nargeth: This large ruin was once the headquarters of Negroth the Doombringer, who more than two hundred years ago conquered the Norrfjell Wastes and many neighboring regions. Fell creatures still dwell there today. Adventurers try to raid it now and then in the hopes of nding parts of Negroths old treasure vaults. Magmyril, the World Tree: This gigantic ash tree reaches more than a mile into the sky, though strictly speaking it doesnt end there - its many branches reach directly into the realms of Faerie, and many fey live in its branches. The same is true of its roots, which are interconnected with a large cave system where a family of black dragons gnawing at its roots is reputed to make its home.

Regional History Adventuring in the Norfjell Wastes Adventure Seeds

6.19

Parginian Rim

The people of the Parginian Rim consider their lands to be the cradle of civlization, and they will never let you forget it. Never mind that the Atalan Empire has gone for a thousand years - its heritage is still on everyones mind here, and they will consider all outsiders to be somewhat uncouth and uncultured, whether that outsider is a savage hobgoblin or a proud, civilized Flannish man. But perhaps that attitude is understandable. After all, their lands are dotted with ruins from prouder times, so they simply cant escape their heritage... - Edmund Durnsten in: The Known Lands: Parginian Rim, Avane Street Publishing (1413) Capital: Population: 27,342,890 (humans 57%, gnomes 23%, halings 7%, dwarves 6%, hobgoblins 4%, elves 2%) Government: Varies by city-state, but mercantile oligarchies are the most common Import: Exports: The Parginian Rim used to be the heartland of the old Atalan Empire, the region that Atalus conquered rst, and whose culture it inuenced the most. And although the Empire is long gone, the people of the Parginian Rim still look back on these bygone days with pride, and consider themselves the most civilized of all people.

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Gossamer Fields: These plains are inhabited by an enormous number of tiny spiders. At certain days in the spring, these spiders spin long, thin threads of spider silk that y away in the wind and can drift to many distant parts of the Rim. This is considered to be a lucky sign by those cities covered by the gossamer threads. Tunzano Swamps: These marshlands are famous for their large willowisp population which move through the swamps boundaries every night. There are several resorts on the mountains surrounding the swamps where visitors can obseve these creatures at leisure. Since they dont leave the swamps, this is quite safe and provides a spectacular view.

CHAPTER 6. GEOGRAPHY

85 and its citizens. Judario (Large City, 392,845): Built into a large, white cli that dominates the local coastline, Judario is a spectacular sight when seen from the sea. Its many-hued buildings shimmer like a rainbow in the evening light. The city mostly derives its income from shing, and several long-standing treaties with local communities of merfolk made sure that the shes remained abundant and the shers didnt overexploit the resource. Gradually, the city also developed a local university which counts some of the worlds most renowned experts on the oceans among its sta, and if someone wants to learn more about sunken lands and underwater civilizations, this is probably the best place to ask. Of late the city has also attracted a fair number of tourists who enjoy the scenic surroundings. Mergoda (Large City, 237,459): Mergoda is unusual for a predominantly human city because many of its buildings are on gigantic, magically shaped trees similar to the communities that can be found in the elven kingdoms. And, indeed, many elves and half-elves make their home here, but Mergoda welcomes all friendly beings of any civilized race. Leconte (Large City, 314,228): After the nal defeat of Negroth the Doombringer, public opinion in many cities of the Flannish turned against the ruling nobility, who had proven themselves to be unable to unify and defend their homes against the common threat. Often these nobles had to ee or else face death at the hands of an angry mob. This was the case in the city of Torburg, where the king and his entire family were killed in a single night - save for a young princess named Adrienne, who managed to escape thanks to several loyal servants. Adrienne ed far and wide in search of a safe haven. Finally, she arrived in the town of Leconte, which at the time was a sleepy hamlet located on the coast of the Western Ocean, and only a large and crumbling castle hinted at past glories. With the aid of her entourage and several potent magic items she managed to bring along with her, she set up shop and created a new domain with hardly any opposition. Concluding that her father had been brought down by a lack of allies, she was determined to make as many new friends as possible and remade Leconte Castle as a pleasure palace, where she entertained members of the patrician families of the Parginian Rim, exiled nobles from the Flannish Cities, and upper-class people from everywhere, with hordes of servants catering to a guests every whim. In return, her guests showered her with gifts, shows of friendships, and even marriage proposals, and soon Adrienne was a powerful xture of Parginian politics. Today, her descendant Adrienne III rules over one of the most sinful cities in the Known Lands. To the wealthy visitor, there are few pleasures that arent available. The hordes of servants, on the other hand, have to work long hours for small wages, until their youth and beauty fades and they are tossed out to the slums surrounding the city that survive on the trash of the wealth within. Adrienne III has political inuence that extends far beyond the borders of her small domain, and it is rumored that she is currently scheming to retake the throne of Torburg - or that of other cities. Sirenzo (Metropolis, 1,823,521): This city prides itself on its many universities and colleges, and some of

Important Towns and Cities


Alassia (Metropolis, 1,642,921): Alassia used to be a moderately wealthy, if otherwise unremarkable city thriving on trade until the city fathers agreed to build a railway through the Grand Road, a vast underground passageway starting near the city and stretching all the way to the Verdant Coast - more than 4000 miles away. The project was and is highly controversial because of its sheer size and cost, and indeed, the city nearly bankrupted itself for it, but by this stage, the project is protable enough to allow the city to keep up with its loan payments and even have some money left over. It is estimated that it will probably take another two decades to complete - the logicistal problems are enormous - but periodic links to the surface allow for intense trade between the cities along the way even now, and most citizens are optimistic about its future. However, critics point out that now that the railroad neares Gol Murak, problems are bound to intensify, as the Snake Kingdoms certainly wont permit the existence of an easy supply route to their old enemies in the dwarven kingdoms. The League of Armach also has suggested to build an underground link between their cities and the Grand Road, but many feel that getting close to that expansionist regieme might be unwise. So might be refusing their wishes, however, and the city council hasnt reached a conclusion on this issue. In the end, the projects success remains uncertain, and a major upset could bring it down. Atalus (Megalopolis, 5,643,730): The largest city of the Known Lands, and the one with the most illustrious history, the inuence of Atalus throughout the world cannot be overstated. The Atalan Empire had its origins here, and the rst nexus tower was constructed in the city. While its actual possessions have shrunk to a fairly small protectorate, its political, social, and cultural inuence reaches across the Parginian Rim - and beyond. All roads lead to Atalus, as the saying goes. Built on six hills, much of the city is gradually sinking below the sealine thanks to erosion processes both natural and articial, and only vast civil engineering projects keep the oods at bay - and even that is not enough in some of the poorer and low-lying neighborhoods. The buildings of this city often sit on many layers of earlier construction from past ages, and as a result, there are innumerable catacombs, tunnels, and entire abandoned buildings in the belly of the city that await to be discovered and explored - though sometimes, these catacombs already have inhabitants, not all of them human. While its system of government has changed frequently over the century, at the moment it is ruled by the Doge, who is elected from the members of the Merchant Council by his peers. He always wears a white mask in public so that no one save the members of the Council may know his identity, but of course speculation runs rampant. Bargeto (Metropolis, 1,349,772): The citizens of Bargeto mostly live an easy and carefree life, for its wizards have created a race of homunculi - so-called dopplegangers - with the aid of alchemy and the nexus towers magic that serves as laborers. This servant race can be made to look in whatever way its creators choose. The magic spells put upon them with the aid of the nexus towers keeps most of them loyal and obedient to the city

CHAPTER 6. GEOGRAPHY the nest scholars outside of Byblos can be found here. Many young nobles and members of wealthy families from all over the known lands are sent here for completing their education. This serves them well, for this allows them to rub shoulders with many of the people they will later have to deal with when they have ascended to a position of responsibility. Many students join one of the many student societies that exist in Sirenzo. Many of these societies have longstanding feuds, and the intrigues between them can get rather vicious at times. Stercia (Large Metropolis, 2,072,985): The city of Stercia has suered from severe storms throughout history, and these have been worsening in recent decades, causing large-scale devastation in many neighborhoods. To combat this, two decades ago the city council proposed to build a gigantic stone dome that would encompass the entire city and protect it from the elements. Today the dome is half shed, and can be seen from far away across the plains, and the many light stones embedded in it make for a spectacular scenery at night. Nevertheless, most visitors feel uneasy in the domes shadows and many have the feeling that they are constantly being watched. Few stay for long, and those who do stick to the foreigners quarter. These suspicions are entirely warranted, as a large hive of daresh controls the city from behind the scenes. The dome is built to shut out the sunlight - which these creatures abhor - and the citys slums are used to acquire new hosts, while the rulers are mentally dominated or terried into submission. As soon as the dome is completed, the daresh will have a huge and near-unassailable headquarter for their conquest of the Parginian Rim. Torrino (Small Metropolis, 732,592): Also known as the City of Mirrors, this city reputedly has the best glassblowers in the world, and its goods are highly sought after in many lands. Its artists arent afraid of showing o with their art, either: Many buildings in the city center have been given a glass coating so that they look like gigantic mirrors - thus explaining the citys nickname. Veletta (Town, 13,314): This town near Sirenzo was founded two decades ago by one Agnomo Elvilla, a rich heir from an old patrician family. In his youth, he was a wastrel and seemingly without a purpose in life, prefering to spend his inheritance on entertainments and travels. But this changed when he returned from one journey and claimed that he received telepathic messages from beings he called the Ancients. Dismissed by most as a crackpot, he soon started acquiring fol-

86 lowers and founded this commune where the members of this cult - which he labeled Oruniacur - could live according to his teachings. The town supports itself through agricultural exports, as well donations from rich members from all across the Parginian Rim. Visitors who arent cult members are rarely admitted, and even when they are admitted they are always accompanied by at least one guide. As a result, rumors about what really happens in this commune are rife. Viderio (Metropolis, 1,623,887): An open magocracy, Viderio has a rather unusual way of chosing its ruler, who is also known as the Magister. Every ve years, the city holds what is commonly known as The Games - a contest of spellcasters open to all wizards and sorcerers who chose to apply. The contestants are paired o to ght duels with each other, with the winner (determined by surrender, incapacitation, or death of his opponent) progressing to the next round. The initial rounds are mostly used to weed out the less skilled spellcasters, and while injuries are common, deaths remain rare, as it is considered unsporting to kill o an opponent who is vastly weaker than you are - and besides, none of the serious contestants are keen on showing o their latest tricks too early, lest their rivals learn of them and prepare countermeasures. In later rounds, the duels usually involve spectacular reworks and fatalities are common. Nonetheless, the contest remains popular, as even progressing to one of the later rounds gives a competing mage serious bragging rights in some quarters - and plenty of experienced priests gather around the Games to cast raise dead at inated prices (casting spells that prevent resurection of ones opponent is grounds for disqualication)... The winner of the nal round then has to ght the current Magister (if that Magister hasnt abdicated at the end of the Games - and many do) - and if he wins, he becomes the new Magister. The old one (raised if neccessary) then retires to the Council of Mages, an advisory council that in reality controls most of the city and uses the Magister as a gurehead.

Important Sites Regional History Adventuring in the Parginian Rim Adventure Seeds

6.20

The Siebenbund

13th of Kort: The Siebenbund seems like the halings. Nice, cheerful, peaceful, if a bit staid. Favorite vacation spot for rich city people who want to get away from it all. But the halings - why do they all have crossbows in their homes? What are they hiding? Tunnels everywhere - where do they go? How many are there? What are the gnomes and dwarves doing with them? Gnomish families large - relatives everywhere. Many bankers - how much do they own? All those retired adventurers - are they really doing nothing? Fey folk in the forests and mountains... - Diary fragment rescued from a re in a hotel room in Hagenzell. The occupant of the room, one Anthony Harrison of Dartmouth, is currently missing.

CHAPTER 6. GEOGRAPHY Capital: Hagenzell Population: 1,653,430 (halings 76%, dwarves 10%, humans 7%, gnomes 5%, elves 3%) Government: Loose Republic dominated by clan interests. Imports: Fruits, pipe weed, spirits, wealthy retirees Exports: Beer, cheese, crossbows, gems, iron, precious metals, wool This pleasant and mountainous land remains an oddity in the world of Urbis. On a continent increasingly overcrowded with sprawling city-states, the Siebenbund has steadfastly resisted any major attempts at urbanization. Which is just as the halings, who represent the majority of the population, like it. On the surface, a land without the potent defenses of nexus towers (for few can be found here), inhabited mostly by halings, and ruled by a loose council that doesnt meet more often than absolutely necessary would seem like a tempting target for invaders. That the Siebenbund has been at peace with its neighbors for more than 200 years has several reasons. First, the citizens of the Siebenbund are nor as harmless as they appear. Every adult male haling has to keep a crossbow in his home and practice with it at least once a month. While this target practice is used as an excuse to have a party more often than not by the gregarious halings, it does keep their aim sharp. There are many secret stockpiles of food and other emergency supplies scattered around the country in preparation for invasions, and many paths and roads are rigged with traps built and maintained by dwarven and gnomish engineers. Any invader would suer huge losses before even seeing his rst battle. Second, many merchant houses and other large, continent spanning organizations have made the Siebenbund their home base, or at least an important secondary base. Taxes are low in the Siebenbund, and the Rat has always taken the attitude that as long these organizations dont disturb the peace in the Siebenbund, they dont care what they do elsewhere. This hands-o attitude has encouraged many such groups to build their treasure vaults here. Consequently, they would see an assault on the Siebenbund as an assault on themselves, and react accordingly. Third, the pleasant climate and surroundings of the Siebenbund - not to mention the excellent cuisine and beer - have attracted many wealthy retirees from elsewhere. These include former adventurers, politicians, and merchant and crime lords. Most live here to enjoy some peace and quiet, and will react extremely hostile when provoked. Given the power that some of these individuals wield, this serves as a useful deterrence. Thus, life in the Siebenbund remains mostly peaceful, and is only disturbed by the occasional monster wandering down from the mountains, or the subtle intrigue taking place in its cities.

87 forms of light industry. Each town is self governed, and the adult citizens elect a mayor from their midst to represent them. In practice, these elections tend to be dominated by a handful of powerful families and clans who give out gifts to the voters before an election to make sure that their candidate gets elected. The mayors, in turn, decide on the representative of their province to the grand Council, or Rat, of the Siebenbund. There is one representative for each of the six provinces, plus one speaker for the various clans of dwarves scattered throughout the mountains. The Rat meets semi-annually, and decides on all the issues that must be attended to. Since there is rarely anything of importance that aects the Siebenbund as a whole, most of the Rat meetings are taken up by pompous speeches that tend to get longer the less important the subject matter is. The few large cities of the Siebenbund are considered wild by most respectable citizens, but are actually rather tame when compared to the city-states elsewhere. There are few poor people, the streets are clean, and they mostly manage to retain a small town image despite their size. Most of the excitement in the cities come from the subtle games of intrigue played by the merchant houses and other organizations, and the often less-than-subtle games of one-upmanship played by former adventurers and other would-be celebrities. As long as these aairs dont degenerate into actual violence, they are cheerfully ignored by the local constabulary. Any bloodshed or murder on the streets will bring censure and the full wrath of the law, however.

Government and Politics Groups and Organisations Religion Important NPCs


Gral Guldenberg (LE male gnome ari5/exp5/div6) is the patriarch of the Guldenberg family. While few people have heard of him, those who do are also aware of the vast power this gnome has. With a few words, he can make a merchant house prosperous - or ruin a whole city-state. While he is getting old even for a gnome, his mind is as sharp as ever, and he is extremely capable and ruthless when it comes to protecting and expanding his familys fortune. A large percentage of the rulers of the Known Lands owe him favors - some of them rather large ones - and making him angry could be the single biggest error someone could make.

Major Geographical Features


The Siebenbund is dominated by its mountains. What civilization exits clings to the valleys below, or, in case of the dwarfholds, is burrowed into the mountains themselves. Blaustein: This mountain is said to be the realm of an otherworldly being called Der blaue K onig, or the Blue King. At night he wanders the Siebenbund in the guise of a lonely traveler. Those who are friendly to him and give him food or a place to stay for the night are rewarded - he leaves a pot full of gold in the morning

Industries Life and Society


Most of the Siebenbund remains rural. Small towns and villages are scattered through the many valleys, and most people work as farmers, shepherds, or in various

CHAPTER 6. GEOGRAPHY and vanishes into the thin air. Those who are rude to him or even attempt to attack or rob him are stricken with a curse or are found frozen in a remote mountain valley many months later. On the night of the full moon, the Blue King and his entourage go hunting, and those who live in the shadow of the Blaustein know enough to lock their doors and not open them again until the sun rises. Feenwald: This forest covers an isolated valley, and is mostly populated by elves and fey creatures. Nonelves mostly stay away, and the elves only occasionally leave the woods to trade for essentials. Hollerpass: This mountain pass was where Negroth the Doombringer was defeated in single combat by Sir Calabrim, a mighty paladin. This ended his reign of terror, and peace was restored throughout the Siebenbund and beyond. An order of paladins stands guard over the grave of Sir Calabrim, and patrols the pass to make sure that this important trade route remains unmolested by brigands and monsters. The Lair of the Tatzelwurm: This remote valley is largely lifeless, and is reputed to be the lair of the Tatzelwurm, a terrible many-legged serpent. According to the stories, this creature kills all trespassers. Nebelh ohlen: The Nebelh ohlen are a vast series of cave complexes straddling the border between the Siebenbund and Avareen. Many of these caves have hot springs that make the area permanently mist-shrouded. A loose group of mystics from many races dwell here, but they generally leave travellers alone as long as they dont stay for long. Petersberg: One of the biggest mountains in the Siebenbund. It is famous for a large, subterranean lake in its center in which a gargantuan sh lives - the socalled Alter Peter. This sh is nearly a mile in length, and has to bite its own tail so that it can t into the lake. Whenever it lets go of the tail, the valleys below experience oods, earthquakes, and avalanches. Consequently, the local authorities have posted guards at all known entrances to the cave systems beneath the mountain, so that nobody can disturb the sh. It is unknown how precisely Alter Peter survives in its current location.

88 a good eort nonetheless. Outsiders are only given access to the library after a large donation and a lengthy waiting period, though bringing books that are not yet in the library can speed up things considerably. Gellingen (City, 139,412): This city is dominated by the Gemeinschaftsbank and other nancial institutions. This community has the only nexus towers in the Siebenbund, for the banks need their magics to protect its secret vaults. And apparently with success, for there are no conrmed tales of thieves who successfully broke into them (whether this means that no successful thefts happened, or that those who did succeed wisely kept quiet about it is a matter of some debate). The banks will deal with anyone who has wealth to store and is willing to part with some of it to protect the rest. It is said that the fortunes of hundreds of tyrants, crime lords, and deposed kings are stored here, but the bankiers are not willing to talk about their customers. The banks keep a tight rein on the city, and suspicious-looking people - those who arent customers, that is - are kept under constant surveillance and hassled by the local guard at the slightest pretext. Hagenzell (City, 175,390): The capital city of the Siebenbund and the seat of the Rat, Hagenzell does its best to present a friendly face to foreigners - wealthy foreigners who arent out to make trouble, that is. It has a higher than average population of non-halings, mostly expatriates from other regions and their descendants. This brings a cosmopolitan air to Hagenzell that other towns in the Siebenbund are lacking. Several mercenary companies are based in Hagenzell, and a surprising number of hobgoblins are counted among their members. These companies have pledged to defend the Siebenbund in case of an invasion in exchange for being allowed to have their home base here. Karlach (City, 150,726): The former provincial capital of the Atalan Empire, Karlach still has a strategic position within the Siebenbund. Most rail lines connect here, and the largest river of the Siebenbund, the Karsbach, ows through the city as well, allowing for a fairly large amount of trade along the river (though not on the same scale as through the canals of the Flannish Cities). Ancient ruins dating back to Atalan times abound here, and popular tavern tales tell of the treasures - and monsters - hidden beneath the city. Most are probably exaggerations, but sometimes someone does nd a piece of ancient trearue - or vanishes without a trace. Merebis (Large Town, 21,778): A town in a fairly remote eastern region of the Siebenbund which is primarily inhabited by religious refugees from Thenares. Until recently this town was mostly ignored by both Thenares and the rest of the Siebenbund, but now a large movement of people who have their own, heretical interpretation of the Thenaran state religion has started to smuggle pamphlets and covert missionaries back into Thenares, and the Thenaran authorities are increasingly loosing patience. Neuburg (Town, 16,442): Sitting next to the northern border, Neuburg attracts numerous would-be immigrants from the Flannish Cities who search for a better life in the Siebenbund. The prospect of numerous humans trying to live in the Siebenbund scares many citizens, and as a result, border patrols by the militias have become much more common. Still, many make it

Important Towns and Cities


Despite being thought of as staid and boring by many foreigners, the Siebenbund does have a few locales of note. Bad Taubenfels (Town, 12,470): This town has several hot springs renowned for their curative power. While this would be nothing extraordinary in a world where divine magic is commonplace, it is said that the springs of Bad Taubenfels can also cure weariness of the spirit. As a result, many wealthy people from foreign parts spend some time here as a part of a sabbatical. The security in this town - magical and mundane - is correspondingly tight. Byblos (Large Town, 23,120): Possibly the oldest settlement in the Siebenbund, the remote mountain town and monastery of Byblos has the largest concentration of loremasters on the continent. Their stated mission is to gather a copy of all books in the world, and while they are still far from that goal, they make

CHAPTER 6. GEOGRAPHY over the border and hide in the city. Zwergenheim (Large Town, 39,560): This dwarfhold is the largest community of dwarves in the Siebenbund and thus serves as their political center. Visits by non-dwarven traders are frequent, and there are suitable inns and taverns for them.

89 a few years, he authorized killing the few halings that hadnt ed. Many of the Empires halings ed north to escape the increasingly insane Emperor, and many hid themselves in the remote mountain valleys of Ratium, where the governor had few men and even less interest in seriously enforcing the Emperors edicts. The halings stayed there even after Emperor Solus died in 395 NA, and built up a new existence for themselves. Since this day, the halings have outnumbered all other civilized beings in the region.

Important Sites
Gulrathur: Long ago, the Siebenbund mountains were the home of the fourth dwarven kingdom Gol-Tabur, which rivaled the others in size and might. Its people were masters in the arts of wizardry, and its cities were full of magical wonders unseen in dwarfholds ever since. But one and a half millenia ago, its archmagi apparently summoned something that they couldnt control, and the capitol was destroyed in a single night by otherworldly forces. Most of the terried survivors from outlying settlements ed the mountain range and moved to the other dwarven kingdoms, bringing the tale of the tragic fall of their home with them. Ever since, the arts of wizardry have been distrusted among dwarves. The ruins of the capitol, now simply named Gulrathur, the Forsaken City, can still be found below the eastern parts of the Siebenbund. Dwarves shun the region, and most halings are similarily intimidated by the sinister reputation of the ruins, but a few humans have dared to explore the ruins over the years. Some have found nothing of the supposedly demonic inhabitants and returned with a few minor trinkets, but others return scarred for life and whisper of supernatural entities in many forms and disguises - and too many fail to return at all.

Adventuring in the Siebenbund Adventure Seeds


The Curse of the Dwarves: The noted archaeologist Professor Ernst Bachmann of the Flannish city of Hogenrood last year announced an expedition to the ruins of Gulrathur, despite vehement protests from many dwarven communities. Three months ago, the expedition, which consisted of 43 people, set out to explore the ruins in detail. Recently, the haunted-looking professor returned to Hagenzell with a lone assistant. The same night, he was found murdered in his hotel room from multiple cuts, and witnesses saw several small gures eeing the scene. The room had been visibly looted, and there was no trace of his assistant. Now speculation runs rampant about the murder and the expedition. Are the members of the expedition still alive? Have they stirred up something that they shouldnt? What happened to the assistant and the professors luggage - did he bring any artefacts with him? Who was responsible for the murders? The mystery only deepened when a raise dead spell authorized and paid for by the Hogenrood Museum of Art failed to have any eect on the professors body... The Endless Tunnels: The rail lines of the Siebenbund pass through a large number of tunnels. When the PCs travel through one of these tunnels, they suddenly realize that it takes far more time to pass through the tunnel than it reasonably should. The train sta are as confused about this as anyone else. But surely, the tunnel must end somewhere... mustnt it? And why wont the doors and windows open? As panic breaks out on board, the PCs must gure out who is responsible for this and put a stop to it. Has one of the passengers cast a huge illusion on them? Or have otherworldy forces taken control of the train - such as demons from Gulrathur? Or is this a manifestation of Shaprat?

Regional History
The rst recorded mention of the area known today as the Siebenbund was in -347 NA, when a group of scholars eeing from elsewhere (where exactly they ed from is lost in the mists of time, but still the subject of much speculation) founded the monastery of Byblos. Later, in 223-226 NA, the few tribes of human barbarians living here were conquered without much eort by the expanding Atalan Empire, which was mostly interested in securing the mountain passes to the north. The region was incorporated as the province Ratium, and a governor was appointed. In 371 NA, the Atalan Emperor Solus began to persecute the halings in the empire, accusing them of plotting against the throne and seizing their assets. After

6.21

The Snake Kingdoms

I had laughed at the tales that many people of the Snake Kingdoms had both men and snakes among their ancestors. Why, there have even been cases of rural peasants in our own backwater villages becoming overly fond of their livestock, if you get my meaning - but I had never heard any proof of those unions producing ospring, either. But now that I had actually reached Karos, it became harder to dismiss these tales - many of the surathi, an ancient bloodline which had inherited mysterious powers - had patches of scales where skin should be, or disturbingly elongated incisors that would have reminded me of the dreaded vampire, if they hadnt proudly walked the streets in broad daylight. And there seemed to be a fair number of people with even bigger deformities - while such people hid themselves in large, concealing robes, the movement of the limbs behind those clothes made my imagination to create all sorts of disturbing explanations...

CHAPTER 6. GEOGRAPHY - Edmund Durnsten in: The Known Lands: The Snake Kingdoms, Avane Street Publishing (1415) Capital: Population: 29,457,320 (surathi 56%, humans 35%, dwarves 4%, elves 3%, gnomes 1%) Government: Surathi aristocracy Imports: Slaves Exports: Psionic artifacts, spices This jungle region is well known for the multitude of poisoned snakes that call it their home. Yet it is named for a dierent kind of snake: The surathi, who maintain their greatest realms here. Their rulers scheme and plot to make the surathi the rulers of the entire world, and only their constant in-ghting and the occasional revolt of human slaves prevents larger conquests.

90

Industries
Most of the industry of the Snake Kingdoms is based on slave labor, and thus fairly inecient. Slave produce most things that the surathi need, and thus the surathi have never seen much reason for changing this system, but the relatively cheap but advanced goods ltering in from northern regions are beginning to make slave labor unprotable in some industries. It is unlikely that the slave planations will be abandoned any time soon - the local infrastructure simply isnt good enough to transport the amount of food needed to feed the teeming millions of surathi - but those who use slaves to manufacture all sorts of items are coming under increasing pressure. The standard response to this has been simply to work the slaves harder, but many surathi with more foresight are contemplating other solutions. However, there is one area where the Snake Kingdoms have a virtual monopoly on: The creation of psionic items. A few trinkets are exported as curiosities, but most items are created for domestic use. To help the manufacture of such items, the surathi have even devised something similar to nexus towers (which are incompatible with psionic energies): So-called death pits, where slaves too weak to work are put and slowly drained of their life energy to power the items. It is said that sometimes individuals can hear the screams of the slaves who died this way when they use psionic items made with the help of a death pit.

thing that worried some of the more civilized citydwelling surathi to no end. Contemplatives: These surathi focus on exploring psionic powers. Master psionics, they say, and master of the world will follow soon thereafter. A commonly held belief is that if they become suciently powerful, they might be able to follow in Sarushs footsteps and become deities themselves. Cult of Sarush: Worshippers of Sarush can be found in every region, and betting a deity of deception, its cults can take many forms. But in the Snake Kingdoms, the Cult of Sarush has become the state religion, and among more traditional pursuits of his worshippers also focuses on strengthening the surathi as a race. Among other things, this means sponsoring elaborate breeding programs with worthy mates to make individual surathi as powerful as possible. The highest levels of the cult are almost always lled by Pure Ones. Currently, the Cult has given its blessings to the Expansionists, though more than a few priests disagree with that decision. In the meantime, the conquests give the Cult many dwarves for its sacrical altars, for the Cult practices life sacrices of non-surathi. Expansionists: Currently the dominant faction, the Expansionists argue that the surathi are now strong enough to expand their rule through force of arms. They have led the charge against the dwarves of Gol Murak, and their successes so far have bolstered their position. Modernists: These surathi argue for a change to a more modern form of society, as seen in more northern regions. This would allow the surathi better access to all sorts of modern comforts and also allow them to inltrate those other societies more easily. They think that slavery is an institution that has outlived its usefulness - returning visitors to the Flannish Cities speak in an impressed tone of how wealth disparities can easily fulll the same purposes without having to spend sigincant resources to keep the workers in line. They argue that after modernization the surathi would naturally drift to positions of wealth, power, and leadership - while the current aggressive course will only trigger an anti-surathi backlash.

Religion Life and Society Government and Politics Groups and Organisations
Surathi society seems to be inherently fractious. Numerous power groups and dierent philosophies have sprung up over the centuries, with their adherents warring with words, and, all too frequently, with force. Animalists: These surathi eschew the trappings of civilization, instead making their homes in the deep jungle. Travelling in small bands diering by what animals they resemble the most (and patterning their behavior after them), they seem to be content with ruling the wilderness and deep jungle. It is hard to know just how numerous they are and how far they have spread, some-

Important NPCs Major Geographical Features


Crimson Lake: This lake has a permanent blood red tinge. Legends credit this coloration to a massive monster at the Lakes bottom that bleeds from a would that doesnt heal. Many surathi warriors drink the water of the Lake before a battle, which supposedly grants them some of the monsters strength. Lake of Dragons: The second largest know freshwater lake after the Lake of Dreams, this is generally considered to be the southern border of the Snake Kingdoms by default, since several bronze and gold dragons make their lair in its waters and have made it suciently clear that the surathi are not welcome near it. Several tribes of ordinary humans, half-elves, and elves (the lat-

CHAPTER 6. GEOGRAPHY ter relatively recent refugees from the Verdant Coast) live close to the lake under their protection. Plateau of Hungry Ghosts: By day, this plateau in the middle of the jungle seems in no way exceptional - it has the usual jungle ora and fauna. By night, however, ghosts of animals prowl the land and hunt each other as their esh-and-blood brethren do during the day. They and the living animals completely ignore each other, but any thinking being that sets a foot on the plateau will instantly become the prey of all ghosts that see him - unless it is shielded from them in some way. It is said that a group of druids makes their home here. Sarushs Bowl: This large crater was created when Sarush, the creator of the surathi, battled Shargul and subsequently ascended to divinity. It has long since been overgrown with jungle, and serves as the holiest of holies for the entire surathi race. By Sarushs decree, no surat may kill another within the connes of this bowl. Trespassers who arent surathi are quickly slain by the craters guardians for their sacrilege. Valley of Thorns: The Snake Kingdoms are built on slave labor. The life of a slave is harsh, and they tend to be worked to near death by their surathi masters - and once they cannot work any longer, their life energies are drained by nexus towers. This creates a constant demand for new slaves, and many surathi solved this by raiding their neighbors - even other surathi communities. This eventually got so out of hand that the priesthood of Sarush intervened, and instituted the Thorn Wars, annual mock battles that take place in the Valley of Thorns. All cities of the Snake Kingdoms participate, as well as many smaller groups and individuals. The goal is to capture as many surathi of opposing forces as possible. Any living surathi prisoners are exchanged for a ransom after the Thorn Wars are over - the groups whose members were captured are obligated to exchange humanoid slaves for them - 2 for a thin-blooded, 10 for a lesser brethen, 20 for a favored one, and 50 for a pure one. It is perfectly acceptable for any participants to use human slaves or mercenaries as soldiers in the Thorn Wars - but whoever manages to capture those gets to keep them.

91 ing Zeshkel family of Kelzech just takes this obsession further than most. Each year, a series of games is held in Kelzech, in which any member of a humanoid species can participate - surathi, human, hobgoblin, and so on. Even slaves are permitted to enter - by law, their owners cannot prevent them from doing so. The contestants must face a series of trials that range from simple one-on-one ghts against other aspirants to complicated mental puzzles. The high points are various team games where the contestants must work together in small groups to succeed - and be ready to betray them moments later when it becomes convenient. Contestants are frequently maimed or killed, but any non-lethal injuries will be healed by surathi priests (though accepting such healing is grounds for disqualication. No magic or psionic powers of any kind are allowed in the contest on pain of death. The three best placed contestants are showered with wealth (and given freedom, in the case of slaves). The overall winner is expected to marry into the royal family of Kelzech, and a suitable mate will be selected for him or her by the family elders. Note that the Zeshkels will not take no for an answer from the contest winner. In their view, he or she has proven to be suitable for breeding purposes, and they will not permit that person to get away. If that person tries to ee, they will psionically enslave this person and use him or her as breeding stock anyway. Shasrar (Metropolis, 1,784,321): This city is ruled by a matriarchy of surathi, whose leaders frequently grow to enormous sizes. Males - of both humans and surathi - are enslaved and in most cases are treated little better than cattle. Slendar (Large Metropolis, 2,137,883): Ruled by the powerful Ashin clan, Slendar is known for being a haven for those who are in trouble with the Cult of Sarush. While the Ashin do worship Sarush in their own way and believe that the surathi are naturally destined to rule over lesser people, they are convinced that the blind fanaticism of the Cult will do more harm than good for the ascension of the chosen people. The Ashin thus serve a foil for the Cult in many conicts, and they plot and scheme to expand their inuence, eventually hoping to rule all of the Snake Kingdoms. Trasoch (Metropolis, 1,537,331): This city boasts the nest academies of psionics in the entire world, and many those who wish to train their psychic abilities - and not just those from the Snake Kingdoms, either! - travel there to progress in the arts. The masters of the schools constantly vie to discover new powers or to manufacture new psionic items. One school has secretly created a new device that has the potential to make death pits obsolete: Victims are put into suspended animation within a crystal con while their life energy is being drained. During the operation of these cons, the mind of the subject wanders in elaborate dreamscapes, with rejuvenates the life force of the victim. In this way, psionic energy could be generated indenietly from those strapped into the device. Zalnar (Small Metropolis, 844,761): This city built on the sides of Sarushs Bowl is the Holy City of the Cult of Sarush. Most surathi priests travel there to recieve their initiation into the mysteries of the Cult, and most other surathi visit this city during a pilgimage

Important Towns and Cities


Karos (Metropolis, 1,227,975): Also known as the Gateway to the Snake Kingdoms, Karos does its best to present a friendly face for the world. Its architecture is light and airy (if somewhat alien in aesthetics), the few slaves seen on the street seem well-treated and healthy, and the more disturbing surathi are mostly kept out of sight. Traders from many lands come here and nd the natives accomodating and friendly, if somewhat peculiar. Many scholars are likewise attracted to its libraries, which hold many ancient manuscripts from the Atalan Empire and even earlier periods. Not surprisingly, the majority of the Surathi here belong to the Modernists, and they do their best to build a network of connections with the outside world. Negotiations for a rail link between Karos and the Parginian city of Stercia are currently proceeding. Kelzech (Large Metropolis, 2,579,220): Many surathi are obsessed with breeding programs. The rul-

CHAPTER 6. GEOGRAPHY at least once during their lives. Zarkurush (Large City, 314,753): This subterranean city was once part of Gol Murak, but the surathi conquered it 65 years ago. Now the city serves as the Snake Kingdoms biggest supplier of iron ore. The mines are kept operating through massive use of slave labor, mostly humans, as most dwarves have either ed or died from the brutal treatment by now.

92 debris into the atmosphere darkened the skies around the world for many years, triggering a minor ice age and causing crop failures and starvation in most lands. For the humans oppressed by Shargul, however, it was a day of joy, for Sarush spoke to his most loyal followers in their dreams, explaining that he had ascended to godhood and that the threat posed by Shargul was ended forever. The ability of his clerics to conjure large amounts of food saved many lives over the next few years, and together with the elves from the east they managed kill most of the now leaderless orcs (the kobolds, on the other hand, have proven more adept in hiding in the jungle, mountains, and other remote places, and thus remain in the region to this day). The humans took control of the cities and began to rebuild their cities. The descendants of Sarush ended up as their leaders thanks to their powers and gratitude for the deeds of their ancestor. However, strife and warfare sometimes erupted between them, which kept their rule from expanding outwards. Only the threat of the Atalan Empire - with whom they fought a few inconclusive wars - served as a unifying force, and when the Atalan Empire began to disintegrate, so did their unity. In the sixth century NA, Assoros, the ruler of the city of Kelzech, began experimenting with newly discovered psionic powers which allowed their users to crossbreed with other creatures - including snakes, which were sacred to the Cult of Sarush since many of the powers he manifested used snake symbology. His children were half human, half snake hybrids, and demonstraby more powerful than ordinary humans. When his experiments came to light, most people were shocked, but he argued that he had found long-lost scriptures which claimed that it was the will of Sarush that his descendants should breed with other creatures, taking on their best abilities to strengthen the bloodline. So powerful was his charisma that many surathi (back then merely a term for the blood descendants of Sarush, and not considered a distinct race from humanity) were convinced of the truth in his words and started snake cults that created new hybrids. When Assoros was assassinated by an unknown party, his followers called for revenge and triggered a civil war for the control of the region - today called the War of the Snake. In the beginning, the hybrids were in the minority, but their ability to create lots of descendants with many creatures - not just snakes or humans - allowed them to swell their numbers rapidly (not to mention turning their descendants into grotesque monstrosities). In the end, the hybrids were victorious, with the rest of the surathi either falling in line and submitting to crossbreeding, eeing the region (most of these ended up in the Hamajan Mountains), or getting killed by hybrid fanatics. From this day on, the region became known as the Snake Kingdoms, with the surathi cruelly ruling over in their eyes inferior human slaves. While this did not stop conicts between the surathi, after a time their numbers were large enough to eye the outside world enviously. After a time, a target for conquest was decided upon: The dwarven realm of Gol Murak. While the war has proven long and costly, the dwarves are weakening by the year. Soon, the war will reach a turning point and this mountain range with its fortress cities will be theirs. From there, they can reach

Important Sites Regional History


This verdant region has been inhabited for a very long time. Small tribes of humans staked out stretches of jungle as their territory, viciously defending it against all intruders. But gradually, the rst cities arose close to the rivers, allowing a rst owering of civilization. But human civilization teetered close to extinction two thousand years ago when a dark warlord - some say a demigod - called Shargul arose. He gathered a force of orcs and kobolds from the Star Mountains and other remote regions, and swept into the region, conquering all of it within a few short years. Any resistance was brutally crushed. He then took several decades to consolidate his holdings, building a vast network of paved roads (some of which are still in use today) connecting the newly fortied citadels in the center of his conquered cities. Most of these improvements were created by human slave labor, with kobolds and orcs working as overseers. He also created Yaragol, a dark and brooding fortress built into the sides of a volcano in the center of his territory. Most humans did not try to resist, for even knowing a rebel could mean death after lengthy interrogation and torture. Still, a few brave souls dared to resist, and the most famous among those was Sarush, a human who wielded strange psychic powers never before seen among that race. Over the course of several decades he fathered numerous children with several women, all of which became strong psychics in their own right. Despite the best eorts of Sharguls enforcers he managed to elude them and continued to be a thorn in their sides. Nevertheless, the war machine of Sharguls empire grew, and his forces began raiding the elven empire of the Verdant Coast. But after several decades of low-level warfare and expenditure of a small but signicant fraction of his forces, Shargul came to the conclusion that while he probably would win a war against the organized and magically powerful elves and their human subjects, his forces would be weakened and overextended, thus threatening the stability of his rule. He began to look for weaker targets and started to expand his empire to the west and northwest. Eventually, he reached the Parginian Rim, and while the armies led by the city of Atalus fought ercer than predicted, their resistance began to crumble in face of his overwhelming military and magical might. At this point, with most of Sharguls forces far away from the jungle, an old but unbroken and powerful Sarush made his move and journeyed to Yaragol, the fortress in which Shargul dwelled. What precisely happened then is unknown to this day, but the result was obvious to all: The volcano on which Yaragol was built exploded together with much of the land around it, forming the depression known today as Sarushs Bowl. The resulting release of dust and

CHAPTER 6. GEOGRAPHY out to the Lake of Dreams - and from there, to the rest of the Known Lands.

93 back at him. And the odds are good that their host has ulterior motives in inviting them as well - does he seek to involve them in some sort intrigue? Use them against his rivals? Send them back as brainwashed spies to their cities of origin? Or does he see them as so impressive individuals that he considers them to be suitable mates for his children?

Adventuring in the Snake Kingdoms


Traveling to the Snake Kingdoms is of interest to those who wish to learn more about psionic powers - or about the surathi, an insidious threat that has subverted more lands than most people wish to believe. Actually travelling through the Snake Kingdoms beyond the border city of Karos can be dicult for those who do not display psionic powers (and are thus recognized by the surathi as kin) - non-surathi only have those rights that the local rulers are willing to grant to them, which usually arent many. The best way of entering the Snake Kingdoms is probably by acquiring a letter of passage in advance from a local ruler or other high-ranking subject. This is not particularly dicult if the PCs have made a name for themselves as scholars, adventurers, or experts on any other subjects. Many individual surathi have an almost frightening level of knowledge about events and people in other lands, and by asking around it should not be too dicult to nd a high-ranking surathi with similar interests who will be glad to extend an invitation. Of course, the PCs then runs the risk that their host has rivals who seek to harm his guests as a way of getting

Adventure Seeds
Letter from afar: One of the PCs - likely one of scholarly bent - gets a letter from a high-ranking surathi who claims that he has heard of his impressive reputation and wishes to invite him to his home to discuss matters of mutual interest from person to person. His letter is also accompanied by a generous stipend (sucient for all party members) for the journey to the Snake Kingdoms, should he accept this invitation. If the PCs have any curiosity at all, an opportunity to travel to the mysterious and exotic Snake Kingdoms should be an irresistable lure. But if they arent careful in navigating the local customs, they could make some powerful enemies among the surathi - and thats even without the mysterious spies and assassins that seem to follow their every move during the journey. What is the real reason for their invitation - and if things go sour, how will they get out of the Snake Kingdoms again?

6.22

Star Mountains

I arrived in Neubodenwald after midnight. When I stepped out of the teleportation circle, the thin air made my ears pop. It took me some time to get used to this unpleasant sensation, and after a few steps I feared I was suocating. But when I reached the exit of the Bodenwald Gate building, I was treated with a spectacular sight: The night sky over the Star Mountains. Modern city-dwellers are rarely able to see many stars, thanks to the light of the city reecting in the humid air and obscuring the heavens, but in Neubodenwald the lights are few and the air is dry, allowing an unobscured view of the celestial bodies. The queer eect that all such objects appear to have twice the usual diameter - or four times the luminosity - over these mountains only further intensies this sight. I marveled about the many worlds that we know must be out there, and how few of them we have visited. And soon I, too, would take my rst step on another world, and I fantasized about my experiences in such an alien environment. At this point a Surturan sand badger that had somehow gotten loose in the city attempted to mate with my trouser leg. - Gottfried Dillinger, My Time Among The Stars, Neuer Weltverlag (1420) Capital: Population: 1,243,560 (chuuls 41%, surathi 28%,daresh 17%, humans 15%, ropers 5%, destrachans 3%) Government: Varies by species Imports: Exports: This equatorial mountain range is named for the fact that the stars seem closer here. The moon and the planets often appear twice as large as usual, and the stellar constellations in the night sky shine much brighter than elsewhere. This isnt just a trick of the light - while traveling to other planets normally requires mighty magics (usually involving the support of a nexus tower), in this region a simple teleport spell will do. As a result, some scholars, mages, and explorers maintain bases here to support their exploration of other worlds - and beings from other worlds have colonies in or beneath these mountains.

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs
Burallux (LE male adult blue dragon) is the ruler of Ardraxal. That Tallanggarul has chosen him to found this critical colony - the rst dragon-founded city outside of the Desert of Thunder - despite his young age speaks

CHAPTER 6. GEOGRAPHY well of his intelligence, which is only surpassed by his ambition. He dreams of making Ardraxal the gateway to the other planets, thus lling his lair with the treasures of many worlds from the taris and making him rich even by draconic standards. While Tallanggarul has forbidden him from starting any hostilities with Neubodenwald, seeing that community as no threat to her plans, Burallux sees it as an obstacle to his own ambitions - as long as Neubodenwald sees business, he wont be able to establish a monopoly on o-world trade. For the time being, he tries to woo the merchants away from Neubodenwald, makes entreaties to all cities (dragon-ruled or not) who are interested in exploring and exploiting these other worlds, and sends agents to commit the occasional bit of sabotage when he thinks he can get away with it, but he might decide to take more drastic action in the future. He is patient like most dragons, but he also knows that once the o-world colonies start to grow in earnest, the window of opportunity for establishing a monopoly will close, and he is therefore willing to do whatever it takes to gurantee him a head start.

94 species of fey inhabiting it, although it is unknown just how many fey live there. Mount Uzuma: One of the taller mountains in the range (so tall that it is actually topped with snow, despite the equatorial temperatures), Uzuma hides several entrances to a cave system terminating in a vast subterranean lake 50 miles in diameter deep below the surface. Completely unknown to humans from other lands, the shores of the lake - and the islands within it - are divided between a large number of dierent subterranean species, such as aboleth, chuul, daresh, derro, medusa, sea hags, spirit nagas, and svirfneblin which alternately war upon or trade with each other. Meanwhile, monsters such as cloakers, destrachans and lacedons prey on everyone, but the vast bounties of the lake and its unusually fertile surrounding areas keep these species there.

Important Towns and Cities


Neubodenwald (Large Town, 34,572): This heavily defended town serves as a major way station for the Astromantic Society. Many prospective o-world colonists spend some time here before being transported to their nal destinations. Sslushtra (City, 123,276): The daresh who rule this subterranean city are known to experiment with the creation of new species - and the modication of old ones. They use the easy access to other planets in the Star Mountains to capture creatures from other worlds and use them as hosts for their larvae. Ardraxal (Town, 18,452): A new competitor to Neubodenwald, this city was only founded three years ago and has been growing rapidly ever since. It was founded as a way station to support the colonial ambitions of the draconic rulers of the Desert of Thunder, and already the prots from the trade with o-world colonies are so promising that traders have ocked to this community.

Major Geographical Features


Blink Valley: Regarded as a myth by most explorers, this small and remote mountain valley actually shifts position with similar locales on other planets. The schedule of this eect is unpredictable, but it generally happens about once a day, and if an explorer is unlucky enough to be in it at this time, he will be taken with it and exposed to the alien environment of another world. During the times when Blink Valley is not located on Rothea (most of the time), outside observers will merely see a solid mountain side. Upon rst stumbling across it, explorers might notice the near-total absence of local ora and fauna, and the few plants and animals that do exist there tend to be very alien, since only the hardiest species can survive the rapid changes in atmosphere and temperature. The valley currently seems to be uninhabited, although there are several abandoned and partially crumbling building complexes which were not erected according to any human sense of aesthetics. Mount Kayode: The tallest mountain in the range, Kayode is covered by a huge glacier. Explorers who ew to the top with magic reported encounters with a strange

Important Sites Regional History Adventuring in the Star Mountains Adventure Seeds

6.23

Sunset Province

Is it not enough that the people of the Desert of Thunder have been subjugated by cruel and tyrannical beasts? The answer, I am afraid, is no - as can be seen in how golden-hued snakes have overrun the once proud country of Gorchov not so long ago. At least the blues dragons have not attempted to expand their domain beyond their desert home. The thirst for power of the golden dragons on the other hand seems unquenched, and their puppet emperor gives them free reign. Certainly, at the moment they are still occupied with rooting out the last, valiant rebels of Gorchov, but once that task is done they will surely turn their slitted eyes to our lands. Men of the West, unite against this menace before it is too late! - The Golden Peril, anti-Tsan Empire pamphlet signed by Veritas

CHAPTER 6. GEOGRAPHY Capital: Population: Government: Imports: Exports: The Sunset Province used to be the Kingdom of Gorchov until 50 years ago, when the local king accidentally insulted a visiting prince of the eastern Tsan Empire. In retailiation, the Tsan Empire invaded, executed the king, and incorporated Gorchov as its westermost territory, now renamed Sunset Province. It is now ruled by provincial governors, who are usually appointed to this barbarian frontier of the Empire as a punishment and are thus less than enthusiastic about their duties. The conquered people themselves resent this occupation, and thus small-scale uprisings are common despite bloody reprisals. Spies and diplomats from western regions have found the Tsan Empire to be an old and powerful civilization, though one bound by myriads of ancient customs and habits. While its military and magical powers are probably enough to crush any of the western powers if the need should arise - including the League of Armach and the Hobgoblin Dominions - it has grown self-absorbed and corrupt over the centuries, and some observers expect a civil war when the current Emperor dies. Some factions in the League of Armach see this as an opportunity and are supplying resistance cells throughout the region, and plan to seize power once the opportunity arrives.

95 striking fast and furiously and then vanishing again. Despite the best eorts of Wuanlong and his subordinates, all they have ever been able to nd are abandonend lairs - his main lair has not been found yet. It is suspected that he teleports from place to place, and magically conjures a steed to take him where he needs to go. While his savagery is legendary, he does have a sentimental streak, and he does refrain from preying on poor native Gorchovrites who havent collaborated with the occupiers. If he hears of people victimized by the soldiers of the Sunset Province, he might even give them some of the treasure he has plundered during his raids. As a result, many in the Resistance look up to him as one of their leaders. However, while he does demand (and get) the respect of the rebels and is indoubtedly tactically brilliant, he is incapable of making strategic plans on how to remove the occupiers. He is a terror in the night, more of a force of nature than a man, and can only destroy, not build up. And thats just how he likes it. Wuanlong (LG male old gold dragon): A member of a vast clan of gold dragons serving the Tsan Empire, Wuanlong is the most senior dragon in the Sunset Province, and thus the other dragons defer to him. He is genuinely convinced that the social structure of the Tsan Empire is better for the non-dragon races than any other, and it is his dream to one day see the world united under its banner. At the moment, he concentrates on assimilating the Sunset Province, a task which has proven to be frustratingly dicult. He has had only sporadic success in catching the Khazad Nomads at raiding red-handed, and his moral nature forbids undiscriminate reprisals against nomads who might be innocent of any wrongdoing. He suspects that they might receive outside help which protects them from his scying. The impending succession crisis troubles him greatly, and has caused him to redouble his eorts to bring peace and quiet to the province. His one weakness is his lover Amanthera, an elf from Turaveen and his young half-dragon children whom he loves dearly and dotes upon. If anything were to happen to them he would stop at nothing to nd and punish the guilty party. Zhao Roh (LN male human ari3/wiz5/eldritch knight 7): A nephew of the current Emperor and one of the possible contenders for the throne, Prince Zhao Roh was exiled to this barbaric western frontier in one of the capitals many courtly intrigues and now serves as the governor. Still, he has supporters back East who would dearly love to see him succeed the current emperor (in exchange for future favors, of course). He is currently contemplating whether to try to claim the throne for himself or simply ally himself with a faction that looks likely to win. He does desire the throne, but he is also realistic enough to not gamble on something he is not sure to win. However, he does realize that whatever happens, he needs a power base that is as strong as possible so that he can come ahead in the coming struggles. For that, he has enlarged the armed forces under his control, lling the ranks with both natives and even foreign mercenaries. The loyality of the recruits might sometimes be in doubt, but the Prince is condent that with enough discipline the troops will ultimately do as he orders.

Industries Life and Society Government and Politics Groups and Organisations Religion Important NPCs
Grand Duchess Natasha Ivara (N female human ari5/sor7): The only surviving child of Boris III, Natasha Ivara was smuggled out of Toskava as an infant and has lived in exile ever since. She has travelled the Known Lands in search of support for taking back her homeland. But while she has received much sympathy from other nobles, she gained little in the way of support for her plans. This might change soon, however at the moment, she moves through the social circles of the League of Armach and has identied several people who are willing to help her and the rebels. She knows that there will eventually be a price for the support of the League, but she does not care - all that matters to her now is that she sees her son Alexander (the result of a stormy love aair with the king of Bodenwald in his youth) on the throne of Gorchov before she dies. Korzech (CE male human vampire ran10/sor10): Also known as the Dark Rider, Korzech is the terror of the occupiers and their sympathizers. From dusk to dawn, he rides the vast plains of Gorchov and hunts the soldiers of the Tsan Empire,

CHAPTER 6. GEOGRAPHY

96 wished to have escape routes in case of an uprising, while others were used as cemetaries or created by smugglers and others who wished to hide from the authorities (some of these are, in fact, a quite recent addition). However, a large number of these tunnels are truly ancient and might even date back to pre-human times...

Major Geographical Features Important Towns and Cities


Katrinburg (Small Metropolis, 763,783): This western coastal coastal was long the favorite residence of the czars, and over the years, they have done their best to make this city look much more like a modern, western city than the capital. Boris, the last czar, had ordered the the renovation and reconstruction of large parts of the city according to his architectural wishes, but with his death, many of the buildings were unnished and later completed in a more haphazard style. The western location of the city makes it a good place for smugglers and others who wish to get away from the Tsan Empire as much as possible, and thus the rebels are particularly strong here. Marsata (Small Metropolis, 531,273): Formerly an unimportant border town, Marsata has become the hub of most trac between the Sunset Province and the rest of the Tsan Empire. Troops often move in either direction, but so does trade, and the population of the city has boomed in recent decades, though much of the population is in transit at any one time. Not only the government realizes the strategic location of the city, but also the Resistance, and several cells use the fact that it is easy to hide among the constantly changing population. However, they still need to be careful, since most inhabitants - both new immigrants and old timers - like being part of the Empire for the trade opportunities it brings and wont hesitate to point out rebels to the authorities. Strozny (City, 135,387): The city of Strozny was where the armies of Gorchov made their last stand in their attempt to prevent occupation. They tenaciously fought the army of the Tsan Empire almost to the last man, and tens of thousands of soldiers died on both sides - not counting the civilian casualties. But their valiant eorts were ultimately doomed, though they fought harder than the enemy commanders had thought possible. The formerly large city has now been reduced to a shadow of its former self. Most of the city has been turned into rubble under the onslaught of arcane energies, and even now, 50 years after the battle, the city is haunted by numerous ghosts and other undead. Only the desperate, those who wish to hide from the authorities, and those who hope to unearth treasures from the ruins remain. Many cells of resistance ghters operate from the city, and the occupation forces have a hard time rooting them out of their hideouts. Toskava (Metropolis, 1,753,237): The old capital of Gorchov, Toskava now serves as the administrative center of the Sunset Province. The city has undergone a steady restructuring of streets and building according to Tsan geomantic principles in the last fty years; the new rulers believe that once this is completed, it will ward o bad luck and grant them mystical powers. But many of the natives who have had their homes moved elsewhere or even destroyed to make way for dragon lines are bitterly resentful of these changes and use every opportunity they can get to frustrate their new rulers. Many of the rebels hide out in the vast and only partially explored tunnel networks beneath the city. Some of these tunnels have been created by former rulers who

Important Sites Regional History


While cities blossomed in other parts of the world, the vast northern lands of Gorchov were dominated by various clans of horse nomads. Neither the Atalan Empire nor any other nation ever bothered to conquer these lands - they were too remote, to unhospitable, and too poor. Only after the fall of the Atalan Empire did the rst permanent settlements spring into existence, and with them developed a feudal system based on agriculture that gradually pushed the Khazad Nomads to the fringes. Eventually, a succession of czars laid claim to to most of these northern lands, with the signicant exception of the cursed Forest of Turaveen in which no human dared to set foot. The czars were all too keenly aware that they were seen as mere country bumkin by the more sophisticated aristocracy of southern and western lands, and frequently looked down on the very peasants that supported them for being primitive. Instead, they concentrated on building vast and beautiful cities in the (vain) hope that this would give them the respect of their peers in other lands. But their focus on the Western lands proved to be their undoing, as they regarded the lands further to the East more primitive still - including the Tsan Empire. In 1347 NA, the czar Boris III (also later known as Boris the Mad) came to power at the age of four upon the death of his father. While regents administered the kingdom while he was young, he grew up with having the power of life and death over those around him - a power which would prove to unhinge him as he displayed a talent for inventive cruelty even early in life. Matters came to a head in 1371. The crown prince of the Tsan Empire visited the capital of Gorchov on a diplomatic vision, and instead of being a gracious host (as his advisors had hoped), Boris insulted the prince and the Empire as primitive barbarians. When the prince protested, Boris threw a crystal goblet at him, injuring his face. The princes bodyguards attempted to attack Boris for this outrage, but were killed by Boris troops, and the prince himself was whipped and sent home in sack cloth. Outraged by this aront, the Tsan Emperor declared war on Gorchov and defeated the kingdom in a single year thanks to his superior forces (which were supported by several gold dragons). Most of the nobility of Gorchov were killed in reprisal, with only a few escaping to other lands, and the kingdom was included in the Empire as the Sunset Province. Fifty years have passed since then. The cities of the Sunset Province have seen a steady inux of immigrants from the East, who hold most of the positions of power - though more and more natives go to the East to get educated in the ways of the Empire and are given posts of authority upon their return. The population in the

CHAPTER 6. GEOGRAPHY cities is divided between those who have accomodated themselves with the new rulers and those who wish to see them gone. The rural peasants care little either way as long as they arent taxed too heavily and left alone, while the Khazad Nomads have waged a steady campaign of guerilla warfare against the intruders. It is likely that the Tsan Empire will soon go through a succession crisis - a situation that is likely to aect the

97 Sunset Province tremendously. The rebels sense that their chance to strike and regain independence comes soon, and are stepping up their attacks, while the authorities struggle to maintain order.

Adventuring in the Sunset Province Adventure Seeds

6.24

Thenares

As the sun set behind the mountains, the signal towers shifted to night operation. One by one, the beacons ared and the messages were passed on. Rivers of light were racing through the night... - Walter Greenelds in: The Known Lands: Thenares, Avane Street Publishing (1420) Capital: Thenares Population: 23,735,120 (humans 68%, halings 18%, dwarves 5%, half-elves 3%, gnomes 3%, goblins 2%) Government: Theocracy Imports: Exports: This realm is unique in the known lands in that it has a single ocial religion - that of the god Thenos, whom the inhabitants revere as the creator of the universe and the provider of their daily needs. The Patriarch of the religion rules from the city of Thenares, and the whole church hierarchy is dedicated to the twin duties of preaching to the ock and administering the realm. Outsiders and their religions are grudgingly tolerated within Thenares as long as they dont preach or try to convert others to their faith. Still, pogroms within certain towns and cities against members of minority religions happen from time to time, although the church tries to prevent these in most cases. evil deeds, he will be imprisoned for his crimes. If not, he is forced to enter mandatory church councelling until he mends his ways.

Government and Politics Groups and Organisations


Sartians: An underground movement within the Thenaran faith, Sartians hold that the physical world is inherently corrupt and ruled over by a powerful evil entity which is the jailer of humanitys souls. According to them, Thenos is not the creator of this universe, but rather a being from outside of it who opens the way for the souls of true believers to escape. Strongly inuenced by eastern faiths, especially those within the Hamajan Mountains, the Sartians are considered heretical by the ocial church and vigorously persecuted. They, in turn, consider the Church to be too tainted by this world to lead the path to salvation.

Industries Life and Society


The faith of Thenos teaches to be humble and content with ones station in life, and most inhabitants adhere to this, quietly laboring in the same job throughout their lives that their parents and grandparents did before them. Social advancement and accumulation of wealth is possible, though only advancement within the church is truly considered respectable. Arcane magics are distrusted by both the church and the common people, as their practice often lacks the proper humility and can lead to dangerous practices, as the creation of undead or the summoning of outsiders. The exception to this are the White Wizards of the realm, which are trained in church approved spells and are widely respected. A highly inuential church organisation is the AllSeeing Eye, a group that was founded to combat heresy. Its lower-ranking members members routinely cast detect evil on suspicious people or just random passersby. If they nd someone with an evil aura, they send investigators to spy on him. If he is found guilty of heresy or

Religion Important NPCs Major Geographical Features Important Towns and Cities
Eunorites (City, 177,221): This used to be a small, sleepy border town, but with the rise of the League of Armach Eunorites has become the center of a lot of attention. In recent years many refugees from Prosius have arrived here, and many of them are involved with smuggling weapons and other supplies back across the border. While Thenares has no love lost for the League, it does make token eorts to stop the most blatant smugglers in order to appease the League. Nengis (Large City, 422,331): Located in the agricultural hearland of Thenares, the city and the surrounding area feed much of the realms population. Nengis is known beyond Thenares for the many varieties of owers it grows, surpassing even the city of Gr ungarten in this particular eld of expertise. Its most famous export are the so-called Choral Flowers, which produce a humming noice mimicing any sounds in their

CHAPTER 6. GEOGRAPHY surroundings. The city hosts concerts next to elds of these owers regularly, with spectacular results. Pengalen (Small Metropolis, 791,822): This city houses the famous College of White Wizardry, where young and aspiring mages receive training in both spellcasting and theology. Its graduates, the White Wizards, are respected members of Thenaran society, and serve as shining examples of the faith, almost on a level with clerics and paladins. The administration of the college works very hard to maintain this image. More often than they like to admit a graduate succumbs to the sweet allure of power, and dabbles in magic he shouldnt use. Any renegades are pursued by the College, and punished harshly and often nally. Any witnesses who might be able to tarnish the image of the College are dealt with as well, usually with mind control spells. Tulukka (City, 133,575): The Thenaran faith states that all thinking beings can accept the grace of Thenos. When the city of Tulukka fell to Thenares during a civil war in the Hobgoblin Dominions 30 years ago, the church decided to put this tenet into practice. Instead of killing or driving the goblin and hobgoblin in-

98 habitants away, they converted them to the faith - often at sword point. Most of the hobgoblins have since ed to the Dominions, where they are busy agitating for re-conquering the city. Most of the more easily cowed goblins have stayed, however, and at least outwardly try to be good members of the Thenaran faith. This is as much out of self-preservation as out of genuine faith, however - if any goblin succumbs to his baser nature, and the (mostly human) priests who oversee this city learn of it, that goblin is taken away to one of the reeducation camps in the vicinity, where they are subjected to a hard regimen, daily sermons, and constant prayers until they are deemed ready to return to civilized society.

Important Sites Regional History Adventuring in Thenares Adventure Seeds

6.25

Turaveen

The villagers were obviously in a state of distress. The women were wailing, and the men had an angry yet resigned stare. When I asked one of the men about the source of their distress, he pointed to one of the women and exclaimed: Her baby! The elves took her baby! - Edmund Durnsten in: The Known Lands: Gorchov - The Sunset Province, Avane Street Publishing (1414) Capital: Population: 345,640 (74% elves, 15% half-elves, 10% fey, 5% centaurs, 5% humans) Government: Monarchy Imports: Human babies Exports: The Great Forest of Turaveen is fairly isolated from the rest of the world, which suits its elven inhabitants just ne, as they want to have no truck with outsiders. However, the elves of Turaveen have had declining birth rates for centuries, a fact which some now attribute to a divine curse, though no one is sure which divinity, if any, this curse can be attributed to. To combat this, some elven tribes have started the controversial practice of stealing babies from human communities in nearby regions. These are raised in isolated communities in the forest, where the humans are kept in awe of the elves with powerful illusions. Once the humans grow up, the elves choose the most attractive and robust humans as breeding stock - which the conditioned humans view as a high honor, though they remember nothing of the conception thanks to powerful mind magics. The resulting half-elves are taken by the elves and raised as full members of the tribe. Older humans, or those who begin to suspect too much, vanish from the human villages and are never seen again. The humans believe that they go to live with the elves, but in reality, they are all killed. reen, Timlorin is only a shadow of its former self. As the population plummeted, more and more buildings have fallen into disuse and many neighborhoods are falling into disrepair. An atmosphere of gloom and sadness hangs over the place, and only the occasional elven ballad lamenting the fall of their once-great nation breaks the silence.

Important Sites Regional History Adventuring in Turaveen Adventure Seeds

Industries Life and Society Government and Politics Groups and Organisations

CHAPTER 6. GEOGRAPHY

99

6.26

The Verdant Coast

A herd of cattle was grazing on the tracks. Again. With much diculty, I managed to nd the leader of the herders. I explained to him the importance of the railroad - how, once completed, it would boost the local economy and bring riches to everyone in this region, and that it was thus of utmost important that the trains were able to move on schedule. He was nonplussed and explained to me that the herd had its own schedule, and that they had always grazed in this region at this time of the year. He assured me that the herd would move elsewhere soon (soon, as I had already discovered, was a word with a highly variable meaning in these parts, but it usually meant longer than you can really aord), but that the train just would have to wait until then. I sighed, and tried to commit his tribal markings to memory so that I would know which tribal chieftain I would have to bribe next... - From the diary of Bartolo Gandobardi, negotiator for the Grand Road Rail Company of Alassia Capital: Population: Government: Imports: Exports: Once, most of the Verdant Coast was part of a vast elven empire, where pale-skinned elves ruled over enslaved dark-skinned natives. But four centuries ago, the humans rose up in rebellion, and though the war was lengthy and costly and the losses staggering, the humans eventually managed to defeat their elven overlords and assumed control of the land. Since then, the Verdant Coast was mostly left to its own devices, ignored by anyone except for a few traders from the Gawaris Desert who built trading enclaves on islands o the coast. Small kingdoms and cities rose and fell, but the life of the inhabitants went on without many changes. A century ago, explorers emerged from a vast underground passageway that stretched all the way from the Parginian Rim, but even that didnt get much attention Then, fourty years ago, the Parginian city of Alassia, which was situated next to the entry to that passageway (now dubbed the Grand Road), decided build a railway through it, which would speed up travel between the two corners of the continent immensely, as well as open up many new opportunities for trade. Almost overnight, a fortress town (dubbed Luciano, after the councilor who proposed the project) sprang up around the exit site, and the railway continues to expand from both sides. These wealthy foreigners have upset the local power structures, as more and more young people move to Luciano in the hopes of earning high wages from the project, and traders, spies, and diplomats ock from afar to gain some advantage from the situation. thanks to long-hidden treasures and through deals with outlawed items and stolen goods (more than a few elves make their living by selling poisons). Elves have a reputation for being highly magical, and so many humans buy magical trinkets (more often fake than not) or ask them to tell their fortune. Since elves are universally light-skinned, the locals generally consider lighter skin tones a sign of elven ancestry (which is true in many cases, since the elves fathered a large number of half-elves), and thus a sign of someone who is generally untrustworthy and deceitful. Most people also tend extend this to foreigners from more northern climates, and treat them accordingly.

Government and Politics Groups and Organisations Religion Important NPCs Major Geographical Features
Dragon Falls: Considered among the most spectacular waterfalls in the world by those who have seen them, the Dragon Falls form where the waters of the Lake of Dragons come crashing down into the low foothills of the Verdant Coast. The area surrounding the falls are considered neutral territory among the neighboring tribes, and pacts, treaties, and marriages are customarily blessed with waters fresh from the falls. A large subterranean cave system is known to be behind the falls and rumored to be full of ancient treasures. Many young warriors have gone there on a dare, and not all of them have returned. But now professional prospectors from other regions have become interested in these caves, now that the region is opening up... Isle of the Sorcerer: This small island is reputed to be the home of a powerful and apparently immortal sorcerer, who allegedly turns every visitor into a talking animal. Oddly enough, according to some anecdotes these former humans seem to like their new shape, and will actively resist any eorts to change them back. As a result, the island is home to a large population of sapient animals - both former humans and their descendants. Mondro: This large island o the coast is only sparsely settled. Most of it is covered by dense jungle full of savage animals. The only noteworthy inhabitants are the numerous pirate gangs that have their hideouts in the jagged coast. From time to time, some coastal

Industries Life and Society


Those elves that remain in the region remain on the lowest rung of society, and many humans cant resist the chance to remind them that they are a defeated people. They usually do the things that many humans consider to be beneath them, like collecting garbage, and are prohibited from wearing weapons and armor (though many will have daggers and other concealable weapons on them). Their homes look dirty and run-down from the outside, though many elves actually are quite wealthy

CHAPTER 6. GEOGRAPHY cities have made an eort to hunt these pirates out and destroy them, but the pirates just withdraw to either the interior of the island or to the high seas and wait until the intruders have left. Thus, it has become a common practice to just pay the pirates to prey on the ships of other cities, though the results of this policy have not been much better.

100 will loose their job as the mines become too expensive to maintain. Nuovo Alassia (Small City, 56,891): The end point for the Grand Road project, Nuovo Alassia has grown rapidly in the few years of its existence. After the railhead to Tsiaro was completed, work started on building the continent-spanning underground railway from this end, and though the railroad cannot advance as fast from this end because of the sheer logistical challenge involved in transporting the neccessary equipment here, the tracks nevertheless progress well, and it is predicted that the two tracks will eventually meet somewhere under the Gawaris Desert. Thanks to the sheer amount of money involved in the project, many people from all over the region have come to this town - most in search of a job, but others merely seeking to scam foreigners out of their gold. And some, from tribes that did not prot from the prot, are seeking to sabotage everything others have worked so hard to build. Tsiaro (Small Metropolis, 521,357): The second largest city along the Verdant Coast is now poised to become the largest, since it is the closest large coastal city to Nuovo Alassia, and its harbor is large enough to be capable of handling the additional trac predicted to ow in and out of the city after the completion of the Grand Road. Like Nuovo Alassia, the city attracts a large number of both enterpreneurs and con artists seeking to prot from the citys rising fortunes.

Important Towns and Cities


Burisia (Small City, 63,217): When the humans triumphed over their elven overlords, they killed most of them. Those they did not kill, they marched into this city and forbade them to leave it. The elves had to survive in the city, a former provincal capital, without any outside help for more than 50 years, and many of them starved during that time. Since then, the travel restrictions have been lifted mostly because the humans became so fractious that it became impossible to enforce them - but most elves still live here, in the shadows of their former glories. No human remains alive who remembers the rebellion, but plenty of elves do, and they have had a long time to nurture their grudges and plan their revenge until the day comes when they reclaim what they see as their right. The city itself seems fairly empty and mostly in ruins, but this is a deception - the elves have taken care to hide their wealth and resources from any human who might try to claim them. While humans will not be attacked if they travel in large groups out of fear of triggering another pogrom against the elves, they will be constantly watched and made feel unwelcome. Most humans are glad to leave. As of late, quite a few groups of elven adventurers from Avareen have journeyed to this city to help their kin. As the resources of Avareen are vast, the humans of the Verdant Coast may be in for a nasty surprise. Joro (Small City, 51,443): Though its mines are relatively poor when compared to other regions, the mining town of Joro provides most of the ore needed by the inhabitants of the Verdant Coast. But with the Grand Road project nearing completion, the mines are worked harder than ever to provide the iron needed for the railway, and mining accidents are increasingly common. Recently, a large number of expatriate dwarves from Gol Murak have been brought in to accelerate the mining process, and despite the fact that most of the dwarves are too old or inrm to serve as ghters in the war that country is involved in, they are working faster and harder than the humans. This has caused no little resentment, especially since the human miners know that once the Grand Road is completed, the Verdant Coast will have access to the bountiful mines of Gol Murak and they

Important Sites Regional History Adventuring on the Verdant Coast Adventure Seeds
The Lions of Tsiaro: The railroad work crews maintaining and expanding the burgeoning rail network between Tsiaro and Nuovo Alassia are suering increasingly bold and brutal attacks from a pair of very large lions. The railway company is oering increasingly large bounties for whoever can get rid of these menaces, but the lions have shown an uncanny knack of evading traps or ambushing their would-be hunters. These are actually a pair of endish dire lions, which explains their increased intelligence. The GM should play their cunning to the maximum possible eect, and give them as many additional hit dice as neccessary to make them a challenge for the party. And even if they are slain, follow-up adventures can revolve around the question just where these monsters came from, and if there are any more creatures like them.

6.27

Distant Shores
barely noticeable, but at an altitude of several miles up, the winds become strong enough so that few beings can withstand them for long without magical protection. Lighting constantly criss-crosses the sky, and ele-

The Boreal Wind: This is an odd meterological phenomen that exists at high altitudes - a permanent storm that constantly circles around the world in an East-West direction. On the surface, the wind is

CHAPTER 6. GEOGRAPHY mental beings and strange oating plants seem to make their home in it. Recently, a team of researchers from Gr ungarten have started to explore this strange ecology. The Boreal Wind is usually conned to northern latitudes, but can occassionally be seen as far south as the Siebenbund. Many people consider its appearance in the sky to be an ill omen, signalling sudden change. The Far Coast: A hot and humid continent far to the southwest of the Flannish Cities. Ancient pyramids dot the jungle, with inscriptions that seem to point at human inhabitants, but no trace of living human natives have been found to this day. The predominant sapient life forms seem to be chuuls, who live in gigantic, semiorganic cities built in rivers and coastal marshes. A few colonies and trading outposts have been founded by explorers from the Flannish Cities, the Parginian Rim, and Malundi. These hardy people search for gold and silver, which are common in the mountainous regions, or exploit the natural resources of the jungle, as many plants and animal pelts fetch high prices back home. Island Turtles: It is a well known fact that turtles continue to grow throughout their lives. A certain species of ocean dwelling turtle takes this to its logical extreme - they do not die of old age, but just continue to get bigger until they reach colossal sizes, with the largest known specimens having a length of several miles. Gas bladders develop within their bodies that simultaneously keep them aoat and prevent them from diving. Instead they swim around on the surface and simply eat anything that oats into their mouths. Entire ecologies develop on the back of these turtles, and it is not uncommon for groups of humans or other thinking beings to live on one. Some of these groups have learned to communicate with the turtle and even steer it, and they use this to travel along the coast and across the oceans, and to trade with many coastal cities in turn. Nardhome: A small continent far to the northwest of the Flannish Cities. The habitable southern shores were colonized by settlers from the Norfjell Wastes centuries ago, but the frozen interior is largely unexplored, though there are reports of pre-human ruins enclosed by the eternal ice. There are a large number of active volcanoes, and some scholars have speculated that their heat might have created stable temperate micro-climates in the interior.

101 The Pillars of the World: To the far west, if one sails beyond both Nardhome and the Far Coast, there are two titanic pillars raging out of the deepest ocean which are made out of an unknown material. They are half a mile apart one hundred yards in diameter, and rage ten miles into the sky. They radiate an intensely strong magical aura and are covered with runes that correspond to no known human form of writing. Recently, a group of wizards from Judario (in the Parginian Rim) have discovered that these pillars are, in fact, a gigantic magical gate, and developed an incantaion to open a portal to the world of Magrith, where similar pillars are located. A oating platform has been erected near the base of the pillars for the researchers, who speculate that the gate might also open to other worlds. Some brave explorers have also used the gate to research the world of Magrith. Ranya: A large realm east of the Gawaris Desert where a multitude of sapient beings live together in a complex caste system. Each race represents a distinct caste with dierent rights, obligations, and professions, with elves at the top of the social hierarchy. The people there are taught that if they obey the customs and taboos of their caste and generally live a pious life, they will be reborn as members of a higher caste. On the other hand, if they live sinful lives, they will be reborn as members of a lower caste, or even as animals! The Steel Archipelagos: A few scholars versed in oceanography know that there are active volcanoes in the middle of the ocean, in places where the very continents clash and hot magma wells up from the planets core. There is a strange type of colossal mollusk that feeds on the metals and minerals ejected from these volcanoes. The larva of these species migrate until they nd a suitable volcano, and then ax themselves to it. They grow a metallic shell around them that keeps getting larger, and eventually breaks the surface. The net result is that there is a chain of metallic islands growing out of the water wherever these underwater volcanos exist, with a living creature of immeasurable size at their core. These islands are sometimes inhabited by thinking beings - often by miners, who can easily extract metals from the ground. The discovery of similar creatures on the world of Magrith led some scholars to speculate that these beings were imported to this world by an unknown agency in eons past.

6.28

The Worlds Beyond


Magrith

Other planets can be seen circling in the night sky above. Sometimes, mighty archmages have visited them, bringing back tales of strange and fantastic places if they bother to tell about their exploits at all. And sometimes, the inhabitants of these far-o worlds come to visit this one.

A hot and wet world covered by dense jungles and deep oceans. Known inhabitants of this planet include chuuls, digesters, ethereal lchers, ettercaps, fungi, othyughs, phantom fungi, purple worms, shambling mounds, spider eaters, stirges, and tendriculous.

CHAPTER 6. GEOGRAPHY

102 Below its cloud cover, the atmosphere of Yethrod has a very low visibility. This has caused the animals of this planet to have underdeveloped visual organs - indeed, eyes are often entirely absent. On the other hand, they have a keenly developed sense of hearing, and most beings orientate themselves by sonar. Some beings have developed their sonar to such a strength that they can even rend esh with it, and use it for hunting. Known inhabitants of this planet include destrachans and yrthaks.

Rothea
The home world of humanity and many other intelligent races besides. Its geography and people are detailed elsewhere. Its solitary moon, Uluth, appears lifeless to the naked eye, but explorers who braved its airless surface tell of creatures of elemental earth who have made their home there. Some tales tell of vast underground cavern complexes with thriving ecosystems, but these reports must be considered apocryphical at bet. Also noteworthy are two large rocks with a length of approximately one hundred miles each that are located at the points where the gravitational pull of Rothea and Uluth cancel each other out. These are commonly called Uluths Herald (or the Herald) and Uluths Servant (or the Servant), and appear approximately four hours before (in the case of the Herald) or after (in the case of the Servant) Uluth in the sky. Some diviners have reported seeing structures on the surface of these moonlets, pointing to inhabitants, but the truth behind this remains a mystery.

Surtus
A large, cool and dry world without any major bodies of water. Its wind-swept surface has a high content of iron, which gives the entire planet a rust red color. Bodenwald has established several diamond mines on Surtus, since these gems are abundant in some areas. The logistics of these mines are staggering, but they have paid o handsomely, since diamond dust is in strong demand as a material component for raise dead and similar spells. The mines now nance most of the space exploration ventures of the city-state, which has caused other cities to rethink their negligence of the other planets. Known inhabitants of this planet include ankhegs, basilisks, behirs, bulettes, delvers, displacer beasts, frost worms, manticores, remorhazes, and rust monsters.

Yethrod
A wet world with a dense atmosphere, Yethrod is perpetually shrouded in mist. Yethrod has almost no natural elevations like mountains that break through its dense cloud cover. Instead, it has massive plants that are many miles high and that have been dubbed world trees by explorers, whose upper surface reaches beyond the clouds and hungrily drinks all the sunlight it can get. Its massive seeds oat as well, thanks to lighter-thanair gases that accumulate in its interior. The seed trails a long root behind it that reaches all the way to the ground. When that root nds a locale that is suitable as a base for the world tree, it xes itself to the ground and grows until it becomes the massive trunk of an adult world tree.

Calturus
The outermost planet in the solar system, Calturus presents a cold, airless surface to the observer. Its interior is still heated by volcanic activity, however, and all kinds of loathsome and slimy creatures thrive in the wet, subterranean cave systems. Known inhabitants of this planet include aboleths, cloakers, daresh, darkmantles, gray renders, gricks, and ropers.

6.29

Places of Legend
inhabitants with their gifts - in short, it was an earthly paradise. Yet for some reason - a fall from grace in the eyes of the gods, a natural or magical disaster, or a horde of barbarian invaders, depending on the tale - the inhabitants were forced to leave it, and their descendants are forced to live in the outer world in cities that are mere shadows of Oreanors glory. Oreanor is generally thought to have been in the Lake of Dreams region, though other regions - and even a demiplane of its own - are also discussed as possible locations by scholars. Some travelers in hot climates have claimed to see its tall, blue-green spires on the horizon, but their reports remain unveried. People who gain entry to it are supposed to gain immortality, ancient knowledge - or the wrath of the gods.

While the very real and present cities of Rothea would take many lifetimes to explore, there are other places whose names are frequently mentioned in the tales of bards - yet whose very existence is sometimes in doubt. Now and then a bold explorer returns from a lengthy odyssey and claims to have visited one of these locales, but solid proof usually remains elusive. The tales often promise vast treasures and secret knowledge to the adventurer who nds them and braves their dangers, but it is more common that the adventurer returns emptyhanded - or not at all. Oreanor: According to the legends, Oreanor was the rst city of all. In this ancient metropolis, all civilized races lived together in harmony, the wisest of rulers made the city prosper, and the very gods showered the

Chapter 7

History

7.1

Creation of the World

Most religions have creation myths that claim that their patron deity created the world, or at least played a signicant part in its creation. However, these stories vary from religion to religion, and even from region to region even among the followers of the same deity. An added problem with these stories is that they usually claim that the world is only a few thousand years old, but recent examinations of fossils with powerful divination magics hint that Rothea is at the very least many millions of years old, and possibly older still. As a result, these creation myths are rarely seriously considered anymore in academic circles. How thinking creatures such as humans came into being is another big mystery. Popular theories involve creation by the gods, creation by dragons, refugees from another world, magical alterations of animals from extradimensional or extraplanetary beings, or gradual change of animals through ambient magical energies.

7.2

The First City

Interestingly, most cultures, human or otherwise, have legends of a rst city where civilization got its start. According to the legends this city, usually called Oreanor or something phoenetically similar, was ruled by powerful mages and full of marvels. But the details differ. The elves claim that they built this city and thus were the rst of the civilized races. They then took pity on the other races, who were only primitive savages at the time, and invited them to the city and taught them the ways of civilization. But the other races were ungrateful and soon reverted to their base nature, and the elves abandoned the city just before the others destroyed each other in a magical cataclysm. While the dwarves dont discuss their beliefs with outsiders, among themselves they tell lengthy sagas about they were enslaved by the rulers of the city, powerful sorcerous beings they call Zarg ul. The elves were the favored servants of the Zarg ul, and lived a life of leisure while the dwarves toiled, and for this reason dwarves will not trust elves easily even today. But eventually, the gods of the dwarves appeared among their elders, and taught them how to craft weapons and armor, and how to ght their oppressors. When they were ready, they 103

rose against the Zarg ul, destroyed the city, and then left to found their own realms. The hobgoblins claim that the rulers of Oreanor were powerful human wizards, who created various other races as servants - the elves as concubines, the dwarves as miners, the gnomes as craftsmen, the halings as household servants... and the hobgoblins as warriors (various other races, such as orcs and goblins, were earlier attempts of creating warrior races, and cast away when they were unsatisfactory). But the warrior spirit of the hobgoblins proved too great to subdue, and they eventually rose up against their oppressors, and defeated them after a long and bloody struggle. But their numbers were seriously depleted after this war, while the other races, who had cowardly ed, still had many people, and thus the hobgoblins were unable to claim the leadership over the world as it was their right. But surely, eventual rulership of the world is only a matter of time... Among humans, the details of these stories vary a lot between dierent cultures, though most agree that the rulers of this city were human. In the western realms, the stories tend to claim that the city was abandoned after its rulers turned against each other, destroying the city in the process. In the eastern regions, divine retribution for its sinful ways, or for some other oence against the gods, is generally cited for its end. Nethertheless, the fact that stories of it can be found nearly everywhere is considered highly signicant by historians.

7.3

Age of Legends

Tales of the period after the fall of the First City are even more confusing than those of the First City itself. Supposedly, the very gods themselves walked the land (and several of them appear to have come into existence during this period), shaped the landscape, and meddled directly in the aairs of lesser creatures. Mighty heroes battled erce monsters, and their exploits are remembered in song even today (though in very garbled form). Most humans and other thinking beings seemed to have lived in small villages or as nomads, and even the recognizeable cities were laughably small by modern standards.

CHAPTER 7. HISTORY

104 ones, and thus had to derive their power from rural estates where they had to oppress large number of peasants just to feed themselves.

7.4

Age of Empires

Also known as the Classical period thanks to a large number of surviving written texts from that period, this time was characterized through the rise of new cities, and these cities eventually joined with others to form mighty empires. The last and greatest of these was the Atalan Empire, which grew to enormous size thanks to both its invention of nexus towers (though they were fairly inecient by modern standards) and the military might of its legions.

7.6

Modern Age

7.5

Feudal Age

But eventually, the Atalan Empire collapsed just like its precedessors, and gave way to numerous small successor kingdoms, mere barbarous shadows of the Empires former glory. These kingdoms mostly lost the power to build new nexus towers or even to maintain existing

But eventually, the cities gained in power again and relearned the old arts of building nexus towers - and improved on them. Thanks to modern agricultural magic and an ecient network of transportation, the population of the cities have been able to surpass almost any comparable city in history. For the moment, most cities remain independent political entites - but many scholars suspect that this is only a temporary phase, and claim that new empires arise as history repeats itself. The rise of the League of Armach and its neighboring states is the most potent argument for this hypothesis. The question is whether this time the collapses of past empires can be avoided...

7.7

Timeline
Events Oreanor, the First City, is founded Oreanor is abandoned The Tarnoth Empire destroys itself in magical battles. The Great Southern Chaos is created. The monastery of Byblos is founded The rst nexus tower is built in Atalus. An entire city block completely vanishes overnight in the city of Atalus, representing the rst recorded appearance of Shaprat. The region known today as the Flannish Cities is conquered by the Atalan Empire. The region known today as the Siebenbund is conquered by the Atalan Empire. The city of Basram is destroyed by invaders from the world of Yethrod. The Atalan Emperor Solus begins his pogrom against the halings living in the Empire, driving many of them to the region known today as the Siebenbund. Atalan Emperor Solus dies, ending the pogrom against the halings The Atalan Empire reaches the maximum size of its expansion. The Eternal Storm breaks loose. King Hellweg III conquers the Flannish Region and crowns himself the rst Emperor of the Flannish Empire. Emperor Hellweg I dies without an heir, and the Flannish Empire crumbles. Negroth the Doombringer conquers the Norfjell Wastes Battle of the Fields of Harrow. Negroth defeats and conquers the Flannish kingdoms. Negroth is defeated at Hollerpass by Sir Calabrim. His reign of terror ends. The Treaty of Praxus is signed. The hobgoblin city-state Mageth vanishes into a vast, impregnable sphere. The hobgoblin city-state Tulukka falls to Thenares. Today.

Date (NA) ca. -10,000 ca. -8,000 -672 -374 1 197 220-241 223-226 315 371 395 473 510 977 984 1173 1175 1177 1268 1365 1393 1423

Chapter 8

Dartmouth
...When my ship entered the harbor, I was nearly overwhelmed by the smell. More than a million humans - a number I could barely imagine - breathed the same air, with hardly a tree between them to lter the noxious fumes out. I tried not to show my nausea, but I am afraid it was obvious for my companions... Yet somehow, the humans thrive between those cold stone walls, and if my information is correct, this single city produces more goods and magic than our entire kingdom. My Queen, I promise that I will not rest until I understand how this city has become so successful despite all its obvious deciencies, and how we can use this knowledge to make Narevoreen respected in the world again while still retaining our souls as elves... - Emrail Luthenien, Amassador of Avareen to Dartmouth, in a letter to the Elven Court (translated from Elvish) Dartmouth is presented as a ready-made city that game masters can use as a home base for their campaign. Using it as an example, game masters will have an easier time of creating their own cities. Population: 2,731,862 (humans 70%, halings 16%, dwarves 6%, gnomes 3%, hobgoblins 3%, elves 1%) (City of Dartmouth, 1,652,923) Import: Ores Exports: Finance, print products, textiles dents by the upperclassmen is frequent. Still, attending this school is seen as vital by the elites of Dartmouth for learning the virtues and discipline neccessary to succeed later in life. Harrowhill is also famous for the ruins of Castle Canadus, the former abode of King Kartias, a paladin who ruled these lands for a time after the fall of the Atalan Empire. He and his order of holy knights were regarded as mythical until the ruins were found ve decades ago beneath the hill on which Harrowhill was built. Archaeological expeditions from Dartmouth have throughly explored the ruins and opened up parts for public view, but there are always rumors about secret tunnels, hidden chambers, and ghosts and monsters lurking in the ruins. Kiergans Hill (Large Village, 2,130): This village is unusual in that it does not actually produce anything for Dartmouth. Instead, it caters to the many mansions surrounding the village where members of the high society of Dartmouth go on vacation if they want to get away from the troubles and intrigues of the city. The annual fox hunts form the high point of the local season. The village itself is kept clean and pretty with a certain rustic charm.

8.1

The Dartmouth Protectorate

Like most cities, Dartmouth cannot exist on its own, no matter how much some of its cities might try to pretend otherwise. It is dependent on a large stretch of rural countryside that produces most of the food and many other of the resources that the city consumes. The wages for seasonal work are poor, and usually all the shops in one town are owned by a single merchant consortium that has pushed out all competition and now can charge inated prices for all goods. It is little wonder that more and more young people leave for the big city, as there seems to be no future in living anywhere else. Cotts Point (Small Town, 7,214): The central hub of the farming communities along the Dart river agricultural belt, Cotts Point serves as a way station for both food and people that need to be transported to Dartmouth. Harrowhill (Large Village, 4,396): A fairly isolated coastal village, Harrowhill is the site of the Harrowhill Public School1 (also often referred to as Harrowhill), where the sons of the rich and powerful of Dartmouth (and more than a few from other cities) attend boarding school away from the dangers and temptations of the big city. Discipline is strict, and bullying of the younger stu1

8.2

Life in Dartmouth

Industries Life and Society News


While juicy gossip is always appreciated by all levels of society, to be truly informed you have to read the newspapers. Unlike in many other cities, the press in Dartmouth is relatively free from government oversight,

Despite its name, the Harrowhill Public School is, in fact, a private school.

105

CHAPTER 8. DARTMOUTH leading to a proliferation of magazines and publications that are read far and wide even outside of the Dartmouth Protectorate. There are two consistently popular dailies which have existed for a long time and are unlikely to vanish any time soon. One of them is the Bay Times (2 cp per issue), a fairly conservative newspaper which to its credit tries to research its stories carefully before publishing them. On the other hand, its editor is an old friend of the current Lord Mayor, and stories in the Times that criticize the government usually focus on problems in specic departments, as opposed to the Lord Mayor and his Inner Circle. The other newspaper is the Dartmouth Enquirer, which is printed twice daily (1 cp each), and which is more known for its sensationalism than indepth fact-checking. They are infamous for their lurid stories - faerie abductions are a favorite - and will readily pay adventurers for eyewitness accounts of strange occurrences. At the moment, they are focussing on an alleged haling crime ring which supposedly abducts humans - especially human women - for indoubtedly nefarious purposes. That tales like these have increased incidents of random street violence against perfectly innocent haling citizens does not seem to bother the editors. Occasionally, however, the Enquirer does publish a true and important story before anyone else does, though this is probably more a result of random chance than anything else. Now and then, another daily newspaper tries to gain a foothold in the local market, but they rarely last long against the established competition. A few magazines published on a weekly basis exist, and there is a broad range of monthly magazines which cover specialized topics, such as the Journal of the Dartmouth Geographic Society (a favorite with those who wish to learn about far-o regions) or Architectural Review, which covers the latest advances in civic engineering.

106 either adopted and/or married into one of the families, thus expanding their power base, or he was removed as a serious threat in one way or other, through means fair or foul. In recent decades, their hold on power has been slipping however, as Dartmouth has attracted more and more immigrants and politics have become increasingly complex, preventing any one group from controlling everything. The most prominent proof of this is the new Lord Mayor, who, while a member of a First Family himself, has made it policy not to sta any important oces with members of the First Families unless he is completely sure of that persons personal loyality to him. As a result, many of his relatives see him as a traitor and scheme to have him removed.

Religion Important NPCs


Venthirax (LG male old brass dragon sor4): Simply known as The Brass Dragon to most people in Dartmouth, Venthirax is the citys most prominent draconic inhabitant - and possibly its only one, since he regards Dartmouth as his territory and takes a dim view of other dragons overstaying their welcome. Venthirax settled in Dartmouth during the Liberation Wars and lived here ever since. He is considered to be an accepted and respected citizen, though few actively like him, thanks to his habit of meddling in the aairs of humans from behind the scenes. It is known that he owns a number of businesses from behind the scenes, which contribute to his vast wealth. Few know what his ultimate plans are, though speculation is rampant in the press. The truth is that Venthirax aims at nothing less than buiding the society of the future - a society where all races can live together freely and in happiness. He knows that reaching this state is still a very long way o - if it can be reached at all - but that doesnt deter him, since he enjoys the challenge and unlike humans can aord to take the long view of things. Other dragons might become frustrated at the rapid changes periodically going through human society, but Venthirax only sees them as a new challenge for his wits and ability to plan. He likewise enjoys the battle of wits against the fellow master manipulators in the city - human and otherwise - and sometimes subconsciously allows them to pursue their schemes unhindered for longer than it would be prudent. While his overall goals are basically benevolent, he has a hard time caring for humans as individuals other than those he genuinely respects (a fairly low number) or those who are useful to his plans. Thus, he wont go out of his way to help individual humans in trouble especially since he knows that his resources are limited and that he cannot aord to overextend them. The main exceptions are paladins - Venthirax served as a steed for one of the paladins ghting against Negroth the Doombringer, and he still has a soft spot for them. As a result, paladins active in the city often get help from mysterious sources.

Shopping
An odd quirk of Dartmouth is that shops of a specialized nature tend to congregate in their own street, as opposed to being dispersed over the whole city. For example, the nest clothing boutiques may be found in Crescent Row in Duriam, the spice markets are in Becknal Road, while a disturbing variety of erotic literature is for sale in the shops in Worble Alley2 .

Government and Politics Groups and Organisations


The First Families: While actual nobles have been rare in Dartmouth since the collapse of the monarchy, the First Families fulll a similar function. Consisting of a dozen dierent bloodlines, these families are all old and well established in Dartmouth and rose to prominence in the power vacuum that arose after the king ed. While there have been vicious intrigues and blood feuds between individual branches, they tend to unify against outsiders and kept most political power in their hands. When someone new in Dartmouth gained some measure of power, they either made sure that he was
2

Not that any upstanding citizen would be caught dead there... so they tend to go in disguise instead.

CHAPTER 8. DARTMOUTH

107 the city government. Their conservative mindset has frequently clashed with the remaining artists, who feel that their neighborhood is loosing its charm. Conall Gardens: This large parkland was intended as a refuge for the young people of the upper classes, as well as families of all ages. There are always all sorts of amusements to be had, and open air dances are common during the warmer months when the weather is dry. The local artists love this place and visit it as often as possible in search for inspiration. However, the rumors that prostitutes and other night folk prowl the park after dark are true (though the tales of encounters with vampires are almost certainly an exaggeration), and the existence of the park is currently being threatened by an alliance of morally uptight newcomers who want to close this den of sin and speculants who want to use the land to build more houses and apartment blocks.

8.3

Geography and Neighborhoods

Dartmouth is divided into a number of administrative districts, or boroughs, that have evolved over time. They are listed here, together with a few noteworthy locations in each district that might be of interest to visitors.

Barslow
One a fairly remote and sleepy borough in the northern part of Dartmouth, Barslow is currently the center of much activity. It was chosen to host the World Magic Exhibition, and many old buildings are being renovated and new buildings erected to accomodate the vast stream of visitors the city is expecting this summer. However, many old-timers resent the changes brought to their boroughs, and others worry about what will remain of the economic boost after the Exhibition is over. The Exhibition Grounds: This former mixture of wood and farmland was chosen as the site of the World Magic Exhibition, and the changes in the last year have been dramatic. Now it has been transformed into a vast parkland with many beautiful or spectacular buildings where the individual cities participating in the Exhibition will showcase their magical and technological advances. The resonance was even greater than anticipated, and even cities from far-away regions - even from as far as the Desert of Thunder and beyond - have chosen to participate. However, many of these cities are open rivals, and the organizers worry about sabotage and espionage between them that might disrupt the Exhibitions. Thus, they are even willing to look for outside help if it means allowing the Exhibition to proceed smoothly.

Cordall Hill
One of the hills overlooking the harbor, this borough is the site of the oldest, pre-Atalan settlements in the Dartmouth region. While these ruins have long since been paved over and built upon, some can still be visited by the public with the help of licenced tour guides, while others are only accessible to archaeological teams who have dug deep below the surface, while others might still await discovery. The inhabitants of Cordall Hill take considerable pride in the ancient origin of their borough, and consider this to be a sign of superiority over the other boroughs - especially over their rivals in Horngate Hill to the north.

The District Chafring


One of the oldest parts of the city, Chafring still has has many intact buildings dating back to feudal times. This has traditionally been a neighborhood where craftsmen have plied their trades, and though the monopolies of the guilds are long gone, some crafters remain. Since more and more goods are created in the big factories, the market cannot support many individual artisans, but those few tend to be well paid, since owning a hand-crafted item made by a master craftsman is considered a status symbol by many of the rich families. The quaint local atmosphere and the ancient buildings are popular with tourists, and some new pubs and restaurants now cater to them. The Guild Cemetery: Traditionally, the members of the old guild families are interred here after their deaths, and those few guild families that remain cling to this tradition. Unknown to all but the caretaker (who is in league with them), a group of ghouls has established itself below the graveyard, and they use their hidden tunnels to prey on the inhabitants of nearby Gelberth. Sitting on a peninsula of the Dart river at the center of Dartmouth, the District is where its banks, stock exchange, and other nancial institutions are located. This district is ruled directly by the Board of Commerce, and instead of the regular City Watch, it is patrolled by the elite District Guard, who are better trained and equipped than their counterparts in the other guards. Frequently, veteran members of the City Watch are lured away to the District Guard by higher wages, a practice that has led to no little bad blood between the two organizations. While there are several prominent and luxurious hotels, few people actually live here - space is limited and land prices are at a premium, which means that even the richest people prefer to have their mansions at the outskirts of the city and commute daily to the District instead. House of Parliament: Where once nobles discussed laws and taxes with their peers, now the merchant princes of the Dartmouth region hold court. Only the very richest and well-connected people have a seat in the Board of Commerce which meets here, and they are very well protected from anyone who might wish them harm.

Conall
A former farming village turned artists colony, this borough on the outskirts of the city is rapidly swallowed up by new housing developments of solidly middle-class citizens, especially bureaucrats and clerks working for

Duriam
Like the District, Duriam regards itself as the center of Dartmouth - but not of nance or politics, but of the

CHAPTER 8. DARTMOUTH social life of the city. It is here where the rich and powerful go shopping, have splendid representative buildings, and throw the most spectacular parties imaginable - affairs of whose pomp and splendor the lower classes can only speculate. Anyone who is anyone maintains a town house here which is meticulously cared for by an army of servants, and getting an invitation to the biggest parties is a sure sign that you have arrived on the Dartmouth social scene. Perhaps not too surprising, most embassies of foreign cities are located in this borough, and their presence only adds an additional layer of intrigue to the many going on behind the scenes. The Caprice: The Caprice is where the rich and powerful go to indulge in their gambling habit. Status and respect here are measured less in how much money you win, but how much you can aord to lose and still keep going - but those who cheat and get caught tend to suer extremely unpleasant fates. The casino has a nautical theme - remnants of sunken ships, a variety of exotic sh and other oceanic species displayed behind reinforced glass aquariums, and other nautical items are on display. The owner of the casino, who is only called Mister Con by his sta and customers, is shrouded in mystery and the subject of much speculation - the claim that he is a former pirate is merely the least outragous of the rumors surrounding him. The Gentlemen Callers Club: A secret club with invitation-only membership, the Gentlemen Callers meet for the sole purpose of watching the erotic illusionary shows by the master illusionist only known as Cardano the Magnicent. While paid-for illusions with erotic or even pornographic content are nothing unusual in certain sections of society (and more wizards than care to admit have earned some money this way when they desperately needed it), Cardano stands out with both his sheer skill at creating such illusions and his abilities as a master storyteller. His shows often exceed an hour in length, and some of them, like In the Court of Queen Arwanna or the infamous Gloria, slave concubine of the Surathi, have gained a legendary reputation far beyond those who have actually been able to see them. While most of these shows violate the morality laws of Dartmouth, the Club is protected by the fact that some very inuential members of high societies are among its members. The club meets at varying locations as an additional security measure - sometimes at actual brothels, but more often in various hotels or other buildings with rooms rented for the evening. There are also rumors that Cardano can create semi-solid illusions that can interact with high-paying customers in a direct and intimate way, but no one seems to want to admit to experiencing such a service rst-hand. The Terrarium: While ocially the abode of the Brass Dragon has no name, unocially everyone who believes himself out of the earshot of Venthirax calls it the Terrarium. Actually, Venthirax does not mind, and the name has stuck now. This building in the middle of Duriam, and has a large glass dome with a clear view of the open sky. Large doors open to similarly oversized balconies which allow the master of the house speedy egress. From people who have been invited here it is known that the upper-

108 most oor - where the dragon receives guests - is enormous, lled with sand, and heated to desert temperatures through magical means. It is less well known what the lower levels are for. Certainly the dragon employs a number of human and nonhuman servants which can be seen entering and leaving the building, but few of them are willing to talk about what they do there - and the stories of those who do talk are often contradictory.

Fogsend
While Dartmouth in general has a reputation for being plagued by frequent fogs, Fogsend takes this to an extreme: It is covered by a thick, soupy fog at almost all times, whatever the season or time of day. This eect is attributed to the small but signicant number of Fair Folk living in this borough who despite not being overly active in local politics nevertheless make their presence felt. Unsurprisingly, Fogsend has a certain otherworldly quality, enhanced by the fact that most people travel around with lit lanterns even in what would be considered daylight elsewhere. The borough has also attracted a large number of both bards and makers of various musical instruments, and haunting melodies can often be heard in the streets, coming from indiscernable directions. The Lady: Possibly the most famous pub in Dartmouth, the Lady is the favorite gathering spot of bards and musicians of all kinds. Songs and music are performed every evening by dierent performers, and many people even travel here from dierent regions just to play here - or to listen. The pub gets its name from the Lady In Green, a powerful Fair Folk woman who resides here. Each year, she takes the most promising bard she nds here (not neccessarily the best - just the one she judges to have the most potential) and takes him as her lover for the traditional year and a day. During that time, she will inspire him to reach greatness. But after the year is over, many of her lovers end up as broken men, yearning for her embrace that they can never have again.

Gailsbreath
Located just behind the harbor, Gailsbreath has long attracted all those immigrants who have arrived by sea - and thats many. The largest number come from the Parginian Rim, but people from Malundi, the Lake of Dreams, and even more distant regions are not uncommon. Outwardly this borough looks poor and run-down, but the buildings sometimes hide surprising wealth - its inhabitants know better to show o their wealth where people from outside their little ethnic enclave might see it, for organized crime and turf wars between various gangs of youths are not uncommon. The other natives of Dartmough sometimes visit this neighborhood to seek out exotic goods and services not available elsewhere, and it oers real bargains for those who know where to look - but also dangers for the unaware. Of continuing interest to the wealthy are the drug dens, where they can partake of drugs otherwise unknown to the Flannish cities - and the owners of the

CHAPTER 8. DARTMOUTH drug dens know just how to take advantage of their addictions... Dartmouth Museum of Natural History: Dartmouth University:

109

Gelberth
A former minor shing village situated next to the Dart, Gelberth suers from the fortication of the river borders. In old times, the Dart moved slowly and had lots of land to ood during the spring melt, but nowadays the river has been straightened to make it more accessible for river travel and consequently the water passes much faster to the ocean - and during oods, a signicant portion always passes through Gelberth. Low-lying compared to the other neighborhoods and to poor to afford decent ood walls, the borough has now lled up with ramshackle tenement buildings occupied by people too poor and desperate to aord any building whose cellar and ground oor doesnt ood every spring. Dartmouth Asylum for the Insane: It is here where most of those who are mentally disturbed and a threat to either society or themselves are locked up. Conditions are abysmal - many are locked up like animals and little is done to improve their mental health. Those who are lucid enough to follow orders are made to work by weaving carpets - the director of the asylum has lucrative deals going on with a nearby factory. Inhumane punishments are the norm. The wardens abuse their charges at will. For most inmates, this is close to hell as it is possible while still being alive. St. Mordigan Church: This Thenaran church has long been the only real source of help for the inhabitants of this suering neighborhood, and even then their soup kitchen and other activities have only been able to do so much against the rising tide. When a plague breaks out in Gelberth, its bells ring nonstop to warn the citizens to stay indoors. As a result, the people of Dartmouth regard the church bells as cursed, and it is said that if you hear their nonstop rining in your dreams, you will die soon. The Warrens: The worst part of a bad neighborhood, the Warrens are a slum area covered in lth. An extended clan of wererats lives in many of the buildings close to the river. They oppress and extort the other residents of the Warrens and other parts of Gelberth, who are too afraid to seek outside help.

Hensington
While Duriam is where the upper classes go to play, Hensington is where they live. Here, stately avenues are anked by opulent family mansions, and the only thing you see on the streets are the carriages of the rich, servants scurrying from errant to errant, and the ubiquiteous guards who make sure that only people who belong here move around in this district. Dartmouth War Memorial: This stately open air memorial commemorates the dead of the wars Dartmouth has fought in, as well as glorifying its victories. The names of those who have died in the more recent wars have been carved into large slabs of marble.

Horngate Hill
Bitter rivals to Cordall Hill to the south of the Dart river, Horngate Hill is a residental area home to many of the people who work in the Harbor. The social status of its inhabitants rises with the position of their dwelling on the hill: Near the bottom live the dock workers in rundown tenement apartments, further up live the clerks and small-time business owners, and near the top are the grand estates of the nautical merchant princes and shipyard owners. Old Faithful: Dating back to Atalan Times, Old Faithful is the oldest nexus tower in the city and (located at the top of Horngate Hill) a prominent landmark. There is an annual public holiday and parade commemorating the victory of the city over the pirate eet of Tardruin the Black, in which Old Faithful was of central immportance. Pranksters from Cordall Hill traditionally attempt to sabotage the parade in some way. Sometimes, they succeed, despite all the precautions the citizens of Horngate Hill and the Board of Works (which sponsors the parade) take.

Marvensgate
Like Gelberth, Marvensgate has a reputation for crime but unlike in Gelberth, it tends to be exiting and fashionable crime which sells newspaper rather than the depressing varieties that polite society prefers to ignore and only interests Secondary revolutionaries. Organized crime revolves around gambling and prostitution, and relatively high-class varieties at that. But also mercenaries, smugglers, and soldiers-of-fortune make this borough their home, including many so-called adventurers. While the papers decry the villains living there (but secretly are grateful for the extra copies they sell because of their exploits), the rich and powerful have prevented the City Guard from cleaning up this borough throughly, since they often seek to attain the services of these people if they have a pressing problem that needs to be addressed quietly. Still, far from every inhabitant of this area is a crook - there are many people who make a honest living here in a variety of businesses, though they usually know better than to ask just where the money of their customers is coming from.

Harbor
While not as large as the one in Rondhaven, the harbor of Dartmouth sees a large amount of trac, with ships setting sail for other regions or even continents on a daily schedule.

Hennigswoade
The former center of the Dartmouth High Society before they relocated to Duriam to the west, Hennigswoade still boasts many architectonically impressive buildings, even if they are beginning to develop a patina. Now it is the intellectual center of Dartmouth, since both Dartmouth University and most of the minor colleges are located here. Apart from the buildings associated with the various insititues of learning, there are plenty of student homes, bookstores, pubs and similar locales catering to students, lecturers, and other intellectuals.

CHAPTER 8. DARTMOUTH Glenning Street: As far as the public knows, this street houses numerous shops dealing with minor magic items - potions, talismans and similar items of dubious quality - and the oces of wizards and sorcerors willing to work for hire. But those with the right connections know that some of these shops serve as fronts for the local black market dealing in magical goods - ranging from magic weapons and wands for which the buyer doesnt have the appropriate licence to materials required for demon summoning to the most vile necromantic tomes. Tybald Mansion: The old family mansion of a noble line that seems to be extinct, Tybald Mansion is the most famous haunted house of Dartmouth, with moans that can be heard and apparitions that can be seen from outside at regular intervals during the night. The locals love the place and resist any attempts to clean it up, since it attracts a considerable number of tourists, and neighboring bookstores sell a multitude of books with mutually contradictory stories about each ghost. It is perfectly safe to enter the building during the day, and in fact guided tours are available for 2 sp per person, but visitors are strongly warned not to take anything from the building, as this is one of the few known ways of getting the wrathful ghosts to leave the building in search of the oender. It is said that the curse on the mansion will be broken if a true heir to the line stays in the building from dusk to dawn, and a few people who have fancied themselves to be a heir have tried that (especially since ownership of the mansion would fall to them by default). The luckier ones manage to ee during the night.

110 While the opulent mansions of other boroughs are absent here, there actually is a fair amount of wealth hidden behind the walls of many buildings - its just that the rich people of St. Conroy prefer not to draw attention to themselves. St. Conroys Cathedral: One of the largest buildings in the city, the Cathedral dates back to feudal times - in fact, the kings of old were crowned here. Even today, the bishop of St. Conroys wields tremendous inuence both religious and secular - for he functions as the mayor of the borough in addition to his priestly duties. Both kings and bishops of old are interred in the crypts beneath the city. And thus it is only appropriate that those who wish to restore the monarchy meet here, since many priests of Thenos (not the bishop, however - but several of his aides) feel that things were better when the ruler of the city was sanctied by the church, and the king in turn made the faith of Thenos the ocial state religion.

Wyverns Cli
A coastal neighborhood in the north of the city, Wyverns Cli is inhabited mostly by those who wish to have some peace and quiet from the bustle of the city, while still living close enough to it to have access to its conveniences. Many of these people are both old and wealthy, and they stenously resist any radical changes to their peaceful part of town. A number of sanatoriums can also be found here for those suering from stressrelated ailments. Wyverns Cli Sanatorium for the Weary Mind: An upscale asylum catering to those suering from mental illnesses. Only the wealthy can aord its care, and its patients include two main groups: Those who cannot deal with the pressures of living in society and who prefer to live in recluse while being cared for by professionals, and those who have become an embarassment to their families and are locked away by them. The former group comes here out of its own free will and usually can make trips to the outside world, though many dont bother. The latter group is rarely here by choice and sometimes need to be restrained to prevent escape attempts. Rumors say that some of the latter are actually quite sound of mind, but are kept here for political, social, or nancial reasons...

Serenwode
The smallest of the boroughs of Dartmouth, and the least populated, Serenwode nevertheless attracts its fair bit of attention, for it is the home of Dartmouths elven community. Much of it is an open parkland where the humans are allowed to visit, but other parts are o-limits to outsiders - especially those where the tree-houses and other dwellings of the elves are. The park remains popular with the humans for its serene qualities. Red Oaks: Named this way for more than just the color of the leaves on its trees, this part of the borough could be considered the red-light district of Serenwode by unkind tongues - although the Mistresses of Red Oaks are far more than a common prostitute. In their minds, it is only proper that they are waited upon by the rich and powerful of human society with opulent gifts, and if any sort of entertaining dalliance should arise from it, then there is nothing wrong with that. And if any of their suitors should press for something that they are not willing to give - well, the Mistresses are rarely as undefended as they appear at rst glance.

Important Sites

8.4

History

St. Conroy
A ef owned directly by the Church of Thenos in feudal times, worshippers of Thenos still constitute the vast majority of the inhabitants of this borough, and unbelievers are only barely tolerated if they insist on displaying their faith openly. The area is generally described as quiet and respectable - most people here are more intersted in a hard days work than anything frivolous.

While there are a few archaeological hints that there have been earlier settlements in the Dart Bay area some of human, and some of decidedly non-human origin - Dartmouth only truly came into its own as a city in Atalan times. The Atalan Empire needed a major port to support their northern provinces, and the Dart Bay was an ideal location and continued to operate as long as the Empire existed, though it was eclipsed at times by more northern ports at the sites of Torburg and Rondhaven. After the city was sacked by a marauding orcish horde during the fall of the Empire, the city remained nearly uninhabited for over a century. This gradually changed

CHAPTER 8. DARTMOUTH as the region recovered and slowly returned to civilization. As feudal structures established themselves, Dartmouth became the capital of Wirland, a kingdom covering much of the south-western Flannish region. While its borders shifted and grew and dynasties rose and fell, the city gradually expanded as more and more people left their homes to seek opportunities in the Big City. This movement was temporarily stopped by the outbreak of the Shambling Plague in Dartmouth and the surrounding areas in 965. This vile disease was not only fatal if not treated by magical means, but it also caused the victim to rise again as a zombie at the next sunrise that attacked still living people, either infecting them or killing them outright. The ghting between the living and the dead was erce, and the city was nearly abandoned to the walking dead, but eventually the living prevailed (though at a high cost). Many of the dead were burned on gigantic funeral pyres, but other bodies were simply dumped into the cave systems below the city through deep wells that were sealed afterwards - and which remain sealed to this very day, for no one knows how long the plague will remain infective, and no one but a madman would wish to try to nd out. A notable development during feudal times was the establishment of the Wirland Parliament in 991 NA, a body consisting of the landed nobles of Wirland who could rst only air their grievances in it, but later gained additional powers - they could propose laws, veto taxes proposed by the king, and nally got some measure of control over the budget of the kingdom. This set a precedent for later forms of government that were much less hierarchical than those elsewhere. This state of aairs came to an end with the invasion of Negroth the Doombringer. The reigning king, John III (now also known as John the Fat, John the Coward and a variety of other, even less attering names) was initially dismissive of the threat Negroth represented and only sent a small force to the Fields of Harrow, and when news arrived of their crushing defeat, he became absolutely terried. While the army of Wirland was still fairly large and might have been able to mount an effective resistance to the forces of Negroth if led by a competent strategist (though this is debated even today, since Negroths forces were very strong - war games at the Dartmouth Academy of War that use this conict as a setting are popular, but remain inconclusive), the King insisted on drawing back all available forces to Dartmouth to protect the capital (and, of course, him). He lived in constant fear of assassination (probably exaggerated, since Negroth could hardly have wished for a better enemy than him) while the armies of Negroth ravaged the countryside, leading to serious food shortages and outbreaks of plagues among the refugees hiding behind the city wall. When the invaders began to assault the city, the king and most of the nobles simply teleported out of the city to the Parginian Rim (where their descendants live even today), leaving the citizens to their fate. One noble, Eldwen of Hecanshire, mounted a spirited defense and tried to protect the inhabitants as long as possible, but he merely delayed the inevitable. When he fell while trying to stop a breach in the wall, the defenses crumbled and the invaders ravaged the city. For two years, the city suered under their cruel governor, and its population declined drastically. When

111 news of the death of Negroth arrived, the humans banded into militias and drove o the remaining occupying forces, who quickly retreated north or faded into the countryside and living o the land as bandits. The people of Dartmouth werent sure what would happen to them now, but they were sure that they wouldnt tolerate another monarch lording it over them again. From the chaos of the time arose a man named Everett Carsli, who united several militias under his banner and then started a purge of royalists (i.e., the remaining nobles) and their sympathizers - anyone caught by his forces were put on trial and executed in public. As his forces grew, be began to pass more and more restrictive laws to forge a new kind of men who would never again bow their heads to a monarch. That might indeed have been his intention, but the net eect was that the people of Dartmouth and the surrounding areas lived under a military dictatorship with oppressive laws and crushing taxes. When Carsli was assassinated by unknown parties in 1185 NA, most were relieved, though Carsli was considered to be a hero by the instigators of the later Liberation War, as well as the Secondaries of today. The Greater Dartmouth area, whose population had once again shrunk drastically, dissolved back again into its component towns and villages, which were governed by a mixture of elected majors, local strongmen, and even the rare surviving scion of a noble family. Each town maintained its own milita/police force, and while there were the occasional squabbles over territory and jurisdiction, the people as a whole were tired of bloodshed and thus managed to solve most problems through peaceful means. Nevertheless, there are a few vicious feuds between families and boroughs that date back to that era and are still going on, despite the fact that the original bone of contention has ceased to exist for more than a century. Dartmouth mostly kept out of the Liberation War - though a few people volunteered for the revolutionary side, on the whole the revolutionaries reminded too many people of Everett Carsli and his reign of terror. As a result, Dartmouth was spared the devastation the rest of the region suered under, which proved to be a great economic boost. Trade orished, and more and more people ocked to the city in search of their fortune. This caused tensions, however - while Dartmouth began to grow into one interconnected city again, the squabbling mayors of the individual boroughs were unable to agree on how to expand the city and how to cope with the increasing strain on the infrastructure. Furthermore, the boroughs each began to set up their own toll systems in an escalating battle for more tax revenue, causing traders to pay tolls on their goods several times even if they only wanted to pass from one end of the city to the other! The situation became so bad that the leading merchant houses of the city staged a revolt. In 1303 NA they established the Dartmouth Board of Commerce, which consisted of the (at the time) fty wealthiest merchants of the Dartmouth region. These merchants settled on a common legal framework for business transactions and property laws and funded both a court system and a guard unit to enforce it. Taken by surprise, the mayors protested but were ultimately forced to accept the authority of the Board - especially after one particularly

CHAPTER 8. DARTMOUTH outspoken mayor was beaten into submission by the new guard and the militia of his borough was unable to protect him. The Board took control of the central part of the city, now rechristened the Financial District (or The District for short) and held their frequent meetings in the former parliament. This represented the closest Dartmouth had to a municipal government for many years, but there was soon an impetus for more inter-borough cooperation from an unexpected source: Sewage. The city had grown beyond its ability to cope with the waste it generated. Upstream communities simply dumped their sewage into the Dart river, poisoning the water for those downstream. Interborough tension grew to new heights, and the Board of Commerce realized that something needed to be done. But what? Into this time of crisis stepped Charles Edwick, who proposed the creation of a new organization - the Dartmouth Board of Works. This organization would be responsible for building and maintain the neccessary physical infrastructure to allow Dartmouth prosper and grow. While there was some resistance from parts of the Board of Commerce, Edwick proved to be a shrewd negotiator, and in 1341 gained the funds neccessary to found and operate the Board of Works - with him as its rst director. However, some obscure passages in the charter of the Board of Works also could be interpreted to allow him to build and maintain the nexus towers of Dartmouth, which had long fallen into disuse by that point. Secretly, he started refurbishing Old Faithful, a former Nexus Tower dating back to the Atalan Empire located on a hill overlooking the harbor - a move that paid o when the city was attacked in 1346 by a eet of pirates under the command of Tardruin the Black. That single Tower was able to destroy much of the eet and drive back the rest. Edwick became a hero, and while many members of the Board of Commerce were extremely worried when they became aware of just how much power the Body of Works had at its ngertips, they could not move against him openly. To this day, the nexus tower network is controlled by the Board of Works and gives it a steady source of income. However, political inghting between the two Boards

112 became common after Ewick retired, to the point where street ghts between followers of the two factions became a daily occurrence, and a failed plot by Secondary revolutionaries in 1375 to destroy the House of Parliament with a metor swarm scroll while the Board of Commerce was in session only increased tension, suspicions, and paranoia. As the Board of Commerce weakened, the disenfranchised mayors of the boroughs saw their chance - in 1378 elected one of their own, the charismatic Everett Hurey, as the rst Lord Mayor of the city, and put all their militias under his command. He then set out to challenge the authority of the boards. For a few days, it looked like the city would erupt into a full-edged civil war, but after a few days of intense and secret negotiations the Board of Works accepted the authority of the Lord Mayor as long as its privileges were preserved, and the Board of Commerce eventually had to give in in the face of the power of their opponent. The negotiations that followed were even more intense, but eventually the three parties signed the new Dartmouth City Charter, which wrote down that the Board of Works was responsible for creating and maintaining the infrastructure of the city, the Board of Commerce was responsible for its commerce courts, the District, and generally regulating the commerce and trade of the city, and the Lord Mayor and his Council of mayors was responsible for non-commercial laws, foreign policy, law enforcement, maintenance of military forces and everything else. The City Charter was a complicated document that reected its origin - several hundreds of pages of densely written and frequently ambiguously worded legalese, and later addenda have only made it more confusing. The whole government infrastructure is full of overlapping jurisdictions where no one is sure who is responsible for what. Despite this, Dartmouth has kept functioning and even prospered. The latest Lord Mayor, Percival Shellard, has taken oce only last year, and everyone is waiting to see in what direction he will steer the city.

8.5

Adventuring in Dartmouth

Adventure Seeds

Chapter 9

Cosmology and Religion


9.1 Deities

Dont you see? Dont you UNDERSTAND? The gods are dead! DEAD! The HARVESTER came for them! And soon he will come for ALL of us! - Ephram Manguil, former priest of Jorunnos and now an inmate of the Dartmouth Asylum for the Insane The precise nature of gods is a controversial topic among the scholars of Rothea. The most common denition of a god is a powerful extraplanar entity or force which is able to grant spellcasting abilities to its worshippers, though even this denition is often contended. What is known, however, is that gods can change over time, and perhaps turn into something dierent entirely. that there must be something more to the process.

Lesser Gods
In general, scholars classify thos gods as lesser gods who havent been a god for a long time yet (generally, not much more than a millenium, though this time span can vary considerably), or those who dont have a large number of worshippers, or both. These gods also share a number of other characteristics. They usually have a realm in Astral Space, a small, independent plane that can be visited by travelers with the plane shift spell and similar powers (though whether or not such travelers are welcome in these realms depends on both the deity and the visitor...), and where the souls of the worshippers reside after their deaths. They also have a discernible personality and agenda for the material plane; they send visions, portents, and even avatars to the material plane when necessary (though the last one is rarely done, as it seems to cost them a lot of power), and rites, rituals, and the names they choose to identify with are usually (though not always) consistent from region to region. Lesser Gods are usually also fairly picky about the ethical stance of their clerics (in game terms, this means that such clerics must usually adhere to the standard alignment restrictions). Curiously, faith in the religion does not always seem to be a requirement for becoming a cleric of a Lesser God - there are several well-documented cases where the clerics cynically see their supernatural powers as nothing more than a way to gain more power, and their patron deity nevertheless continues to grant them spells in exchange for certain regular services in the world of mortals. Many Lesser Gods seem to be obsessed with gaining more power, which usually seems to involve getting more worshippers. It is also noteworthy that the designs of many temples have subtle similarities to the mystical architecture of nexus towers... However, not all Lesser Gods are inclined this way - for example, Ouneiros, the God-King of the city-state of Ouneirotur, seems to have been content with the status of Lesser God for the last several millenia, and apparently has no desire to expand 113

The Creation of a God


Most of the more secular scholars believe that the majority of the known gods havent been around since the beginning of time. While several religions claims that their deity had a hand in the creation of the world, or even the universe, these tales are often mutually contradictory and thus dismissed out of hand by anyone who is not a follower of these religions. Besides, ever since the exploration and settlement of other planets started in earnest, belief that Rothea is somehow an unique creation by sapient beings has waned considerably. It is apparently possible for mortals to turn into deities, though the precise process on how a deity springs into existence is unknown, which is perhaps fortunate or else everyone would try to do it. Several religions that acknowledge that their deity was one a mortal have apocryphal stories of an entity called the Guardian of the Threshold. Allegedly, it is possible to summon this entity and then engage it in some sort of battle (sometimes physical, sometimes a struggle of will, and sometimes a battle of wits, depending on the story). If the challenger wins, he is elevated to godhood. If he loses, he is utterly annihilated. Other religions tell of massive magical rituals, legendary deeds, or sponsorship by an existing deity that allowed their patron to become a god, but for obvious reasons it is hard to separate truth from ction here. Entities that already have a strong connection to the astral or outer planes, such as ghosts and spirits, seem to have an easier time of it - some stories seem to imply that all they have to do is gather a large number of worshippers. But like the other tales, these are hard to verify for obvious reasons, and most scholars speculate

CHAPTER 9. COSMOLOGY AND RELIGION worship of him to other cities.

114 attention from the deity, with most of the information coming from the clerics subconscious. Divine bureaucracy: The deity is busy with ordering the cosmos, so instead of answering the questions of its followers personally, it has appointed numerous celestial servants to deal with these matters. This theory is popular within the faith of Thenos, as that faiths has numerous saints who allegedly serve as intermediaries between the faithful and the deity. Undead Gods: This theory, which is very unpopular with the followers of most religions, hold that deities only have a limited lifespan - after they absorb too much power, they die! What answers the clerics prayers is not actually the living deity, but its unliving mockery. Just as skeletons, zombies, and other non-sapient undead can go through some of the motions of living people without actually being living and thinking creatures, so these undead gods can go through the motions of granting spells and powers without any conscious thought behind them. In eect, they have become nothing more than mindless conduits for divine power. Divine Imposter: The most disturbing theory of all is that the gods have died - but not of anything resembling natural causes. Instead, they have been slain by some powerful and alien entity which now steals the faith from that religions worshipers, just as a nexus tower leeches life force from all who live nearby. It keeps granting spells to the clerics merely to keep the illusion going that the god is still alive, but it lacks the sophistication (or maybe the patience) to act as if the god was still fully active. Among proponents of this theory, there is considerable discussion about the true nature of this entity. The most likely suspect for this Slayer of Gods is the Guardian of the Threshold, though some only consider him to be a servant of a greater evil still... A variant of this theory claims that these gods arent dead - but merely have been taken prisoner (which is still a very frightening concept) supposedly, the godnapper keeps them locked up so that he can leach away their powers, just as some vampires keep a larder of humans to ensue a steady supply of blood. Perhaps it would be possible to free the gods and return them to their former state, though again this merely remains an unproven theory.

Greater Gods
At some point, Lesser Gods change into something else, and grow more distant from the mortal world - this seems to happen when they reach a certain level of power and gain a very large number of worshippers, though the exact mechanics for this are, again, unclear. This has several implications: First, the gods realm vanishes from the Astral Plane and becomes inaccessible to the living. The spirits of the dead still presumably go somewhere - and spells like raise dead can still bring them back under the usual conditions - but no one knows how to actually reach these places without dying (and those who are brought back do not remember their stay there). Second, the god does not seem to pursue an active agenda in the material world anymore. No visions or avatars appear, unless actively summoned by clerical magic. And the vision summoned by clerics (such as the eects of the commune spell) tend to reect the clerics own prejudices and beliefs - there are documented cases when several commune spells cast by clerics of the same faith produce dierent results, with each cleric proclaiming that the spell conrms his beliefs about religious doctrines (this of course assumes that the clerics statements regarding the results of the spells can be trusted...) Over time, the faiths of Greater Gods display divergent tendencies, as disputes over doctrine and regional variations create dierent interpretations of the faith without the active management of the deity. In fact, even the common name of the god seems to undergo linguistic drift over time, and in dierent regions, the same deity may in fact be worshipped under completely dierent names (though it is often hard to tell whether these are just dierent names, or entirely dierent deities, the common use of certain spells provides some hints for scholars of theological matters...)! Third, just about anyone can become a cleric of any Greater God, regardless of personal ethics (in other words, there are no alignment restrictions for clerics of Greater Gods). All that is required is a true and deep faith into the god and its commandments - or at least, the clerics personal interpretation of these commandments, which can vary a lot from person to person. Anyone who looses faith in his god will also loose his powers. This also means that there are no pact clerics like those some Lesser Gods create - no cleric of a Greater God is able to see his spellcasting abilities as nothing more as a tool to gain more power, for that would mean the loss of these powers... There are many dierent theories about just what happens when a Lesser God turns into a Greater God. Some of the most popular are: Divine Apotheosis: The god ceases to be an entity with a personality understandable by mortals, and becomes a true cosmic force. The god now has less attention to spare on mortal matters, and stops paying attention to the day-to-day aairs of its worshipers (while it is presumably busy ghting a cosmic war somewhere...), and thus spells like commune only receive the minimum required

Argannon
Greater God Lord of Warfare, Supreme Strategist, The Last Victor Symbol: A white rook above a red and black chessboard. Portfolio: Warfare, Strategy, Victory Domains: Knowledge, Law, Trickery, War Favored Weapon: Halberd While Argannon is the god of war, his portfolio doesnt include mindless slaughter. It is not the deaths

CHAPTER 9. COSMOLOGY AND RELIGION that are important in war, but the battle of wits between the commanders. Whether the victor of a conict sent countless soldiers to their deaths, or succeeds by ruses, feints, and sabotages that preserve his strengths, it matters not to the Supreme Stategist - all he wants to see are brilliant tactical moves that make the victory a deserving one. In general, believers of this faith keep to any customary rules of warfare in their region - succeeding despite restrictions is the sign of an able commander, and often breaking these rules invites more trouble from ones peers than it is worth. Still, Argannon is nothing if not pragmatic, and someone who breaks all the rules to emerge victorious and gets away with it can earn his favor as well - to the victor go the spoils. Perhaps surprisingly, the faith has in recent times gathered no small following among the merchant classes, particularily among the larger merchant houses - they see the constant competition between their houses as just another form of warfare, one that is often fought with the same methods as outright war, if on a less obvious level. Some parts of the clergy decry this as heresy, but others give this their blessing - and perhaps one day soon Argannon will add Trade to his portfolio. It has often been claimed that Argannon invented the chess game, especially by his clergy. Whether true or not, his followers play this game passionately, and organize chess tournaments on major holidays of their faith that are open ot the public. It is customary that the winner of such a tournament can ask for a boon from the highest-ranking cleric of the temple.

115 edge between civilization and the wild. They have done their part to make sure that this edge has mostly been expanding outwards in the last few centuries, and they are always ready to move on to new challenges. As of late, quite a few have turned their attention to the other planets newly explored and settled by a few humans, for a more hostile environment - and a greater challenge - is hard to imagine. The rivalry between the priests of Bucatar and the druids is legendary, and has often escalated into all-out war and mutual atrocities. But the cult of Bucatar has the whole of civilization at its back - and so far, this has been more than enough.

Cryelis
Lesser God The Ghost Mother, Queen of the Underworld, She Who Rules The Night Symbol: A ghostly female gure Alignment: NE Portfolio: Existence after death, ghosts, the Underworld Domains: Death, Evil, Travel Favored Weapon: Dagger An ancient mystery cult that spread far and wide during the time of the Atalan Empire, the Cult of Cryelis oers continued existence after death - not in a remote home plane of the deity like other gods, but in a dimension just lurking below and parallel to the physical world. This is the Underworld, and while it is unknown if Cryelis created this dimension, her rule of it is unquestioned. Her followers become full-edged ghosts after death, and are thus able to enter and exit the Underworld at will - and meddle in the aairs of the material plane. Their main task while still alive is to spread the extent of the Underworld through ritual sacrices - their status among ghosts upon their deaths depends on how much they have spread this domain. As ghosts, they compete for status and attempt to manipulate events in both the world of the living and the dead to prepare for the prophesized day when the Underworld has covered the whole world and the dead rule the living.

Bucatar
Lesser God The Civilizer, The Trailblazer, He Who Tames The Beasts Symbol: A dark humanoid silhouette holding up a scimitar and a torch, with cowering animals at his feet Alignment: N Portfolio: Exploring and taming the wilderness, monster hunters, pioneers, rangers Domains: Animal, Fire, Travel Favored Weapon: Scimitar Poets might wax philosophically about the beauty of the pristine wilderness, but those who have actually been there knows that the wilderness is a harsh environment, full of savage creatures and innumerable dangers that will kill the unwary. To protect and expand civilization, then, this wilderness must be fought and tamed, measured and opened up to development. This is not an easy task, but judging by their record, the followers of Bucatar have been up to it. The cult of Bucatar has never been large - it is lled with hardy people who can thrive in the dangers of the wild without succumbing to its lures, and this is a style of living attractive only to a select few. But few city folk appreciate just how much these people have done to protect them from the savage creatures roaming the remote parts of the world. Trolls, ogres, giants and much, much worse - without strong protection, human civilization wouldnt have lasted for long. The followers of Bucatar are this protection, and they stand at the very

Dahla
Lesser God The Caregiver, The Provider, Our Lady of Mercy Symbol: An open palm, spread downwards Alignment: NG Portfolio: Altruism, Favors, Random Acts of Kindness Domains: Good, Healing, Trickery Favored Weapon: Unarmed There have been many self-proclaimed benefactors throughout history - people who have given large gifts to other people in need. However, often their motivation was not genuine altruism, but merely to hear others praise their generosity, or worse, keep those they helped in a debt, if not of money, then one of favors owed.

CHAPTER 9. COSMOLOGY AND RELIGION This is not as it should be, as the priests of Dahla says. People should do good deeds not because they expect anything in return, but because it is the right thing to do. And the followers of Dahla try to live by this by helping others in need without taking credit for it personally. Often, the one being aided doesnt even know who has helped him. Usually, he will get a message that he is being helped in Dahlas name, with the implication that once he has gotten out of his current predicament and able to help others, he should do so in the same manner - also in Dahlas name, so that the original deed can spread around the world. It has also become standard practice to list anonymous donations to a charitable cause as in Dahlas name when a list of donors is compiled. Priests of Dahla often lead a double life - they have a day job in which they earn money, but when they work as priests (like when they give to the needy), they wear concealing robes with veils in front of their face. These robes have the same designs for all priests of Dahla so that it is hard to identify the particular person between the cloth. Often some minor illusions are added to conceal the voice and stature of the priest. When a particular priest is exposed - i.e., his identity becomes widely known in any given locale - he will often move away to another place where no one knows of him. Thus, most people try not too hard to nd out just who hides behind the veils, and various superstitions have sprung up detailing the bad luck that is sure to haunt someone who will take a peek behind the veils. Domains: Luck, Protection, Travel Favored Weapon: Unarmed

116

Gebral
Greater God The World Architect, The First Scientist, Idiot God of Progress Symbol: Three cogwheels Portfolio: Invention, Machines, Progress Domains: Chaos, Knowledge, Law Favored Weapon: Hammer Gebral represents the spirit of these modern times like few other deities. He is the embodyment of progress in all its form. In his positive aspects, this means using logic and innovation to make the world a better place for everyone. In his negative aspects, this means tearing down old structures that have proven their worth over many years with new ones of dubious utility - novelty for noveltys sake. His worshipers include architects and city planners, engineers, and many gnomes. His followers often rise to prominence in the city councils - whenever the rulers of a city announce plans to raze entire neighborhoods and replace them with something grander (a frequent occurence), it is a safe bet that a follower of Gebral is involved somewhere in the planning process.

There are those who claim to make their own luck. That their own skills and plans will give them whatever it is they desire. But other people, possibly the majority, believe that no matter how competent you are and how good your plans might be, blind chance can lay you low and destroy everything you hold dear. And every time these people come into a situation when their plans and wits are at an end and they realize that their fate is up to chance, they pray to Hatramo for deliverance. Said to be the older brother of Jorunnos, Hatramos faith is an odd one. No grand temples are build in his name, for his priests travel from place to place, going wherever they are needed or whereever the winds of fate may carry them.. These priests do believe in preparing themselves for any situation they might encounter, but they realize that this is never going to be enough, and they do not have any long-term plans of their own, instead trusting in Hatramo to guide their path. Hatramos name is on the breath of soldiers on the battleeld just before combat starts, on adventurers facing impossible odds in desolate catacombs, on peasants struggling to make it through yet another winter, and on the urban poor every morning as they try to get enough food or money to make it through yet another day. As a result, the faith might not be politically powerful, but few dare deny it its dues. Its most common rite is the creation of stone pillars - along many roads, people have erected crude pillars made out of small stones, and those who have reason to be grateful to Hatromo, or those seeking his favor, will not pass one of these pillars without adding one stone to it, thus gradually increasing its size. It is said that those who deliberately or accidentally knock it over will suer bad luck in the same amount as the good luck those who added stones to it have recieved - thus balancing the cosmic scales of good and bad luck.

Jorunnos
Greater God The Seeker, The Quester, Lord of New Beginnings Symbol: A cup shooting rays of light out of the top. Portfolio: Questing Domains: Knowledge, Luck, Travel Favored Weapon: Quartersta It is said that Jorunnos was once a mortal scholar. He wanted to learn everything there is to know, but was frustrated by the limitations of the libraries he frequented. Then he learned of an ancient artifact, a magical cup that would grant the person who drinks from it any wish. Jorunnos diligently followed any lead to this cup, searched in every library, fought vicious monsters who got in his way, and in short had incredible adventures until he nally found the object of his desire. He lled it with water, drank from it, wished for all the knowledge in the world to be his - and ascended to god hood. The followers of Jorunnos are all united in that they wish to achieve something. Whether becoming the ruler of a city, nding and winning ones True Love, or destroying ones greatest enemy, they all believe that if

Hatramo
Greater God The Survivor, The Deliverer from Pain, Last Hope of the Hopeless Symbol: A pillar of stones Portfolio: Passing through tribulations, Survival

CHAPTER 9. COSMOLOGY AND RELIGION their will is strong enough and Jorunnos is willing to come to their aid, they will realize their goals. Other people often describe them as obsessed, but the Jorunnites reply that these people just dont have the necessary determination to make anything out of their lives. A common quest among them is the search for the Cup of Jorunnos. Almost all fail to nd it, and many of those who set out to nd it dont come back, but their tales provide plenty of material for the songs of bards.

117 sleep. Many people plagued by nightmares or insomnia direct prayers to her in the hopes of peaceful, untroubled sleep. Many of her most ardent followers, including much of her clergy, use a variety of drugs to reach a state of dreaming even in the Waking World. As a result, her faith does not have much in the way of an organisation, and even less political inuence. The plane she calls her own is home to a large number of ever-shifting dreamscapes. Her followers claim (though there is no way to prove it) that all dreams of thinking beings take place there. Mara allows free access to all beings to her home, but does nothing to protect them from the dangers of the dreamscapes.

Kortus
Greater God Lord of Grain, Lord of Bounty, the Reaper Symbol: A scythe crossed with grain stalks Portfolio: Agriculture, farmers, food, the cycle of nature, death Domains: Death, Earth, Plant Favored Weapon: Scythe Kortus is the deity of agriculture and all plants that human hands cause to grow. He is not a god of nature as a whole - the kind of well ordered and large-scale agriculture practiced by most cities doesnt mix well with the wilderness that most people associate with nature. As a result, few druids worship Kortus. However, the cycle of nature as represented by seeding the plants, watching them grow, and bringing in the harvest is a recurrent theme in his faith, and the links to the human life cycle is emphasized. Death, as represented by the harvest, is something inevitable, and should not be fought when the time comes. A deity of agriculture might seem an odd candidate for the status of a Greater Deity. Yet millions of people pray to him to deliver them food. While the slum dwellers of the cities are divorced from the tilling of the elds, they know that the dierence between a bumper crop and crop failure can mean the dierence between life and death to him. In rural areas, his clerics tend to be the foremost experts on agriculture, and it is them who traditionally bless the elds with their magic to ensure a bountiful harvest. In urban areas, they operate soup kitchens that make sure that even the poorest people have something to eat. Wandering clerics of Kortus usually ght bandits, monsters, and other beings who disturb the farms and the transport of grains to their intended targets. Others specialize in hunting undead, who are abominations in the eye of Kortus. All clerics of Kortus, regardless of alignment, turn undead.

Norol
Lesser God Lord of the Vine, Lord of the Wild, He Who Comes In Music Symbol: Pan Flutes Alignment: CN Portfolio: Ecstasy, Music, Passion, Wine Domains: Air, Chaos, Strength Favored Weapon: Spear As bards throughout the ages have known, music has power. It can inspire courage, bring the deepest despair, and iname passions that the listeners never thought they had in them. And the deity that is Norol lurks within all those emotions. Not all bards revere Norol, but all respect his power. But Norol is not only the lord of unbridled music, but of all passions unrestrained. He is called the Lord of the Wild not because of any great anity of nature (though his worshippers do tend to gather in remote places where they can hold their baccanalian revels without disturbance), but because wildness is his very nature. There is no restraining his emotions, whatever the outcome of his actions. It is said that he sometimes takes the form of a large satyr and participates in the revels of his worshippers who have particularly pleased him. Alas, life in modern cities is rarely conductive to a life of inhibited passions, and those priests of Norol who have to live there have learned to be calm and cautious for much of the time. But from time to time, usually at least once a month but more often if possible, they must engage in some activity where they can let their passions ow over. Whether it is playing a music instrument for hours at an end, going on a drinking binge, holding an orgy in a brothel or similar activity is more or less irrelevant to Norol - all that matters is that the passions are strong and unrestrained. Some priests have greater trouble adapting to this kind of dual lifestyle, and begin to develop split personalities of sorts. In the more harmless cases, some personality trait might change under certain circumstances for example, a normally shy and reclusive person might become condent, boistrous, and even lecherous when wearing a special costume. In the more extreme cases, one personality is completely unaware of the other, and there have been cases of apparently harmless, upstanding citizens becoming avengers of the poor at nights when the moon is full - or the most sadistic serial killers imaginable.

Mara
Lesser God The Dream-Giver, She Who Is Bliss, Our Lady of Dreams Symbol: A surreal landscape wrapped inside a sphere Alignment: N Portfolio: Dreams, Drugs, Sleep Domains: Chaos, Knowledge, Trickery Favored Weapon: Scimitar Mara holds sway over both the dreams and nightmares that all humans have to face every time they go to

CHAPTER 9. COSMOLOGY AND RELIGION

118 lot in life can expect brutal punishment if he tries to do something about it. Those who remained faithful and obedient to Ouneiros during their lives will join him in his palace, a massive ziggurat at the center of the city, where they will presumably serve him for all eternity. His priests mostly serve as administrators who keep his domain running. A select few, however, are sent into the outside world, where they pursue various missions (usually, but not always revolving around the gathering of information) that can last for years or decades. When they return to Ouneirotur, they have to undergo lengthy purication ceremonies for several months before they are allowed back into the city proper - this is supposed to clean them of any outside inuences they might bring with them.

Nyros
Lesser God Lord of Disease, Culler of the Herd, He Who Elevates The Deserving Symbol: A towering golden man standing on top of a heap of small, dark humanoids lying on top of each other Alignment: NE Portfolio: Disease, Jealousy, Feelings of Superiority Domains: Death, Evil, Luck Favored Weapon: Whip Nyros represents an interesting case study in the evolution of the portfolio of a deity. In the early years of the Atalan Empire, t he cult of Nyros was mostly focused on plagues and the undead, and its members were busy spreading disease and unliving monstrosities to all lands they could reach. But over time, the priests of Nyros became more discriminating in whom they infected - many priests made it known that they were willing to see important civic gures to come to a very gruesome end as long as the right price was paid. While this practice didnt make them any more popular with the population at large, it did win them converts with the rich, powerful, and depraved, which was an apt description of much of the Atalan nobility in the Empires nal days - in fact, more than one Emperor died from an incurable disease, and the cult might be at least partially responsible for the nal disintegration of the Empire. As the centuries went by, the cult became rmly established among those who saw themselves as being denied their rightful place in society - at the top, naturally - or those who were already at the top, and saw their place threatened by outsiders. Racists, supremacists, or just people who will use any method, no matter how foul, have come to worship Nyros. Many pogroms throughout the ages have, if not been started, then at least been egged on by his priests. That the various culists often would see each other as inferior once they became aware of each other doesnt seem to stop the cult - there is no central church hierarchy, and each cell operates on its own, with its own ideas on whom they consider superior and inferior. The cult is illegal in many places, but its priests are notorious for their luck in evading detection.

Palias
Lesser God The Sunracer, The Eternal Nomad, He Who Soars Symbol: A pegasus with wings of ame Alignment: N Portfolio: Nomads, ight, wanderers Domains: Air, Sun, Travel Favored Weapon: Spear Many creatures travel large distances over the course of their lives. From tiny birds who y across the whole world during the changing of the seasons to vast herds of animals following the changing growths of the plants they feed upon. The same is true of people - from lone individuals to vast tribes on the search for a new place to live in, humans have also sought out the vistas of different lands. And among those who have been struck by Wanderlust, many count themselves as followers of Palias, a deity who constantly moves not because he is searching for a grand goal near the end of his travels, but because he simply does not know how to stand still. In older times, his worship was most common among nomadic tribes of all kinds (and indeed, the nomads remaining in the world today still pay him respect). But in modern times, his cult has shifted to include explorers, gypsies travelling between towns and regions, and even migrant wanderers and bums who stow away on trains to travel between the cities to see the world. He also has a small but devoted following among people capable of magical ight, who often soar among the clouds whenever they get the opportunity.

Ouneiros
Lesser God The Lawgiver, The Just Lord, Ruler of All He Surveys Symbol: A hammer Alignment: LN Portfolio: Law, Rulership, Stasis, the city of Ouneirotur Domains: Law, Protection, Strength Favored Weapon: Warhammer Ouneiros claims the city of Ouneirotur as his domain, and has ruled it personally for many millennia. He promises his worshipers peace, stability, and enough to eat if they bow to his will, and so far, he has delivered. Worship of other deities, on the other hand, is punishable by death, and anyone who isnt content with his

Sarush
Greater God Lord of Snakes, Master of Secrets, Keeper of Hidden Knowledge Symbol: A snake head Portfolio: Deception, psionics, secrets, surathi Domains: Knowledge, Magic, Trickery Favored Weapon: Dagger Sarush is the snake god of all things hidden. He promises his followers secrets that will make them powerful - if they are willing to pay the price. It is said that he created the surathi to be his loyal servants, who are to inltrate other societies until the entire world falls to

CHAPTER 9. COSMOLOGY AND RELIGION him - but members of most thinking races can be found among his worshipers. His worshipers are mostly preoccupied with ferreting out secrets - of ancient wisdom, magic, or other people and using them to their best advantage. His priests often are the most often sought after information brokers in the cities, although few of them reveal that they are clerics of Sarush - after all, revealing anything without a price is not in Sarushs nature. Many also participate in the surathi cults that prosper in the bowels of the cities and keep their existence hidden as long as possible.

119 Some scholars have noted that fear is one of the oldest and most primal human emotions. Given this, it is not surprising that the god of fear is one of the oldest and most powerful of deities. The faith of Tekel is not organized - most clerics are lone individuals who suered from great fears and axieties, and pray to Tekel for release. By inicting greater terror on other people they are, in turn, relieved of their suering by their patron. Most are more than a little insane, and many are almost completely unable to function in normal society. But some of the greatest and most dangerous priests of Tekel can keep their covers intact for many years. There are almost as many ways of inicting terror as there are clerics of Tekel. Some stalk their victims one at a time, while others create large organisations whose members terrorize outsiders - and each other. But usually, clerics of Tekel will stop just short of killing their victims - the dead have nothing left to fear, while a insane person who has to be conned to prevent him from clawing his eyes out will please Tekel for many years.

Shaprat
Unknown The Last City, the End of All Things, the Lost Symbol: varies Alignment: NE (?) Portfolio: Unknown, possibly including entropy Domains: Destruction, Evil, Travel, Trickery Favored Weapon: Net Little is known about this strange entity. It lives on the demiplane of the same name, a realm full of slowly decaying buildings and mostly devoid of people. Or possibly it is the demiplane as a whole. What is known is that Shaprat seems to feed on cities existing in the real world. Its worshipers hold strange rituals and ceremonies in various locales of a city, and their purpose seems to be to allow Shaprat access to this world. It then draws material - people, buildings, entire city blocks into itself, making the demiplane of Shaprat ever larger. Few people who visit Shaprat ever return, and the adults simply seem to vanish into its urban wastes after a time. Those who dont vanish invariably become insane and begin to utter strange words with a prophetic quality to them. Children seem to be able to resist this, and even survive for many years there, but once they are turning into adults, they too seem to slowly fade away... So far, all the recorded appearances of Shaprat on the Material Plane have been in cities with nexus towers, leading some to speculate that the rituals of its worshipers are designed to draw power from them (the really paranoid wonder just where the Atalan mages got the idea for the nexus towers from...). Yet some of those who have visited Shaprat and come back report buildings built in styles that predate the Atalan Empire... Its cults scuttle in the corners of the city. Few of Shaprats clerics seem to be fully aware of they are doing - there are even good-aligned clerics of Shaprat who believe that the rituals are some kind of blessing. Many clerics are completely insane, and delight in sowing chaos and confusion.

Thenos
Greater God Creator of the World, Lord of All, The Light that Guides Symbol: A lit lantern Portfolio: Everything, but especially right social order and justice Domains: Healing, Law, Stength, Sun, War Favored Weapon: Longsword The faith of Thenos is unusual in that it is a monotheistic one - the Church of Thenos holds that Thenos is the only true deity, and that the other beings worshiped by humans are powerful spirits at best, or deceitful demons at worst. The faith has a lot of strictures that its followers are supposed to follow, which generally revolve around living a life free of deceit, following the orders and dictates of ones religious superiors, helping other members of the faith, and spreading the word of Thenos until every thinking being can be counted among his followers. The faith originated as a minor underground sect in the eastern Atalan Empire, but it only came into its own as the church became organized and unied the region now known as Thenares. There are several recorded instances of divine interventions by Thenos during the unication campaign, but these ended shortly after the campaign ended (some scholars claim that this marks the progression of Thenos from Lesser God to Greater God), leaving the church hierarchy to rule over the newly established theocracy. While the armies of Thenares are still strong, they are for now kept inside the borders. This doesnt mean that the faith has ceased expanding, however - instead, the country has nanced aggressive missionary activities in other regions. Where they manage to stay on friendly terms with the local authorities, they tend to build large cathedrals and admonish the ock to support their rulers as the temporal authority. Where they are persecuted, they stay underground and encourage rebellions against the current power structure. In either case, they frequently support soup kitchens and run hospices

Tekel
Greater God The Hidden Terror, Most Feared One, He Who Stalks The Night Symbol: Two red eyes above a fanged mouth Portfolio: Fear, terror Domains: Chaos, Evil, Trickery Favored Weapon: Sickle

CHAPTER 9. COSMOLOGY AND RELIGION for those too poor to aord professional medical care, which tends to make them popular with the urban poor.

120 their fellow humans, the urban masses turn to Ungol in ever greater numbers, and the faith grows. The faith has also a growing number of adherents among the Astromantic Society and other explorers of the reaches of space - which they often call the Black Ocean. While the younger explorers are often enthusiastic about visiting new and strange places, more experienced ones know of the dangers that lurk on and between distant worlds, and often nd themselves praying to Ungol for deliverance.

Ungol
Greater God Keeper of Secrets, Guardian of the Black Ocean, Lord of the Wave Symbol: A black wave Portfolio: Oceans, space, the Unknown Domains: Protection, Travel, Water Favored Weapon: Net Live is a journey into the Unknown. Except for those who stay in the village they were born in in their whole life - and in these times of social upwheal, this is increasingly rare - most people will have to venture to new and (to them) unknown places, deal with unknown people, social customs, and possibly hostile surroundings. In these situations, many people pray to Ungol for succor and protection, for it is said that he will protect those in the grasp of the Unkown until they have reached a safe place, or until they have made their new surroundings safe and known. Sailors have always understood this, as their long journeys often bring them to new and strange places where they have no one to rely on other than themselves and their prayers, and as a result there are large temples to Ungol in most port cities, and it is customary for them to make a donation before they embark on a new journey. But in these times where large numbers of people move to the cities in search of economic success, the Unknown can lurk everywhere - thanks to the increased alienation of the city dwellers from each other, the Unknown might begin only a few city blocks away - or even on a dierent oor of the same apartment building! To help themselves with their feelings of estrangement from

Ygreb
Greater God Lord of Divinations, Whisperer of Truths Symbol: Ten oating eyeballs Alignment: N Portfolio: Divinations, terrible truths Domains: Knowledge, Luck, Magic, Travel Favored Weapon: Club Seers, prophets, visionaries - all of these can be counted among the followers of Ygreb. His greatest clerics are said to have accurate glimpses into the far future (Durgoth of Byblos was said to be one of them), but they frequently have problems communicating their revelations with others. Many cloak their knowledge in cryptic verses, while others tell of the future in wild ramblings that can hardly be distinguished from those of a madman. It seems to be true that most of those who become too close to Ygreb tend to become utterly mad, though their frequent consumption of drugs in pursuit of visions might be at least partially to blame for this. Even those who remain somewhat coherent usually speak only to warn of disaster, which is why clerics of Ygreb tend to be unpopular in most places.

9.2

Cosmology
stable it will be. However, none of these planes is truly stable (with the exceptions described below), and all will break up into smaller planes eventually. Similarly, small planes will form and grow in size as they absorb other planes within the same region. The planes orbiting the cardinal points of Fire, Water, Earth and Air are often collectively referred to as the Elemental Planes. Each of these planes is surrounded by its own Ethereal Plane, which some sages speculate serves as a protective layer for the plane itself. It should noted that terms like close and far arent to be taken too literally when applied to the Astral Plane. While a visitor to the Astral sees it as he would see three-dimensional space, this is an illusion created by his mind - the Astral Plane does not have the same dimensions as the Material Plane does. Rather, close and far should be taken as metaphors - as a gauge of the anity any given plane has for the cosmic forces. While planes orbiting a specic cosmic force usually do have a three-dimensional geography, they do not have

The most commonly accepted theories of the planes of existence state that the Astral Plane holds all the planes together. At certain locations in the Astral Plane the so-called cosmic forces or cardinal points can be found - these (or so it is thought) embody some of the fundamental concepts of reality. As far it is known, it is impossible for living beings to enter these points and return, for the nature of these forces would instantly overwhelm even the strongest magical protections and consume the unfortunate creature utterly. Ten cosmic forces are known to exist: Fire, Water, Earth, Air, Good, Evil, Law, Chaos, Positive Energy (also known as Life), and Negative Energy (also known as Death or Undeath). Each force always has a force in opposition to it: Fire versus Water, Law versus Chaos, and so on. These forces exert a pull on large regions of astral space, similar to the pull a sun exerts on its planets, or a whirlpool on ships. Planes of varying sizes can exists inside of this region, but the closer the plane in question is relative to the cosmic force, the smaller and more un-

CHAPTER 9. COSMOLOGY AND RELIGION any regions that are closer to the cosmic force than others - rather, the anity of the plane for the cosmic force is equal everywhere. While certain magics or the force of will of certain creatures can make a part of such a plain hotter or more evil than others, this is only the result of individual meddling, and does not alter the plane itself in a fundamental way. There are certain locations in astral space where the pull of two cosmic forces is equal, but in opposite directions. Most of these locations are unstable, which means that any plane at that location would soon be pulled in one direction or the other. However, there is always one (and only one) location between two cosmic forces that arent opposed to each other which is stable. At these locations, large and stable planes form that contain elements of both of the cosmic forces, but are ultimately dominated by neither. These are practically worlds in their own right, and are host to a variety of creatures. For example, the devils hail from a plane balanced between the cosmic forces of Law and Evil, while the demons breed on a plane that hangs between Evil and Chaos. There are 40 such planes, one for each pairing of non-opposed cardinal points. Other stable planes exist as well. These are mostly the realms of various deities, who can prevent their dissolution through their godly willpower alone. The realms of weaker deities can often be found in the vicinity of one or several of the cosmic forces, which allows them to siphon o some of their energy, but having a realm in such a location would be too limiting for the more powerful deities, and consequently their private planes are far away from any of the cardinal points. This might help to explain the general tendency towards neutrality among the most potent gods. Some sages speculate that these gods might actually attempt to transform their portfolio and themselves into an entirely new cosmic force. While this hasnt happened in recorded history, it doesnt mean that this cannot happen... It was thought that the Material Plane exists at the center of existence and is equidistant to all the cardinal points, but new research suggests that this is true only for Rothea. It seems that other planets have their own Astral Planes (reachable from Rothea only through Epic Spells), and their own unique sets of cardinal points. The world of Yethrod, for example, seems to lack a cardinal point of Fire, but has an additional cosmic force of Sound. This revelation threw earlier theories in question that suggested that the cosmic forces were the wellspring of all creation, and made many scholars wonder how necessary the cosmic forces are for the actual cosmos. Research is continuing to this day.

121 injuries here. Unfortunately, the alternatives are far worse, as every single creature found here has one of two fates in mind for a visitor. It might intend to devour him - either part or whole depending on its size - and incorporate the devoured esh into its own form. If the consumed part includes the brain, his mind will still remain conscious within the creature, but unable to act, and will soon become insane while his consciousness slowly disperses into that of his tormentor. Or the creature might want to breed, in which case it will attempt to implant its seed into him (the gender of the unfortunate victim does not matter much for this purpose) - often violating the body in ways best left to the imagination - whereupon the gruesome brood will grow within the victims body, accompanied by excruciating pain, until they nally burst out of the victim, which is not even granted the mercy of death during this process (as it constantly regenerates even the most grieveous injuries from this process). Chlytos, The City of Bells (Air, Evil): This dimension is lled with towers whose spires seemingly stretch to innity - no matter how high one rises, the towers rise with him, and no matter to what depths an explorer plunges, he doesnt reach the base of these constructs. Yet this plane is not truly innite, for after a time the buildings seem to repeat themselves - though only the natives are able to navigate with ease, and outsiders usually go mad when trying to discern this planes geography. A pale mist that hangs everywhere and obscures long-distance vision reinforces the confusing layout of this plane. This city gets its name from the myriad bells and wind chimes that adorn the towers. All of them constantly move in the strong winds, and produce a constant barrage of dissonant noise. Outsiders nd these sounds disturbing to the extreme, but the natives that utter between the towers do not seem to mind.

Planar Oddities
There are some locations that just dont t into the standard cosmological theories, and thus provide a steady source for arguments between scholars of the planes. But whatever their ultimate classication, most of these scholars agree that they do exist. The Court of Elements: Most large stable planes that arent the realm of a deity or other equally powerful entity are suspended between two cardinal points. The Court of Elements is large, and seems to be stable enough, but instead orbits between four dierent cardinal points - namely, those of Fire, Earth, Water, and Air. It spends about three year in the vincity of a particular cardinal point (commonly referred to as an elemental season by druids - currently the Court is in the third year of the Air season) before it moves on to the next one. The plane takes on characteristics of the cardinal point it is currently closest to - when in the Fire season, it appears as a parched desert, as a gigantic mountain range when in Earth season, as a vast ocean when in Water season, and as a vast collection of clis and canyons when in Air season. The Court of Elements serves as an afterlife for the followers of the druidic faith. The protean nature of the land discourages permanent settlements, so these spirits

The Outer Planes


The planes are vast, and more than one lifetime can be spent on exploring them without seeing them all. But terrible dangers exist next to heart-rending beauty... Agaros, The Fecund Hive (Evil, Positive Energy): At rst, this realm seems to be pleasant enough - a fertile jungle lled with all sorts of wondrous life. A visitor feels strangely energized, and if he is injured, he will nd that his wounds regenerate rapidly. Indeed, there is no known instance of a planar traveller dying of

CHAPTER 9. COSMOLOGY AND RELIGION take up a nomadic life and are well supported by the bounties of nature. Wildlife is abundant, and mostly appropriate to the season. Some scholars speculate that there is a plane that orbits around the cardinal points of Law, Good, Chaos, and Evil in a similar fashion, but if it exists, no one has found it yet and talked of it. Faerie: Home of the Fair Folk, Faerie goes by many names in many cultures. It has many portals to the material world, called trods, which take many forms ancient monoliths, circles of mushrooms, strange caves with glowing fungi - and which can be used by the Fair Folk and those who follow them or are invited by them. Physically, it usually resembles the material plane on the other side of the closest trod, though everything seems to be on a grander scale and either more beautiful and more terrifying. Buildings created by the local Fair Folk likewise seem to be more impressive than their material world counterparts, though they are usually several centuries out of style. Scholars suspect that the reason for this is that neither the Fair Folk nor Faerie itself can truly create something new. Instead they must ape other worlds and other planes, and likewise their customs reect those they have observed on other worlds. Mortals who attract their attention should beware, for they are capricious and likely to involve them in games and intrigues that often have dangerous consequences without explaining them the rules. The Road to Nowhere: This seems to be the afterlife for all those thinking beings whose souls arent claimed by one deity or another after their deaths. These souls appear on a long, winding road in a body that looked much like it did during their life at some point, and they still remember everything they learned before their demise. This road winds through canyons, deserts, fertile plains, mountains, forests, and badlands, but it seems to go on and on forever. While it is possible to leave the road, it doesnt really get you anywhere, since this plane seems to loop back to itself - once you have traveled about 10 miles away from it, you will nd the road again at pretty much the same place you started. It is possible for planar travelers to visit the Road to Nowhere with the usual spells, but its inhabitants - the souls of the dead - are trapped there. The only way for them to leave is to be resurrected or - as rumors claim - to travel to the end of the Road, where everyone can allegedly nd his hearts desire. The Road seems to go

122 on and on forever, and nobody has ever been found who has claimed to reach its end, but yet the rumors persist. Caravans and lone travelers constantly move along the endless landscape. It is dotted on both sides by small communities of people who have given up their travels, though most eventually hit the road again. For while countless people must have arrived here, somehow the population doesnt seem to increase - and this, in the minds of many, means that it is possible to reach the end of the Road... The Underworld: Coexistent to the ethereal plane, the Underworld is the home of ghosts - especially the home of ghosts who worship the goddess Cryelis. It does not exist in all the same places as the ethereal plane - only close to the location where sapient beings have been sacriced to Cryelis in rites known to her followers. Thanks to the activities of the Cult of Cryelis, most cities in the Parginian Rim and the Lake of Dreams regions have large local Underworld fragments, and now the cultists are trying to connect these isolated islands with each other. However, thanks to modern fast transportation and the population explosion of the last few centuries (which increased the pool of sacrices dramatically), the Cult has established Underworld fragments in most cities. Ghosts can cross over between the Underworld and the ethereal plane as a move action, but other creatures need to use a plane shift spell to get there. This makes combating ghosts there dicult, as they can simply move to the ethereal to avoid a ght. Physically, the Underworld resembles the material plane, though everything has a slightly dark tint to it. Whenever the Underworld is expanded through a sacrice, the new area in the Underworld will have exact copies of all objects in the material plane at the equivalent locations (though without any material properties). Since many of the older Underworld fragments have expanded over the course of centuries, if not millenia, the styles of objects and buildings will vary dramatically. Furthermore, cultists of Cryelis know how to sacrice objects so that their forms will appear in the Underworld (which they do frequently to gain the favor of ghosts), and all grave goods of a body buried in an area with an active Underworld fragment will be replicated there as well. There are hints that Underworld fragments will gradually vanish over very long time spans if they are not attended by cultists, but so far, no one has gured out a reliable way of actively destroying or diminuishing them.

Chapter 10

Running an Urbis campaign


10.1 Campaign Advice

Where are all the heroes of old who would ride forth to vanquish all Evil? The gallant knights have turned into mercenaries selling their swords for the highest bidder. Instead of inspiring others through example and a pious and humble life, todays priests spend most of their time directing hate speeches against other religions while living luxurious lives supported by the donations of the urban poor. And the archmages do no longer spend their times contemplating arcane mysteries in isolated towers, only venturing forth when their knowledge and wisdom is needed - now they use their intellects to gure out how to harvest the last bit of life energy from those living in our slums. So, where have our saviors vanished to? Will we ever see their likes again? Or were they nothing more than a myth in the rst place? - Krond Gjerten, Revolutionary While the world of Urbis is big and diverse enough to run more traditional adventures, such as dungeon crawls and wilderness exploration, Urbis has many unique themes and elements that need discussion and that can help the GM making his campaign truly memorable. moving from town to town as it is common in other fantasy worlds and campaigns. There is so much to do and experience in a single metropolis that there need never be a shortage of adventures.

Campaign and Character Level Major Themes


You Are Bigger Than Life - But The City Is Bigger Than You: While cities in most fantasy worlds are considered notable when more than 10,000 people live in them, most cities in Urbis have populations ranging in the hundreds of thousands or even millions. All these people have their own hopes, dreams, and agendas, and exist independently of the PCs. The adventurers should therefore constantly meet new NPCs that sometimes help them, sometimes hinder them, but above all serve as a reminder that the PCs are not alone in this city, let alone the world. To avoid player boredom when their PCs meet yet another group of generic NPCs, the GM needs to give all of them interesting personalities. Perhaps the NPC in question is an immigrant from another region, perhaps he is a member of a society that serves a worthy, villainous, or just plain strange cause, or perhaps he has had an unusual life story that he is all to willing to share with the PCs over a pint of ale. Unless he wants something from the PCs, or the PCs have reached epic levels and notoriety, he shouldnt treat them as the center of the universe, but just another passing acquaintance. If the PCs never meet him again, then thats ne - giving the players a broader view of the game world is useful in its own right. On the other hand, if the PCs do become interested in him for whatever reason, he can become a hook for future adventures... A corollary of this is that it is perfectly possible to run an entire campaign within a single city, instead of 123 The average level of the adventurers will have a strong impact on the campaign - both in the goals the PCs can realistically set for themselves, and how the rest of the game world will react to them. Faces in the Crowd (Level 1-3): People of the PCs power level are a dime a dozen, and the impact the adventurers can make on the world is minimal, as are the rewards and the fame they can expect. But this doesnt mean that their actions are meaningless - just that they have to scale back their expectations of what they can achieve. Even a paladin should be happy when they manage to rescue a few people from slavers and get away with it, instead of foolhardy declaring war on the entire organization. Grunts in the Field (Level 4-6): The adventurers have become powerful to become somewhat useful to someone, but not enough to be trusted with truly dangerous or sensitive matters. They might be hired as guards, patrols, or to take out minor monster infestations - though, with PCs being what they are, things will rarely be as minor as they appear to be. Or possibly a minor ocial in some organization wants them to become his personal agents, simply because he cannot aord to hire anyone better. Note that anyone but the most caring employers will consider them to be expendable - it is pretty easy to nd replacements for them. The Specialists (Level 7-9): Now they are experienced enough that it isnt easy to replace them, and thus most employers will treat them as an useful resource in-

CHAPTER 10. RUNNING AN URBIS CAMPAIGN stead of just pawns to throw away. If they have proven themselves, they will be trusted with sensitive, secret, and thus dangerous matters. If they have proven themselves loyal and trustworthy towards an employer, he might even pay for raise dead spells, though this isnt universal. Free Agents (Level 10-12): By this time, the PCs are powerful and wealthy enough to be choosy about what jobs they accept - and even set their own agenda. Of course, their power and wealth means that they will inevitably come to attention of even more powerful people, who will go to any length to involve them in their schemes and intrigues to help their own agenda. Adventures at this level should involve lots of hidden plans, conicted loyalties, and confusion about everyones secret agenda. The GM should by no means feel compelled to give the PCs all the answers unless they work hard to ferret out every secret - they are up against people who have played the games of intrigue for many decades, and who always have another ace in the hole...

124 Movers and Shakers (Level 13-20): While the intrigues of past levels continue and even intensify, the PCs are now free to start some serious plotting on their own. With enough persistence and eort, they might be able to run a guild, a regional church, a crime cartel or even rule one of the city-states! The GMs role is to nd out what the PCs want - and make the eorts to get there challenging, but not frustrating. The Road to Immortality (Level 21+): At epic levels, there is nearly no limit to what the PCs can do. Rule a city-state? Create a new city-state from scratch? Unify a whole region? Start an o-world colony, or carve their initials into the moon? Other powerful individuals have made their marks in the history books of Urbis, and now it is the PCs turn. Of course, any foes the GM throws at the PCs had better be worth their time. From ordinary epic level humans to Ancient Horrors from the Dawn of Time to full-edged invasions from other planets or dimensions... the only limit is the GMs imagination.

10.2

Building the City


sible (though some such eorts are merely a showcase of bad taste...). It will usually have meeting chambers for the most powerful politicians and foreign dignitaries, and house parts of the buerocracy that keeps the city running. Security is always very tight. Embassies: Most mutually friendly city-states - and quite a few unfriendly ones - have established diplomatic missions in each others city. These are usually headed by an ambassador, though the actual title may vary by local custom. The ambassador and his entire sta have diplomatic immunity, which protect them from any persecution by the local law enforcement agencies and courts. Likewise, the embassy, where the diplomatic mission is housed, is considered to have the legal jurisdiction of the sponsoring city, and local law enforcement may not enter there. Naturally, these privileges are frequently abused, but competent ambassadors take care to avoid any major scandals so that the good name of their home city is not tarnished. Nonetheless, embassies are usually hotbeds of intrigue, as foreign spies try to outwit the locals and their rivals in other embassies to give their city an advantage in one eld or another. Guard Houses: Nexus Towers: What nexus towers are capable of is discussed elsewhere. These are usually among the highest buildings of a city, and they always have a clear view of neighboring nexus towers and the surrounding countryside, as line of sight is vital for many of the rituals powered by nexus towers. Prisons: In old times, punishment for crimes was usual maiming, exile, or death. In these times of readily available magic, all three have become problematic. Instead, criminals, dissidents and other undesireable that cant simply be driven out of a city are locked up in cells for duration ranging from mere days to years and decades. Public Schools: Many of the more progressive cities

To run city-based adventures, the GM must have have a clear idea of its layout, character, and what kinds of locations, buildings, and people might be found in it. This section is intended to help with this. Each of the following places might serve as location for an adventure, and the GM is encouraged to make these locations as individual and memorable as possible.

Government Oces and Institutions


Armory: While city guard and military compounds have a small number of weapons sucient for everyday use, the truly dangerous weapons are usually safely locked away in the city armory. Silver, adamantite, and magic weapons can be found here that are required for battling certain supernatural foes, as well as wands of reball, racks of healing potions, or even war golems. Obviously, security is extremely tight at these places. Barracks: City Gates: Since ancient times, city games have been used to regulate access to a city. This is still true in theory even today, but the rapid growth of cities has it made next to impossible to enclose cities with walls, making it easy to slip into a city without getting noticed. Staying unnoticed is another matter, however outsiders without a local network of contacts and hideouts are likely to run into the police sooner or later, and if they cant show the appropriate paperwork that they have a right to be in the city, they will suer steep nes, deportation, or even imprisonment. Most legetimate visitors therefore still enter a city through one of the gates, where city ocials will check their identication papers and provide the appropriate stamps. City Hall: The city hall is the ocial seat of the city government. Since the city hall is intended to showcase the splendor and power of the city, few eorts and money are spared to make these buildings as opulent and grandiose as pos-

CHAPTER 10. RUNNING AN URBIS CAMPAIGN have established public schools. Treasury:

125 the fastest) way to move bulk goods, these usually see lots of activity, as well as many travellers from distant places. Many pubs, inns, and brothels of the cheaper varieties will usually be nearby, giving harbors a slightly seedy reputation. Since it is harder to control ships and entire harbors than trains, a fair amount of smuggling usually goes on at these locations as well. Rails: Rivers: Sewers: It is well known by now that garbage and human waste not only smell bad, but are also breeding grounds for diseases. Since major outbreaks of disease would bring commerce and industry in a city to a standstill as the abilities of clerics to cast cure disease is overwhelmed by the sheer number of patients, most governments decide to invest in at least a basic sewage sytem. A series of pipes connect individual houses to the horizontal mains (which are usually big enough to allow access for Medium-sized humanoids, though some only allow access for Small humanoids), which transport the waste to the closest river, or to special water treatment basins in the more progressive cities. Cities that often experience heavy rainfalls will also have storm sewers, large pipes that transport the runo from precipation to prevent ooding in the city. As sewers were usually introduced to cities as an afterthought instead of planned in from the start, they are usually a complex maze of tunnels and access pipes that frequently connect to cellars, old catacombs, and various tunnels built by ealier denizends of the undercities. As a result, the sewers and the tunnels that link to them are all too often a haven for rats, criminals, undead (especially ghouls) and worse. The sewer workers usually come to an arrangement with some or all of the other sapient denizens of the depths, as they are rarely either trained or paid for actively combatting them. Streets:

Public Locations
In general, these are locations that can be visited by anyone. Hotels: Usually tending to the wealthier sort of traveller, these buildings tend to cluster around rail stations, buildings of commerce, and centers of government and diplomacy. Hospitals: Inns: Market Places: Museums: Parks: Public Libraries: With increasing literacy rates, many people feel the need to improve themselves, and as a result public libraries are very popular. Most of the available books tend to Pubs: Rail Stations: Most large modern cities are connected by an ever-expanding network of railways. Since the rail stations are often the rst building new arrivals see in any detail, few expenses are spared to make them as impressive as possible. Restaurants: Temples: These come in all sizes and shapes, from the grand cathedrals of Thenos to the small shrines of Jorunnos. Frequently, temples of unpopular faiths are hidden within more mundane buildings. This is also true for many nonhuman faiths, where the congegation is often distrustful of the human majority and fearful of persecution. Theatres:

Places of Commerce
Banks: Malls: Market Places: Shops: Stock Exchanges:

Private Institutions
Brothels: These range from cheap whorehouses where the poor are parted from their last copper pieces to elegant saloons where the rich and powerful are assured of absolute discretion during their visits. While they are often technically illegal in many cities, this has done absolutely nothing to change the popularity of the services they oer, and as a result they continue to thrive in the cities underworlds nontheless. While some of the prostitutes who work there choose their profession voluntarily, many more are forced into this trade through abject poverty. With increased trade and travel between regions, many brothel owners now prefer to import girls from distant regions. Not only are these exotics highly popular with many customers, they also have trouble running away since they usually dont speak the local language and are far away from their families or anyone else who might be sympathetic towards them. There is also a steady niche market for nonhuman prostitutes, though their acceptance among the nonhuman communities vary widely. While elves in general see nothing wrong with taking gifts from lesser beings in exchange for favors (as long as the elven women remember to take commonly known herbal contraceptives to prevent accidents), many dwarven

Infrastructure
Any city needs a massive amount of infrastructure to keep running. Everyone needs something to eat, drink, a place to sleep, clothes to keep warm and more, and every resident in a city also produces waste that needs to be carried away. Thus, there are many locations that are not buildings, but nevertheless quite vital to keep the city running. Aquaeducts: Bridges: Canals: Not all cities are blessed with rivers wide enough for large ships - but it is sometimes possible to create what nature neglected to do. These gigantic structures allow for cheap bulk trade between two landlocked cities that arent located on the same river, and thus are very popular with cities seeking to improve their commerce. Harbor: Even landlocked cities will usually be situated next to a river, and thus have small harbors, while cities built next to the ocean will have vast port facilities. Since ships are still the cheapest (if not necessarily

CHAPTER 10. RUNNING AN URBIS CAMPAIGN prostitutes are killed by their relatives to wipe out the shame to their families. Colleges: Gambling Houses: Gentlemens Clubs: Guild Halls: Orphanages: Sanatoriums: While in old times the insane and the feebleminded Universities:

126 where these people work at have mostly been mentioned elsewhere. But there are plenty of other industries that have workplaces that are worth mentioning on their own. Factories: Greenhouses: Oce Buildings:

10.3

Residental Locations

Workplaces
Ultimately, most people need to earn money for a living. Many do this in the service industry, and the locations

Apartment buildings: Mansions:

Chapter 11

Monsters
11.1 Standard Monsters
rapidly growing next generation who would be willing to give it a try. All this resulted in a gradual decline of the dragon population. The surviving dragons tend to belong to one of several categories: The old and powerful who were lucky and smart enough to survive until they became all but undefeatable, those who hide in remote wilderness areas little troubled by humans, those who organize themselves into family clan structures for mutual defense, and those who arrange themselves with human civilization in some way to survive and even prosper. The most notable examples of this are the blue dragons of the Desert of Thunder, and the dragon clans serving as the ministers and enforcers of the eastern Tsan Empire.

All standard d20 monsers exist in Urbis. However, many need some further discussion to explain their particular ecological niche in the setting.

Destrachan
These strange beings originally came from the world of Yethrod. Most destrachans active in this world are descended from those who were called here during the destruction of Basram. Living in this hot, dry world is painful for them, and they prefer to live in underground caverns as a result. Most wish nothing more than returning to the mythical home of their ancestors, and they are all to eager to inict their frustration on other living beings.

Doppelganger
These rare beings are created in the city of Bargeto as servants of its human citizens. The alchemical and magical processes that creates these homunculi originally sets their appearance, and ensures their loyalty to the city. However, there are a few of these beings who become free thanks to accident or design, and they gain free will and the ability to alter their appearance in whatever way they like. These doppelgangers roam the world and follow their own agendas.

Ghoul
The transformation into a ghoul is a traumatic experience. When a new ghoul awakens, it usually remembers little of its previous life - it must succeed in a Will save (DC 20) to retain any class levels it had before it was infected. All it can concentrate on is a ravening hunger for the esh of sapient beings. However, after a period of several months (less so if it is taken care of by older, more experienced ghouls), it gains enough self-control not to think about eating esh constantly. Most ghouls then realize that their transformation has made them smarter, tougher, and faster than they were in their old life (in game terms, they gain Str +2, Dex +4, Int +2, Wis +4, and Cha +2), and they often start to gain character classes at this point. Over the years, as the ghouls eat more and more sapient esh, they become tougher. On average, they gain one Hit Die every ve years. They gain this Hit Die as an undead - this is independent from any class levels they gain. Once they reach 4 HD, they become ghasts. Once they reach 7 HD, they start to become larger and grow one size category. They gain yet another size category when they reach 13 HD. It is possible that larger specimens exist, but there are no conrmed reports of them. Larger ghouls tend to be the leaders of their communities. The large amounts of esh that the ghouls require usually means that they congregate in the cities. The population of most rural communities is so small that missing bodies - or people - are usually noticed soon. In 127

Dragons
Once, dragons were the dominant intelligent species of Rothea, with the ancestors of the modern humans and other species scurrying into the woods to hide from their might. But this didnt last - eventually, humans learned powerful magics and arts of war on their own that allowed them to defeat dragons in battle. And while the average human was no match for all but the youngest and weakest dragons, humans learned how to organize themselves and how to avoid earlier mistakes, while dragons, being very solitary creatures, could only learn on an individual basis. Though dragons still won the vast majority of battles against humanity, humans had only to get lucky once to kill a dragon - and even if an attack failed, there were certain to be members of the

CHAPTER 11. MONSTERS large cities, on the other hand, there are enough bodies or poor people who nobody misses that large numbers of ghouls can live there. They tend to live in the poorest neighborhoods or in the sewers, and organize themselves loosely for mutual support. Sometimes they have especially depraved human agents who bring them new bodies in exchange for money, protection, and secrets that the ghouls uncover. Sometimes the ghouls start entire cults around them, where initiation into the higher ranks means transformation into a ghoul! Frequently, humans embrace this fate willingly, since it means an escape from the poverty of the slums in one way or another...

128 unicorns, and many, many more. These are commonly referred to as the sylvan races, and most of them live under elven rule without questioning it. This has astonished some observers - after all, many of these beings are more powerful, or even more intelligent than elves. But all of them are either too small in number, to disorganized, or too disinterested in politics to attempt to gain ultimate power in the forests. As a result, while there are a few complaints now and then, elven dominance over the aairs of the forest remains unchallenged. But in the minds of some observers, this state of affairs raises only more questions. Why is it, in a world where most intelligent beings are busy slaughtering each other, that such a large number of dierent beings willingly cooperate with each other? Could it in fact be that these beings that live so much in harmony with nature are, in fact, not natural at all? After all, some of the mightiest magics are capable of creating entirely new species - so could some or all of these beings have been designed as servant species? And some of these scholars whisper - when they are sure that no elves are around to hear them - that perhaps the elves themselves are no natural species. After all, they have many of the things that humans desire keen senses, long life spans, good looks... But if anyone knows the answers to these puzzles, they arent talking.

Goblins
In most human lands, goblins are regarded as little better than clever vermin, and thus are either driven out of human cities or slain outright. Still, in the largest cities there is enough room for small groups of goblins to hide, and thus quite a few of them survive in sewers, abandoned cellars, and similar niches, only going out at night to steal and prey on the poor and careless. Behave, or the goblins will get you! is a common threat of mothers to their children. The only exceptions are goblins who are serving hobgoblins. These creatures are frequently subject to abuse, but at least they tend to get enough to eat and dont have to fear getting killed by the guards. It is an open secret that some goblins live in hobgoblin neighborhood, but in general the human authorities are willing to turn a blind eye to this as long as the goblins stay there.

Tarrasque
Also known as the Ravager of Cities, this terrible monster is the bane of all settlements everywhere. Even if slain with titanic eorts (and the wish spell), it only dissolves into a foul-smelling goo that renders the surrounding area uninhabitable and just reappears elsewhere a few years later. As a result, few cities even attempt to kill it. Instead, they try to irritate it with ranged attacks and provoke it to move away from the population centers. Of course, few neighboring cities appreciate it when the tarrasque moves into their territory as a result of this, and react accordingly. The skirmishes resulting from this have sometimes caused more damage than the tarrasque itself!

Kobolds
These creatures occupy a similar niche in urban environments as goblins, though in general they tend to thrive in more southern climates than goblins. Additionally, they lack a protector species similar to hobgoblins, though some kobolds - especially dragon disciples - work together with dragon cults, where their abilities (especially their aptitude for sorcery) are often appreciated. The only region where kobolds co-exist openly with humans is the Desert of Thunder, where the draconic rulers give them as much (or as little) regard as humans.

Unicorn
Once upon a time, many small woods were inhabited by unicors who guarded their territory ercely against those who wished it harm. But in modern times, unicorns have become nearly extinct in many territories that arent part of the elven kingdoms, for many humans hunt them for the curative (and reputedly aphrodisiatic) powers of their horns. Now unicorn horns are dicult to acquire, and fetch high prices in human cities, which only serves as a stronger incentive to hunt the remaining ones down. Most elves consider this state of aair an outrage and many young warriors have taken it upon themselves to hunt down and punish those who would dare to seek to do harm to a unicorn.

Orcs
The steady advance of civilization hasnt been kind to orcs, who are more inclined to live in nomadic or seminomadic tribes rather than xed settlements. In ancient times, they ranged far and wide, but now they have been pushed back beyond the fringes of the habitable regions. Most of the remaining orcish tribes can be found in the Norfjell Wastes, the Gawaris Desert and the Desert of Thunder, Malundi, and the Eternal Storm - and even there, they rarely interact with the civilized settlements except during raids.

The Sylvan Races


There are many strange and wonderful beings that dwell in the same forests as elves do - centaurs, dryads, giant eagles and owls, nymphs, pegasi, satyrs, sprites, treants,

Yrthak
Like the destrachans, the yrthaks originally came from the world of Yethrod. Unlike the destrachan, they have made themselves completely at home here. They have

CHAPTER 11. MONSTERS few natural predators, and thrive in desolate areas. The Great Southern Chaos is home to an especially large number of these beings.

129 cuted, his body is animated and used in whatever way the government sees t, usually involving hard menial labor. Since few rich people want to see zombies walking about in broad daylight, zombie labor is usually used in the poorest sections of a city, or underground.

Zombie
In some cities, death plus hard labor is a common form of capital punishment. After the criminal is exe-

11.2

New Monsters
damage per round and 1 point of permanent Wisdom and Intelligence damage once it arrives in the brain. The target must succeed on a DC 15 Reex save to get the daresh o it before it is too late (DC 20 if the target was previously unaware of the Daresh). Once it is within the targets brain, the daresh can cast a suggestion at will against the target (DC 12). The suggestion will usually be: There is nothing wrong with you apart from a headache, which will go away on its own eventually. The daresh will then start devouring the brain of the target, causing a permanent loss of 1 point of permanent Wisdom and Intelligence damage to the target every six hours. Once either Wisdom or Intelligence reach zero, the target is dead and the daresh enters the juvenile stage of its life. Aboleth servitor (Ex): The larval daresh automatically fails any saving throws against psionic powers manifested against them by aboleths. Skills: Larval daresh have a +8 racial bonus on Climb, Hide, Move Silently and Swim checks. A larval daresh can always choose to take 10 on Climb or Swim checks, even if rushed or threatened. Daresh, Juvenile Juvenile daresh are daresh that have recently (within the last two years) found a host body and eaten its brain. They have attained complete access to the hosts memories and control the body like a puppet. While they are often still weak in this form, they are nonetheless very dangerous because they look just like the host creature and can perfectly imitate it. Creating a Juvenile Daresh Juvenile Daresh is a template that can be added to any living, corporeal creature (referred to hereafter as the base creature). Size and Type: The creatures type changes to aberration. Size is unchanged. Do not recalculate Hit Dice, base attack bonus or saves. Special Qualities: A juvenile daresh has all the special qualities of the base creature, plus the following special qualities: Aboleth servitor (Ex): The juvenile daresh automatically fails any saving throws against psionic powers manifested against them by aboleths. Consume memories (Ex): The juvenile daresh gains access to the memories of any creatures whose brains it has eaten. This works as the speak with dead spell, except that there is no limit to the number of questions the daresh can ask and that the target creature does not get a saving

Daresh
Daresh are a species of aberrations that have been created as scouts by aboleths. They have been seeded on various worlds and formed their own communties deep in the bowels of the earth or below the habitats of other beings without knowing their ultimate purpose. Daresh change drastically during their life cycle, and thus are represented by several entries. Daresh, Larval Fine Aberration Hit Dice: 1/4 d8 (1 hp) Initiative: +0 Speed: 5 ft. (1 square), climb 5 ft., swim 10 ft. Armor Class: 18 (+8 size), touch 18, at-footed 18 Base Attack/Grapple: +0/-20 Attack: Bite +8 melee (1) Full Attack: Bite +8 melee (1) Space/Reach: 1/2 ft. Special Attacks: Brain burrow Special Qualities: Aboleth servitor Saves: Fort +0, Ref +0, Will +0 Abilities: Str 2, Dex 10, Con 10, Int 6, Wis 6, Cha 10 Skills: Climb +9, Hide +9, Move Silently +9, Swim +9. Feats: Weapon Finesse Environment: Underground Organization: Solitary or Swarm (5-20) Challenge Rating: 1/4 Alignment: Always lawful evil. Advancement: Level Adjustment: Larval daresh look like tiny, slimy grey worms 2 inches in length with a large mouth lled with sharp teeth. The larval stage of the daresh have only one goal: The acquisition of a host body. To this end they hide near places where larger creatures congregate and try to catch one sleeping so that they can slither into their nose, ears, or mouth and burrow into their brains. Usually, however, adult daresh plant them directly on a captured victim. Combat: Larval daresh are almost helpless against a determined opponent, and accordingly avoid direct combat at all costs. They will always try to catch a potential host unaware. Brain burrow (Ex): If a larval daresh makes a successful attack against a prone living creature, it slithers into the nose, ear, mouth, or similar orce and burrows into the targets brain after an additional 1d4 rounds, doing 1 point of

CHAPTER 11. MONSTERS throw. Abilities: Increase from the base creature as follows: Int +2, Cha +2. Skills: A juvenile daresh gains skill points as an aberration and has skill points equal to (2 + Int modier) x (HD + 3). Do not include Hit Dice from class levels in this calculation - the juvenile daresh gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as well as Blu as class skills, and other skills as cross-class. Challenge Rating: +1 Alignment: Usually lawful evil. Level Adjustment: +2 Daresh, Elder

130

Daresh, Adult Adult daresh have fully transformed their host body into something capable of housing their vast intellect. The brain case is visibly swollen to twice its size, which makes it impossible to mistake the daresh for an ordinary member of the host species, and the hosts skin is now covered with a disgusting, grey slime. While they now can no longer hide among members of the host creatures species, they often make up for this by developing potent psychic powers, usually gaining levels in the psion (telepath) class. Daresh are usually considered Adult until they have reached an age of approximately one hundred years. Creating an Adult Daresh Adult Daresh is a template that can be added to any living, corporeal creature (referred to hereafter as the base creature). Size and Type: The creatures type changes to aberration. Size is unchanged. Do not recalculate Hit Dice, base attack bonus or saves. Armor Class: Natural armor improves by +2 (this stacks with any natural armor bonus the base creature has). Special Qualities: An adult daresh has all the special qualities of the base creature, plus the following special qualities: Aboleth servitor (Ex): The adult daresh automatically fails any saving throws against psionic powers manifested against them by aboleths. Consume memories (Ex): The adult daresh gains access to the memories of any creatures whose brains it has eaten. This works as the speak with dead spell, except that there is no limit to the number of questions the daresh can ask and that the target creature does not get a saving throw. Abilities: Increase from the base creature as follows: Str +2, Dex +2, Con +2, Int +4, Cha +4, Wis +2. Skills: An adult daresh gains skill points as an aberration and has skill points equal to (2 + Int modier) x (HD + 3). Do not include Hit Dice from class levels in this calculation - the juvenile daresh gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as well as Blu as class skills, and other skills as cross-class. Challenge Rating: +2 Alignment: Usually lawful evil. Level Adjustment: +4

The brain cases of elder daresh have swollen so much that their bodies have great diculties in supporting their weight, and as a result they prefer to spend most of their time sitting, with various braces relieving the pressure on their bodies. They might not be very mobile, but their massive mental powers ensure that they are usually in control of any daresh communities. Elder daresh usually live to an age of 150 years. At this point, their brain cases burst and reveal 50-100 new larval daresh. Not surprisingly, many elder daresh try to delay this fate, with some even turning to undeath to avoid it. Creating an Adult Daresh Elder Daresh is a template that can be added to any living, corporeal creature (referred to hereafter as the base creature). Size and Type: The creatures type changes to aberration. Size is unchanged. Do not recalculate Hit Dice, base attack bonus or saves. Speed: Divide the creatures speeds by half, and round up to the next 5 ft.. Armor Class: Natural armor improves by +4 (this stacks with any natural armor bonus the base creature has). Special Qualities: An elder daresh has all the special qualities of the base creature, plus the following special qualities: Aboleth servitor (Ex): The elder daresh automatically fails any saving throws against psionic powers manifested against them by aboleths. Consume memories (Ex): The elder daresh gains access to the memories of any creatures whose brains it has eaten. This works as the speak with dead spell, except that there is no limit to the number of questions the daresh can ask and that the target creature does not get a saving throw. Abilities: Increase from the base creature as follows: Str +4, Dex -2, Con +4, Int +8, Cha +8, Wis +4. Skills: An elder daresh gains skill points as an aberration and has skill points equal to (2 + Int modier) x (HD + 3). Do not include Hit Dice from class levels in this calculation - the juvenile daresh gains aberration skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as well as Blu as class skills, and other skills as cross-class. Challenge Rating: +4 Alignment: Usually lawful evil. Level Adjustment: +6

Fair Folk
Fair Folk are extradimensional entities from the plane of Faerie. While many lesser breeds of Fair Folk have made themselves home in the material world, others especially the most powerful ones - only rarely emerge from Faerie. All Fair Folk come into being as immaterial beings without form or thought. To truly exist in a manner recognizeable by humans, they must take on a form inspired by the creatures of other world. This gives them a denition of self which allows them to interact with other beings, and it also denes their appearance and powers. Fair Folk are immortal. They need neither food, drink, or sleep, though many of them do all these things from time to time. What they crave instead is recog-

CHAPTER 11. MONSTERS nition. Their sense of self is all that holds their form together, and as such being constantly in the mind of others rearms their existence. Whether they are loved as friends and saints or feared as dark tyrants does not matter - they gain recognition either way, though an individual member of the Fair Folk will usually adopt a specic role and stick to it. One curious aspect of the Fair Folk is that they can never go back on a word they give, or else they will suer immensely as their very sense of self begins to break up. Mortals trying to take advantage of this should beware, however - Fair Folk are incredibly adept at honoring the words of a promise while completely circumventing its spirit. Being polite to them and appealing to their egos is a better way of attaining their favors than agreeing to a deal. Since they ape beings from the material world, there are what could be considered distinct races among Fair Folk, although the boundaries between them are far more uid than among mortal races. These beings usually have distinct names. For example, Fair Folk elves are called sidhe, Fair Folk halings are called brownies, and Fair Folk goblins are called redcaps. It should be noted that Fair Folk humans are relatively rare, presumably because humans are so common and so varied that looking like one does not provide the Fair Folk with a strong sense of self-denition. Creating Fair Folk Fair Folk is a template that can be added to any giant, humanoid, magical beast, monstrous humanoid, plant, and vermin type creature (referred to hereafter as the base creature). A Fair Folk creature uses all the base creatures statistics and special abilities except as noted here. Size and Type: The creatures type changes to fey. Do not recalculate the creatures Hit Dice, base attack bonus, or saves. Size is unchanged. Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has). Spell-Like Abilities: A Fair Folk creature with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creatures HD, and the save DC is Charisma-based. HD Abilities 1-2 Faerie re 3/day, speak with animals 3-4 Fog, summon natures ally I 5-6 Dominate animal, tree shape 7-8 Freedom of movement, speak with plants 9-10 Tree stride 11-12 wind walk 13-14 Control winds, summon natures ally VIII 15-16 Whirlwind 17-18 Control plants 19-20 Animal shapes Special Qualities: A Fair Folk creature has all the special qualities of the base creature, plus the following special qualities. - Darkvision out to 60 feet. - Immunity to disease. - Damage Reduction: 5/cold iron (if HD 11 or less) or 10/cold iron (if HD 12 or more).

131 - The natural weapons of a Fair Folk creature are treated as magic weapons for the purpose of overcoming damage reduction. - Spell resistance equal to creatures HD +10 (maximum 35). - Fair Folk are incapable of breaking the letter of a promise they give. If they should accidentally break it, treat them as under the eect of a geas spell. Abilities: Increase from the base creature as follows: Str +2, Dex +4, Con +2, Int +2, Wis +2, Cha +6. Skills: A Fair Folk creature gains skill points as a fey and has skill points equal to (6 + Int modier) x (HD + 3). Do not include Hit Dice from class levels in this calculation - the Fair Folk creature gains fey skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creatures list as class skills, and other skills as cross-class. Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature + 3. Alignment: Usually as base creature, but often chaotic (any). Level Adjustment: Same as base creature +4.

Surathi
The Surathi (singular Surat) are the mortal progeny of the deity Sarush. Able to interbreed with any terrestrial creature, they have inltrated many bloodlines and given them psychic powers and vast intellects - but tainted them with a cursed heritage and a disposition towards evil. They rule in the Snake Kingdoms, but their kind can be found hidden in the underbellies of cities in many regions There are four types of Surathi, who are distinguished by how thick the blood of Sarush ows in their veins. The thin-blooded carry the surathi heritage in them, but apart from an ability to learn psychic powers, they are unaected. Lesser brethen are the most common true surathi, and they are often signicantly more powerful than their nonsurathi ancestors. Favored ones are often visibly dierent from the lesser species that spawned them, and the rare pure ones are a true testament to the power of Sarushs blood and the natural born leaders of all surathi. These four types are treated as templates that can be added to the following creature types: Animal, beast, dragon, fey, giant, humanoid, monstrous humanoid, and vermin. Other combinations are possible - in general, the creature must have evolved on Rothea, which excludes extraterrestrial creatures such as destrachan and yrthak, and most elementals outsiders as well - though any outsider that is capable of interbreeding with humans (such as many demons and devils) is eligible as well. The creature also must be living, corporeal creature similar to terrestrial animals (with similiar reproductive processes) - this excludes creatures such as constructs, oozes, plants, and the undead. All in all, the surathi are capable of breeding with a frightfully large range of creatures, and no one is sure how far their taint has already spread. Surathi Thin-blooded Thin-blooded usually have the lowest status among surathi communities, though individuals who show exceptional promise might be elevated in the eyes of their betters. Since they are indistinguishable from normal members of

CHAPTER 11. MONSTERS their parent species, they also serve as perfect spies and inltrators. Outside the Snake Kingdoms, many thin-blooded exist who are completely unaware of a heritage, having been sired by a surathi parent and then abandoned. Creating a Thin-blooded Thin-blooded is a template that can be added to any of the creatures listed above (referred to hereafter as the base creature). Psionics: Unlike most terrestrial creatures, a thinblooded can take levels in a psychic class. He or she can also develop the new psionic powers Sarushs fruitful loins (if male) or Sarushs bountiful womb (if female). Favored Class: A thin-blooded can take either the psion or psychic warrior class as his favored class instead of the normal favored class of the base creature. This choice must be made at character creation and is permanent. Special: For all eects related to race or species, the thin-blooded is considered to be both a surathi and a member of the base creatures species. Surathi Lesser Brethen Lesser brethen are the most common of the true surathi. They have been blessed with some of the powers of the blood of Sarush, but not enough to make them truly powerful. While at rst glance they seem to be a typical member of the base creatures species, there is always a sign of their mixed heritage - an odd patch of fur or scales, skin discoloration, slitted eyes or a forked tongue. While many lesser brethen are willing to stay in the Snake Kingdoms where they can be sure that they at least arent at the bottom of the social order (this being reserved for the thin-blooded and the slaves), others strike on their own and try to establish their own small surathi communities, with the Lesser Brethen as the father or mother of the whole group. These groups often take on religious or cultish aspects, with those members who are able to display psychic powers (and thus, surathi blood) seen as blessed. One popular trick among lesser brethen of animal ancestry is to seek out small, primitive tribes of humanoids and establish themselves as tribal animal totems. Usually, the lesser brethen establishes a ritualized copulation between the brethen and tribesmembers who are of the opposite gender as a rite of adulthood (made possible by the Sarushs fruitful loins or Sarushs bountiful womb psychic powers). This results in a steep rise of tribe members with surathi blood. If the lesser brethen also has ospring with other members of his own animal species, this beast cult will eventually be self-sustaining, with more and more sulrathi appearing among both humanoids and animals. Creating a Lesser Brethen Lesser brethen is a template that can be added to any of the creatures listed above (referred to hereafter as the base creature). Psionics: Unlike most terrestrial creatures, a lesser brethen can take levels in a psychic class. He or she can also develop the new psionic powers Sarushs fruitful loins (if male) or Sarushs bountiful womb (if female). Favored Class: A lesser brethen can take either the psion or psychic warrior class as his favored class instead of the normal favored class of the base creature. This choice must be made at character creation and is permanent. Special: For all eects related to race or species, the thin-blooded is considered to be both a sulrathi and a member of the base creatures species.

132 Surathi Powers: Lesser brethen are strengthened by both the blood of Sarush in their veins and their mixed ancestry. They can select up to ve powers from the Surathi Powers list. They may also take up to two weaknesses to gain an additional power. Challenge Rating: Same as base creature +1 Level Adjustment: Same as base creature +1 Alignment: Often evil (any) Advancement: By character class Surathi Favored Ones Favored ones are clearly marked by their tainted blood. Unless disguised, it will be obvious that they are no longer a normal member of the base creatures species - there is at least one, and often several blatantly unnatural changes to the creatures appearance. Fur, scales, feathers and more freely mix, though the species of the base creature is still recognizeable. Favored ones are respected enough in the Snake Kingdoms that few wish to leave. To be sure, the pure ones are their undisputed rulers, but these are few - too few to run their realms on their own. Therefore the favored ones usually ll out very comfortable positions near the top of the local power structures, if not exactly at the top. Those who do leave only do so for specic missions - or because they have been exiled or fear for their lives. In the latter cases, they often engage in the same cult-building behaviour that the lesser brethen favor. Creating a Favored One Favored one is a template that can be added to any of the creatures listed above (referred to hereafter as the base creature). Psionics: Unlike most terrestrial creatures, a favored one can take levels in a psychic class. He or she can also develop the new psionic powers Sarushs fruitful loins (if male) or Sarushs bountiful womb (if female). Favored Class: A favored one can take either the psion or psychic warrior class as his favored class instead of the normal favored class of the base creature. This choice must be made at character creation and is permanent. Special: For all eects related to race or species, the favored one is considered to be both a sulrathi and a member of the base creatures species. Surathi Powers: Favored ones are strengthened by both the blood of Sarush in their veins and their mixed ancestry. They can select up to ten powers from the Surathi Powers list. They may also take up to four weaknesses to gain up to two additional powers. Challenge Rating: Same as base creature +2 Level Adjustment: Same as base creature +2 Alignment: Usually evil (any) Advancement: By character class Surathi Pure Ones The pure ones are the obvious inheritors of Sarushs might. Their appearance incorporates traits of many species, though the traits of one will usually predominate. Lesser surathi, let alone non-surathi, cannot help but be intimidated when gazing on these monstrosities. Pure ones are the rulers of the Snake Kingdoms, and their lesser relatives cater to their every whim. Only the most dire emergencies or the most pressing needs will make them leave their courts, and they will try to maintain the

CHAPTER 11. MONSTERS utmost secrecy as long as they are away from their armies and hordes of bodyguards. Creating a Pure One Pure one is a template that can be added to any of the creatures listed above (referred to hereafter as the base creature). Psionics: Unlike most terrestrial creatures, a pure one can take levels in a psychic class. He or she can also develop the new psionic powers Sarushs fruitful loins (if male) or Sarushs bountiful womb (if female). Favored Class: A pure one can take either the psion or psychic warrior class as his favored class instead of the normal favored class of the base creature. This choice must be made at character creation and is permanent. Special: For all eects related to race or species, the pure one is considered to be both a sulrathi and a member of the base creatures species. Surathi Powers: Pure ones are strengthened by both the blood of Sarush in their veins and their mixed ancestry. They can select up to fteen powers from the Surathi Powers list. They may also take up to six weaknesses to gain up to three additional powers. Challenge Rating: Same as base creature +3 Level Adjustment: Same as base creature +3 Alignment: Usually evil (any) Advancement: By character class Surathi Powers Surathi may select a number of powers depending on their template. Choose from the list below: Ability Bonus: +2 to any ability. This may be taken up to once for each ability for lesser brethen, twice for favored ones, and three times for pure ones. The exception is when the base creature starts out with a negative ability modier (has a base ability value of less than 10). In this case, this power may be taken as often as necessary to bring the total ability bonus to +2 for lesser brethen, +4 for favored ones, and +6 for pure ones. Note: In case of creatures with no base Intelligence, such as vermin, taking this power once gives the creature an Intelligence penalty of -8 (or a base intelligence of 2). This may be increased further up to the usual maximum. Aquatic: The character can swim through water with his normal base speed. Blindsight: The surat gains the blindsight special quality. Claws: The surat gains two claw attacks it can use when making a full attack. Use the full attack bonus for both claw attacks. Unarmed attacks now do the following base damage: Diminuitive 1, Tiny 1d2, Small 1d3, Medium 1d4, Large 1d6, Huge 1d8, Gargantuan 2d6, Colossal 3d6. Add the characters full Strength bonus to the base damage. Resistance to Energy: The surats energy resistance to a certain type of energy (such as acid, cold, re, or electricity) improves by +5. Fangs: The surat gains a bite attack as a secondary attack, which it can use in addition to any claw or weapon attacks when making a full attack. Use the

133 following damage: Fine 1, Diminuitive 1d2, Tiny 1d3, Small 1d4, Medium 1d6, Large 1d8, Huge 2d6, Gargantuan 3d6, Colossal 4d6. Add half the characters Strength bonus (round down) to the damage. Bite attacks are at -5 to the attack bonus. Increased speed: Add 10 feet to the surats base speed. Natural Armor: The base creatures natural armor bonus increases by +1. This may be taken up to twice for lesser brethen, four times for favored ones, and six times for pure ones. Quadrupedal: The surat may use his hands for feet, giving him +10 feet to his base speed. He may not carry anything in his hands to do so. This also increases his carrying capacity and gives him a bonus against bull rushes, trips, and so on. Scent: The surat gains the scent special quality. Size Decrease: The surat is one size category smaller than the base creature. This decreases Str, Con, and natural armor, and increases Dex and gives a Size bonus to attacks and AC in the usual way. It also increases the damage of natural attacks. Size Increase: The surat is one size category larger than the base creature. This increases Str, Con, and natural armor, and decreases Dex and gives a Size penalty to attacks and AC in the usual way. It also decreases the damage of natural attacks. Trample: The surat gains the trample special attack. Water-breathing: The surat can breathe water as if it was air. Note: This is merely a small sample of the possible sulrathi powers - in theory, any special attack or quality found among the creatures sulrathi can interbreed with that is based on purely biological functions could be found among individual sulrathi as well. The game master is therefore encouraged to make up new powers. However, he should veto any powers he considers abusive in case of sulrathi PCs, and at the very least should let powerful special abilities such as regeneration cost the equivalent of several normal powers. The surat may also take a number of weaknesses to gain additional powers. Each two weaknesses taken from the list grant him an additional power. Note that you cannot take a weakness that the base creature already has - such as No Fine Manipulators with most animals. Ability penalty: -2 to any ability. Blind: The surat cannot see, though he gains the blind ght feat for free. This counts as two weaknesses. Note: It is possible to take both the Blind weakness and the Blindsight power. This might represent vision based on other senses, such as the echolocation of a bat. No Fine Manipulators: The surats hands are incapable of ne manipulation (like a paw). He cannot use a weapon or most equipment with them. No Legs: The character has a snake tail (or ippers, or something similar) instead of legs.

CHAPTER 11. MONSTERS No Manipulators: The surat doesnt have any functional hands or similar organs at all. He can only manipulate objects by pushing them with his body or pulling them with his teeth. This counts as two weaknesses. Reduced Armor: The base creatures natural armor decreases by -1. Reduced Speed: Decrease the base speed of the surat by 10 feet. Note: Again, the GM is encouraged to come up with new weaknesses and prohibit any he considers unbalancing in the case of PC surathi. Surathi Reproduction Surathi are always capable of producing ospring with the normal creature (the base creature mentioned in the templates), and any creature that that base creature is capable of interbreeding with (so a sulrathi closely related to humans could also have ospring with orcs or elves). For any dierent pairing, the surathi must learn and use one of the following psionic powers: Sarushs Bountiful Womb Psychometabolism (Str) Level: Psion 4, Psychic Warrior 4 Display: Ol Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/level or until end of pregnancy Power Points: 7 For the duration of the power, you are able to conceive ospring with a male member of a single species of a type that surathi are generally capable of interbreeding with (see above), though the creature must not dier in more than one size category from you and may not be smaller than Small. If necessary, your body will undergo minor physiological adjustments. The resulting ospring will be of the same basic species as you are, but if it or its descendants should turn out to be true surathi, share traits of the fathers species. Note: This power may only be learned and used by female surathi. Sarushs Fruitful Loins Psychometabolism (Str) Level: Psion 2, Psychic Warrior 2 Display: Ol Manifestation Time: 1 action Range: Personal Target: You Duration: 1 hour/level or until end of pregnancy Power Points: 3

134

For the duration of the power, you are able to sire ospring with a male member of a single species of a type that surathi are generally capable of interbreeding with (see above), though the creature must not dier in more than one size category from you and may not be smaller than Small. The resulting ospring will be of the same basic species as the mother, but if it or its descendants should turn out to be true sulrathi, share traits of your base species. Note: This power may only be learned and used by male surathi. In general, if a true surat (lesser brethen or above) produces ospring with a non-surat, the resulting ospring will always be a thin-blooded. If a thin-blooded produces ospring with a non-surat, the resulting ospring may be either a thin-blooded or a normal member of the partners species, though the former is more likely if the thin-blooded has a higher concentration of surathi blood. Thin-blooded breeding with other thin-blooded may produce anything from normal creatures to pure ones, though the latter is very rare and usually only possible if both of them have many surathi ancestors. True surathi breeding with other sulrathi may usually produce any type of sulrathi, from thinblooded to pure ones, though a pure ones ospring will at least have the breed of his partner, and a favored one breeding with another favored one will at least produce a lesser brethen. In general, male surathi are encouraged to father as many children as possible to spread their kind. Female surathi, on the other hand, are encouraged to breed with the surathi of the highest breed available so that they might produce high-breed ospring. In small, isolated communities with a low number of surathi, this often leads to incestous pairings.

Chapter 12

Organizations
Humans conspire. It is in your very nature. When the rst primitive barbarian won leadership of his tribe through brute force, his less powerful competitors conspired to topple him again. Today the weak conspire to become strong, and the strong conspire to keep the weak down. It is a never-ending, vicious cycle. We taught your species well in that regard... - Subject Poisontongue, in E. A. Waite: Collected Interviews with Denizens of the Infernal Realms

12.1

The Athanatos Club

Immortality has been a dream as old as humanity. Many people have tried to cheat death, but few have succeeded. But the members of the Athanatos Club are determined to reach this goal, no matter what. Mostly based in the Flannish Cities, the Parginian Rim, and the Lands of the Dead, the Athanatos Club consists of some of the wealthiest members of their respective societies. Wizards, sorcerers, and experts dominate, but everyone who believes in their common goal and has something to contribute - even if it is only money - is welcome. Their activities include spell research, alchemy, medical sciences, and chasing down any rumors about alleged immortals. Many of the researchers have little scruples when it comes to their experiments, and the test subjects - some voluntary, some not - often end up in a state worse than death. Many members try to turn themselves into free willed undead once they feel old age approaching, but this is seen as ultimately unsatisfying - they want the experience life, not undeath, and their undead members, while powerful, are usually pitied rather than respected. Their headquarters are in the Flannish city of Praxus, and it is rumored that they have powerful patrons among the citys rulers, as well as access to one of the nexus towers in the city. But most cities in these regions have a chapter house - operating in the open where they can, in the shadows where they cant.

12.2

The Astromantic Society

It is well known that some mighty spells can peer into the future, though the accuracy of these visions is always in doubt - they only show possible futures, not certain ones, and if the diviner is willing and able to act on them, they tend to become very unreliable indeed. Only very experienced and wise diviners can thus predict the future with anything resembling accuracy. One of these diviners - possibly the best seer ever to appear among the humans - was Durgoth of Byblos. 135

Durgoth lived in the 13th century NA and often peered centuries into the future. Accurate copies of the transcripts of his visions are still highly sought after (though these are increasingly hard to nd amidst the many forgeries in circulation), and his prophecies almost invariable turn out to be true, though maybe not in precisely the way the reader expects. Eventually, Durgoth encountered a phenomena during his divinations that has come to be called Durgoths Wall: Even his mightiest spells failed to peer further into the future than the year 1627 NA. This deeply troubled him, and he withdrew from society to study this problem. Some claim that he meditated on the top of the Tower of Horag for ve years, but the truth of this matter is unknown. What is known is that he reappeared in 1237 and proclaimed his conclusions to society at large: The world of Rothea was doomed to destruction in the year of 1627 NA through some unknown means, and there was nothing that could be done to prevent this. Humanitys only hope of survival was moving to other worlds and planets. After this announcement, many people ridiculed him openly, and others refused to think about events that might or might not happen nearly four hundred years in the future. But others took him seriously, and in 1245, a group of notable scholars, wizards, and wealthy merchants came together in Bodenwald to found the Astromantic Society. The declared purpose of this society was the exploration and eventual colonization of other planets. Today, the Society has become large and inuential. Bodenwald still serves as their headquarters, but they have chapters in many cities and several thriving and rapidly expanding colonies on other planets. While it will probably be impossible to save every human in 1627, the leaders of the Astromantic Society remain condent that a large number of humans (and other civilized races) will escape the coming catastrophe. Society members frequently clash with the natives of other planets, who resent being colonized, or who have dark designs for Rothea on their own...

CHAPTER 12. ORGANIZATIONS

136 inhabitants. The Society is infamous in scientic circles for frequently letting enthusiasm get in the way of careful research - or even common sense. They have been the victims of elaborate hoaxes more than once, and many of their eld researchers are too quick to label rumors as facts. Still, they had a few noteworthy successes over the years, and that, as well as its popular Cryptozoological Annual puplication, keep it in business and at least semi-respectability. Anyone who can bring them new and unusual animal or plant species - dead or alive - will be well rewarded, and even rumors and tales of encounters with such creatures might be compensated if the narrator strikes a member as trustworthy.

12.3

The Children of Mercy Orphanages

Too often, children wind up as orphans. Perhaps the father is unknown or dead, and the mother dies during childbirth (still fairly common among the lower classes), or the parents simply cannot aord to raise it and abandon it. Or perhaps the child is born with obvious deformities and the parents cast it out rather than having to live with the shame. Many orphanages exist in the Known Lands that take these children in. The oldest are usually run by organized religions (most notably the Church of Thenos), but in recent decades many have been founded by private charities. These can be anthing from fairly enlightened places where these children learn an useful trade that might make them somewhat respected members of society some day, to dirty hellholes where the children are abused in the worst ways and often forced into a life of crime by those who are supposed to shelter them. The most well known orphanages founded by private charities are the Children of Mercy Orphanages, most of which can be found in the Flannish Cities, the Parginian Rim, and the League of Armach. These are almost universally lauded for taking in any children and making them valuable members of society. Every time they are visited, they are seen as clean and orderly, and the children seem happy and well-fed. A surprising number of city councillors and other inuental people have been raised in these institutions, and these and their friends and allies often help with new funds and the creation of new orphanages. But behind this friendly facade hides a terrible secret, for these orphanages have been founded and are run by surathi thin-blooded. Their taking in outcast children is motivated by their desire to nd as many of the scattered surathi that can be found across the Known Lands and who are usually unaware of their dark heritage. And indeed, a surprising number of children born with deformities turn out to be surathi lesser brethen. These are soon secretly sent to the Snake Kingdoms where they can live and be educated in the way of their kin. Thinblooded children, on the other hand, are given all the education and support to make it in civilized society, and as a result these children are often adopted by rich and unsuspecting parents or else become successful on their own later in life - thus increasing the frequency of surathi blood in the upper levels of society. Merely human children, on the other hand, suer abuse from their thin-blooded betters and are frequently mentally dominated by the psychic surathi. When they reach adulthood and leave the orphanages, they will usually have lost all free will and become fanatical followers and agents of a surat.

12.5

The Circle of the Crumbling Tower

12.4

The Cryptozoological Society

The world is home to an astoundingly large number of bizarre creatures, and more varieties are discovered every year. The Cryptozoological Society is dedicated to nding and catalogueing all of them, and its members are frequently away from its Rondhaven headquarters to explore strange and distant lands for their even stranger

The druidic faith as a whole is under retreat. The rulers and merchants of the city-states do their best to divide the receding wilderness among themselves, and any druids who dare to stand in their way are killed as often as not. As a result, most druids feel nothing but hatred for the rich and powerful of modern urban society. Still, there is something that druids have that is of interest to many of these same rich people: The ability to cast the reincarnate spell. While magic that is capable of bringing back the dead is fairly easily available to anyone who can aord it, these spells are incapable of bringing someone back who died of old age. While the reincarnate spell has to abide by this limit as well, it is capable of reincarnating anyone else into the body of a young adult. Thus it is possible to prolong ones life span almost indenietly with repeated application of this spell. The fact that one is usually reincarnated as a member of a dierent species is a small price to pay for those who are desperate to stave o old age. Unfortunately for such would-be immortals, druids regard such use of this spell as a perversion of nature, and they cannot simply be bribed into casting it, unlike many clerics. It doesnt help that many of the people who ask them for help are the same people who despoil nature as a part of their normal businesses. And most people would rather die than give in to threats that would make them help the enemies of their faith. But in 1387 NA, a young druid named Garin had an idea. Instead of allowing themselves to be bribed for this spell, he argued, the druids should demand favors for this service. After all, many of these who approached them were some of the most inuential people of the region, and their power could easily be used to further the druids agenda. And if they didnt keep their word, they wouldnt be able to get reincarnated in the future! Many druids considered his ideas to be blasphemous, but others saw their merit. And so, the Circle of the Crumbling Tower was founded. Its approximately 20 druidic members meet periodically near the Fields of Harrow, but are often abroad to check their city-based charges - the merchants, nobles, and other rich and inuential people who sold out their freedom in exchange for a stab at immortality. None of the druids really trust these people, but the hold over their lives is powerful - it has become standard practice that anyone who betrays

CHAPTER 12. ORGANIZATIONS the circle is not only killed, but his body is hidden and his nances ruined so that he is certain to stay dead. The people who have sold out to the druids are in a precarious situation. They need to remain in the favor of the druids, and that usually means sabotaging the orderly functioning of a city-state in some way - destroying crops, changing building plans to reduce the eciency of nexus towers, sending bandits to waylay trains, and many other dirty deeds. But often this not only costs them a lot in money and resources, but even hinders their own business eorts. Most druidic handlers are willing to cancel an operation if the risks of discovery seem too great, and they usually will listen to the advice of their charges (after all, they know little of the working of a city), but anyone who constantly makes excuses for not doing anything to further the druidic cause will earn their displeasure. As a result, most charges come up with ideas on their own, and are desperate to please their handlers with reports of progress. Sometimes, several charges conspire to keep their common druidic handlers ignorant, but these conspiracies are often betrayed from within, as one of their members blows the whistle on them to curry favor with the druids. Thus, most dependants of the circle are extremely paranoid about whom they trust. Those who have already been reincarnated face an additional problem: They have to explain their now dierent appearance somehow. Most invest in illusion or polymorph magic, and mostly retire from public view so that their true form doesnt become public knowledge. There are now several merchant houses which are now lead by someone reincarnated into the body of a young orc or kobold! The circle has now about a hundred charges, and new ones are being recruited on a regular basis. The aged Garin1 , who still leads the circle, worries about the risk of discovery, but for now remains committed to the current path.

137

12.7

The Fate Club

12.6

Dragon Cults

A large number of extemely diverse groups, dragon cults have in common that they center around the worship of dragons as divine or semi-divine beings. Usually they are founded by a charismatic sorcerer or half-dragon and break apart after the leaders death. The reaction of actual dragons towards these cults ranges from amusement to contempt, although while many dragons simply ignore them, others are all too willing to use them as a source of minions and spies. These cults are especially common in the regions around the Desert of Thunder. While the dragons prefer simple obedienve over worship in their own domain, many of their half-dragon descendants see these cults as an easy way to gain inuence over others - especially if they have fallen in disfavor (and thus have to ee to another region), or if their draconic ancestor has died and they are left without a patron.

To scholars interested in matters of the arcane, it is well known that there are planes of existence connected to Cosmic Evil. Here, demons and devils and other vile things lurk and scheme to corrupt all of humanity, or even the multiverse. One question whose answer has eluded these scholars so far is whether this Cosmic Evil existed st and tempted man to wicked ways, away from a pure and innocent existence, or whether the evil evident in these places is only an echo and reection of the inherent base nature of humanity. However, the few nonmembers who have learned of the Fate Club strongly suspect the latter. The members of the Fate Club consists exclusively of those who rich, privileged, and bored out of their minds. They engange in a vile and perverse game: They try to get ordinary, innocent people to sell them their souls. Their modus operandi usually goes this: They appear as a gentleman stranger to an ordinary, respected citizen - someone who is reasonably well o, but not so well o that he could aord to hire powerful magical protection or investigators. They will do this person a few minor favors, but after a few of these favors they will demand favors in return - favors which seem innocent at rst, but which soon demand greater and greater deeds of wickedness. They do not hesitate to use their inuence behind the scenes to put their victims into dire straits - nancial or otherwise - to pressure him to give in to them, always presenting themselves as the only ones who can help him. This vicious cycle continues until they are tell the victim that they are willing to do away with all his problems - in exchange for his soul. The victim has to sign a contract in blood which signs over his soul - and thus allegedly condemns it to eternal damnation. These contracts are fake - they have no occult powers over the victims soul. Instead, all they represent is a morbid trophy for the Fate Club member who acquired it. Its members compete both for the highest number of contracts they acquire and for the quality of their victims (the more noble and respected their victims are before their fall, the better). They use their vast wealth liberally to help them in their role of demonic tempters, including magical eects and items that falsely hint at their alleged demonic nature. They do not care for the many lives they have destroyed, and the fate of the many people who believe that since their souls are doomed, they have nothing to loose by acting evil and spreading misery on their own. All that matters is their entertainment.

12.8

The Gemeinschaftsbank

Run by the gnomish Guldenberg family, the Gemeinschaftsbank is the largest nancial institution in the Known Lands. It is famous for its neutrality and its refusal to talk about its customers. It will do business with anyone who has wealth to store, and is willing to do everything it takes to keep the wealth safe and secure. It will also loan money to governments and rich merchants alike, and if one of these proves unable to

1 Garin has not yet subjected himself to a reincarnation spell, since this would cause him to loose some of his personal power - but it is likely that he will have to do so soon.

CHAPTER 12. ORGANIZATIONS pay the interest, they usually aquire shares of businesses or otherwise increase their inuence in various organizations or governments. Some wits have claimed that the Gemeinschaftsbank will do with money what all past empires have been unable to do with their armies - conquer the world. But most people would be shocked to learn how wealthy this family of gnomes really is, and how far their inuence reaches. Recently, they have started to issue bank notes, certicates made out of paper and made proof from forgery through nexus tower-powered variants of arcane marks. These can be redeemed at any Gemeinschaftsbank oce for a certain amount of coins in the local currency. These have already proven to be quite popular with merchants and other people who handle large amounts of money on a regular basis.

138 sion. But while the days of enslavement to the whims of nobles were indeed gone, new forms of economic oppression soon became common. The new rulers, who came from the merchant class and other wealthy families, soon aped the life styles of the nobles who came before them and exploited the poor as much as they could. Many veterans and workers were disappointed with this turn of events, and some began calling for a second Liberation War that would sweep away the new oppressors and bring true change. Thus, numerous groups came into existence to ght the new oppressors of the people, and while each group has its own names, they are collectively called the Secondaries because of this desire. Out of necessity, these groups must operate in small cells and use lots of code names and pass words to avoid detection by the authorities. They often dier in their methods - while some prefer to organize peaceful protests and strikes, others try to sabotage the local infrastructure or assassinate authority gures. Because of their vast dierences in their way of operating, and because of philosophical dierences what kind of form the new, enlightened government should take, such groups can in some circumstances spend more time and eort on ghting each other than their oppressors. Still, Secondary cells are presecuted harshly whenever the local authorities can nd them, and that usually keeps them united against their common foe.

12.9

The Gurions

Named after Gurion, a famed mystic who preached the groups basic tenets in the Gawaris Desert more than a millennium ago, this society believes that the whole world is nothing more than a gigantic illusion created by a powerful entity (usually called Ixios the Chainer in the texts of the society) to keep the souls of living beings imprisoned. Members of this society thus try to break out of this prison at all costs so that the souls of humanity can be free to fulll their true destinies, whatever they might be. There are quite a few philosophical dierences within the group that are constantly argued by its members. One is which living beings actually house real souls, and which are illusory and thus ultimately minions of the Chainer. Some insist that only humans have true souls, despite a few nonhuman members of the society. Others extend this to all sapient beings, while others still claim that all living beings are chained souls. Another question is what should be done to break out of this prison. Some concentrate on studying mystic texts and improving their arcane knowledge, in the hope of nding a way of freeing themselves, if not the rest of humanity. Others develop destructive spells or more technical methods of causing large-scale damage, hoping to create a hole in the illusion that they might slip through (this kind of activity often causes the society to be persecuted by the authorities). And some try to convince as many people as possible of their beliefs, as they think that the illusion of the prison will be dispelled once enough people stop in believing in it. The Gurions are noted for their disdain for clerics and priests of all sorts, as they tend to believe that these are ultimately servants of the Chainer, if unwitting ones - for if people believe that there are higher powers out there that help them, they are less likely to see the truth as the Gurions see it. Also common is a disregard for human lives among even many of the more benevolent members of the group, as most believe that human souls are simply reincarnated into new bodies.

12.11

The Triumvirate

12.10

Secondaries

When the Flannish Liberation War ended, the new city councils proclaimed their citizens liberated from oppres-

After Negroth the Doombringer met his fate and his dark empire collapsed, three of his surviving lieutnants met in secret to discuss just where his ambitions had gone wrong. After intense discussions and review of his campaigns lasting several years, they concluded that the fact that his rule was supported by fear and terror alone was one of the problems. Yes, ultimately he was killed when he was ambushed by a force of powerful paladins and their companions, but rebellions were already common throughout his territory, since his harsh measures resulted in a large number of people who had nothing to loose in opposing him - and plenty of reasons to hate him. Another problem was that he encouraged his subordinates to plot against each other to rise in position (to prevent them from focussing their energies on replacing him), leading to large-scale ineciency in the use of his resources. These former lieutnants - each a powerful undead in his own right - concluded that even if he hadnt killed, his realm would have collapsed in a matter of years anyway. The three - whose ambitions were scarcely less than that of Negroth - vowed to not make the same mistakes again. They agreed to cooperate in establishing a new empire with themselves at the top - but one not won by conquest, but by subverting the existing order until society was willing to accept them as their legitimate rulers! They have plotted ever since, gradually rebuilding their power base and spreading their inuence. They control many powerful organizations from behind the scenes and have a large number of unwitting allies. However, gaining power in itself is not their only goal - they

CHAPTER 12. ORGANIZATIONS want to reshape society in a way that ultimately their rule will be welcomed by the majority instead of feared. Yaragol (NE male human lich wiz15/archmage 5) is the intellect behind the Triumvirate. He observes the ebbs, ows, and changes of human society, and coldly calculates where to interfere next in the pursuit of their ultimate goal. But he also intervenes personally when it suits his purposes - he frequently exchanges letter with a large number of intellectuals of various elds and encourages them to research new elds and issues, free of any ethics and morals held by the baseline masses. Ultimately, he hopes to make the intellectual leaders of the world so alienated from conventional morals that they will have an easy time accepting the Triumvirate as their leaders. Tulzarr (LE male wight g18) commands the military arm of the Triumvirate. He has organized a large number of militias in numerous cities, allmost all of which are unaware for whom they work. These groups have in common that they recruit from the insecure and give them a sense of belonging and superiority over non-members. Example include neighborhood watches in lower middle class neighborhoods, monarchist move-

139 ments stockpiling weapons, mercenary companies and more. Their leaders answer to Tulzarr in secret, but only few know that he is one of the undead - if he meets them, he either dons magical disguises or is dressed in a full-body set of plate mail. He has a number of elite mortal agents he trains personally. He does not kill his agents for mere failure, but those who fail him will sink lower and lower in rank and his esteem. The exceptions are those who betray the Triumvirate - those he turns into wights to ensure their future loyality. Jocarnos (CE male vampire rog3/sor6/arcane trickster 10) has wormed his way into high society, easily dispensing favors and building a network of people depending on him. While Yaragol corrupts the intellectuals, Jocarnos corrupts the artists, the socialites, the pleasure-seekers, and he plays the role of the diabolical tempter to the hilt (he was not involved in the creation of the Fate Club, but is proud of it nonetheless). By encouraging the excesses of the upper classes, he also furthers a sense of alienation between the rulers and ordinary citizens which the Triumvirate plan to exploit in their own ascension to power.

Chapter 13

Appendix
13.1 Demographics
The Community Modiers also need to be adjusted to reect the setting. Community Modiers Town Size Community Modier* Thorp -3** Hamlet -2** -1 Small village Village 0 +2 Large village +4 Small town Town +6 (roll twice)*** Large town +8 (roll twice)*** +10 (roll three times)*** Small city City +12 (roll three times)*** +14 (roll four times)*** Large City Small Metropolis +16 (roll four times)*** +18 (roll ve times)*** Metropolis Large Metropolis +20 (roll ve times)*** Megalopolis +22 (roll six times)*** Add +1 to the community modiers of predominantly gnomish communities, +2 to predominantly dwarven communities, and +3 to predominantly elven communities. This reects the fact that communities of these races tend to have more individuals who have attained more experience over the course of their long life spans. * A thorp or a hamlet has a 5% chance to add +10 to the modier of a ranger or druid level. ** Communities this large can have more than one high-level NPC per class, each of whom generates lower-level characters of the same class.

The cities of Urbis are large - much larger than even the largest metropolises of other worlds. The standard town generation guidelines do not reect cities of millions of people accurately. The following table should be used instead to specify town sizes and available gold pieces.
Random Town Generation Town Size Population Thorp 20-80 Hamlet 81-400 Small village 401-900 Village 901-2,000 Large village 2,0015,000 71-77 Small town 5,00110,000 78-84 Town 10,00120,000 85-90 Large town 20,00150,000 91-96 Small city 50,001100,000 97-99 City 100,001200,000 100 Large City 200,001500,000 Small Metropolis 500,0011,000,000 Metropolis 1,000,0012,000,000 Large Metropolis 2,000,0015,000,000 Megalopolis 5,000,001+ Towns larger than a Large City should not be d% 01-10 11-30 31-49 50-60 61-70 GP Limit 20 gp 50 gp 100 gp 200 gp 800 gp 3,000 gp 15,000 gp 40,000 gp 100,000 gp 150,000 gp 300,000 gp 600,000 gp 1,500,000 gp 3,000,000 gp 6,000,000 gp placed randomly.

13.2

Sample Societies
only possible ones, and both game master and players are encouraged to come up with new favors.

To give GMs a better understanding just what favors an organization might be able to grant to player characters, and what player characters can do for the organization in return to increase their OS bonus, the mechanical details for several sample societies are presented here. The favors listed here are by no means the 140

Secondaries
Society Strictures: Members of the Secondaries must

CHAPTER 13. APPENDIX work towards create a new and equal society by tearing down existing power structures that keep the poor oppressed, and give aid to other members of the Secondaries. Members must not become part of the ruling elites, other than to inltrate them and bring those elites down. Relevant skills: The character can use the following skills for attempting to increase his Secondaries OS bonus when rising in level: Diplomacy, Gather Information (for nding information useful for preparing the Revolution), Perform (Oratory) (for rabble-rousing), Profession (Printing, Writing) (for creating revolutionary pamphlets).

141 the relevant Community Modier to nd the DC of your deed. Freeing a Comrade: It is inevitable that sometimes a comrade is imprisoned by the Forces of Oppression. Freeing a comrade from such an imprisonement is a deed with a DC equal to the Secondaries OS bonus of the freed comrade. Revolution: If the characters successfully overthrow the rulers of a city-state and install Secondaries members as leaders instead, it is a deed worth a DC equal to the community modier of the city +10. Possible Favors

Increasing OS Characters can increase their Secondaries OS bonus through the following sample activities: Donating to the Cause: By donating money or equipment to Secondaries cells, characters can increase their standing: A donation of 100+ gp is DC 5, a donation of 1,000+ gp is DC 10, and a donation of 10,000+ is DC 15 (while donations beyond that are certainly appreciated, the organization lacks the means to use such sums eectively - it is probably more eective if the character thinks of an appropriate use for that much money by himself if he wants to impress society members). Down With The Man: By throwing down those who would oppress the masses, the coming Revolution will be much easier. If the character can remove an authority gure from his position of power, he will impress his fellows. Take a look at the Demographics table to see just where in the Hierarchy of Oppression the target stands. If the target is the ruler of a city, rate him at the size of the city he rules. If he is less powerful, go down one or more levels to represent his reduced standing (a member of a City Council of a Small Metropolis, for example, would be ranked at Large City, while a Captain in the City Guard of that same city would only be ranked at Large Town). Now add +3 to

Here are a few ideas for what the Secondaries can do for the characters: Distraction: Sometimes, it is useful if guards are distracted by other matters while the characters to something during which they wish to remain unobserved. A lone picketer is a DC 3 Favor, a small group a DC 6 Favor, and a full-edged riot a DC 10 Favor. Increase the DCs if the reprisals from law enforcement are likely to be very strong. The Streets Have Ears: Cells of Secondaries hear a lot of things that might be useful to the right parties. Characters can get a Circumstance Bonus to Gather Information check for a Favor with a DC equal to twice the Circumstance Bonus they want. Get Out Of Prison: Naturally, his fellow comrades are also willing to try to get the character out of injust imprisonment should he nd himself in such. The attempt to free him is a Favor with a DC equal to the characters character level +10 - though the attempt might fail, depending on how well the character is guarded. Sheltering a Comrade: If a character needs a place to stay for the night, a Comrade will nd one for him. DC 3 for one night, DC 8 for one week, DC 12 for one month. Increase DC by 3 if the character is wanted, and by 6 if he is on the local Most Wanted list and law enforcement is actively searching for him.

13.3

Stock NPCs

GUARDSMEN KILLED IN FIREBALL ACCIDENT! When a squad of the city guard sought to contain a group of goblins that had inltrated the Cordall Hill district yesterday, two members - F. Randall (21) and G. Portman (29) were caught in the blast radius of a reball spell cast by one N. Turner (23), a sorceror and self-described adventurer. Both were killed instantly. Portman leaves behind a wife and two daughters. Turners comments to a journalist on the scene before he was hauled away by the authorities were: Well, Im sorry for them, but they should have gotten out of the way when I shouted Duck!, shouldnt they?... [...] As it is standard procedure at such occasions, Turners possessions - including several magic items, as well as the furniture and other items found at his apartment - will be sold o at an emergency auction in two days to raise the money required for a raise dead for one or both the guardsmen. If the money raised proves insucient (5000 gold pieces per person), the funds will go to the Widows and Orphans Fund of the Dartmouth City Watch... - Dartmouth Enquirer, 23rd of Avern 1422 Since most of the adventures in Urbis will take place in cities, most encounters the PCs will have will involve humans and other player character races as opposed to more traditional monsters. However, since NPCs come in a vast array of dierent classes, levels, and abilities, making up NPC stats can be a time-consuming task. For this reason, this section provides a number of generic NPCs that can be inserted as written in a large variety of encounters. While these stat blocks will work as they are in most occasions, GMs are encouraged to individualize these stats to t their needs.

CHAPTER 13. APPENDIX

142 SA -; SQ -; AL LN; SV Fort +4, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8. Skills and Feats: Intimidate +0, Listen +2, Profession (Guardsman) +2; Spot +2, Alertness, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Corporal: This guardsman has quickly proven that he is better than average guard material, and been promoted accordingly. He is still brash and eager to prove his worth, however, which might lead him to make mistakes which a more experienced guardsman might have avoided. Human Ftr 1; CR 1; Medium humanoid; HD 1d10+2; hp 12; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, at-footed 15; Base Atk +1; Grp +3; Atk +4 melee (1d8+2/19-20, longsword) or +3 melee (1d6+2, club) or +2 ranged (1d8/19-20, light crossbow); Full Atk +4 melee (1d8+2/19-20, longsword) or +3 melee (1d6+2, club) or +2 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +4, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Intimidate +3, Listen +3, Profession (Guardsman) +3, Sense Motive +3, Spot +3, Alertness, Dodge, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Experienced Corporal: This corporal has become comfortable with both his job as a guard and in commanding his subordinates. He is unlikely to make any major mistakes in combat. It is likely that he will either be promoted to the rank of sergeant, leave this job for a more lucrative one, or die in the line of duty. Human Ftr 2; CR 2; Medium humanoid; HD 2d10+4; hp 19; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, at-footed 15; Base Atk +2; Grp +4; Atk +5 melee (1d8+2/19-20, longsword) or +4 melee (1d6+2, club) or +3 ranged (1d8/19-20, light crossbow); Full Atk +5 melee (1d8+2/19-20, longsword) or +4 melee (1d6+2, club) or +3 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Intimidate +4, Listen +3, Profession (Guardsman) +3, Sense Motive +3, Search +1, Spot +3, Alertness, Dodge, Point Blank Shot, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Veteran Corporal: These are career guardsmen who were promoted to the rank of corporal more out of seniority than any special merit, and are now stuck there, either because of a lack of intelligence, ambition, or other personal failings (such as alcoholism or a tendency to take bribes). Still, they can be a valuable resource to those who can get on their good side, since they have a lot of knowledge of their guard district. Human War3; CR 2; Medium humanoid; HD 3d8+3; hp 16; Init +0; Spd 30 ft.; AC 15 (+4 chain shirt, +1 light shield), touch 10, at-footed 15; Base Atk +2; Grp +3; Atk +5 melee (1d8+1/19-20, longsword) or +4 melee (1d6+1, club) or +3 ranged (1d8/19-20, light crossbow);

Law Enforcement
City Guard Members of the city guard are the law enforcement personnel ordinary people are likely to meet. They can be found patrolling most neighbourhoods and keeping the peace as much as they are able to. Their pay is low and they are often underappreciated by the general public, which means that many are not averse to a little bribe to overlook minor crimes, though they will usually draw the line at grievous assault, murder, or arson. Most are reluctant to risk their lives, and they are reluctant to attack anyone who wears good armour (chain shirt and above) and wields medium-sized or larger weapons unless they clearly outnumber their opponents. The same goes for anyone who openly displays magical powers. In these cases, they prefer to stay in cover, use their crossbows, and use their bells to call for backup, although the younger and more impressionable recruits might attempt something heroic. However, they should not be underestimated - many have patrolled their district for years, and are thus likely to know it far better than the PCs. Many veterans know a multitude of dirty tricks that they will use without hesitation to get the advantage in any ght Constable: This guardsman hasnt been in this job for long. As a result, he is inexperienced in ghts and likely to either run away or heroically charge his opponents. He is also often naive in the ways of the city and appropriate behaviour - if in doubt, he will try to do things by the book, though he often forgets parts of the rules in the excitement. Usually, his superiors make sure he is never out on the streets without at least one more experienced guardsman accompanying him. Human War1; CR ; Medium humanoid; HD 1d8+1; hp 5; Init +0; Spd 30 ft.; AC 15 (+4 chain shirt, +1 light shield), touch 10, at-footed 15; Base Atk +1; Grp +2; Atk +3 melee (1d8+1/19-20, longsword) or +2 melee (1d6+1, club) or +1 ranged (1d8/19-20, light crossbow); Full Atk +3 melee (1d8+1/19-20, longsword) or +2 melee (1d6+1, club) or +1 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +3, Ref +0, Will +0; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8. Skills and Feats: Intimidate +1, Listen +2, Profession (Guardsman) +2; Spot +2, Alertness, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Experienced Constable: This guardsman has been in this job for long enough that he is not considered a rookie any more - usually for more than a year. He has learned enough to be cautious and has a good idea what to do in any ordinary situation. Many guardsmen never rise above this rank, but muster out and search for a safer or better-paying job. Human War2; CR 1; Medium humanoid; HD 2d8+2; hp 11; Init +0; Spd 30 ft.; AC 15 (+4 chain shirt, +1 light shield), touch 10, at-footed 15; Base Atk +2; Grp +3; Atk +4 melee (1d8+1/19-20, longsword) or +3 melee (1d6+1, club) or +2 ranged (1d8/19-20, light crossbow); Full Atk +4 melee (1d8+1/19-20, longsword) or +3 melee (1d6+1, club) or +2 ranged (1d8/19-20, light crossbow);

CHAPTER 13. APPENDIX Full Atk +5 melee (1d8+1/19-20, longsword) or +4 melee (1d6+1, club) or +3 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL N; SV Fort +4, Ref +1, Will +1; Str 13, Dex 11, Con 12, Int 9, Wis 10, Cha 8. Skills and Feats: Intimidate +1, Gather Information +1, Listen +2, Profession (Guardsman) +2, Search +1, Spot +2, Alertness, Investigator, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Sergeant: Sergeants command large numbers of guards, and are the highest rank an ordinary guardsman can hope to be promoted to without rising to the status of ocers. They make sure the men are in shape, that morale are high, that everyone behaves as he should, and generally keep a guardhouse running other than doing the paperwork (thats what ocers are for). While they can be rough on new recruits, they demand more of their corporals, and are generally the most respected superiors among the rank and le. Human Ftr 3; CR 3; Medium humanoid; HD 3d10+6; hp 27; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, at-footed 15; Base Atk +3; Grp +5; Atk +6 melee (1d8+2/19-20, longsword) or +5 melee (1d6+2, club) or +4 ranged (1d8/19-20, light crossbow); Full Atk +6 melee (1d8+2/19-20, longsword) or +5 melee (1d6+2, club) or +4 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +5, Ref +2, Will +2; Str 15, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Intimidate +5, Listen +3, Gather Information +1, Profession (Guardsman) +4, Sense Motive +3, Search +3, Spot +3, Alertness, Dodge, Investigator, Point Blank Shot, Weapon Focus (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Senior Sergeant: Those sergeants who dont get promoted to ocer status, either because they refuse to (usually because ocers have to spend more time with the city bureaucracy and paperwork than actual law enforcement) or because they cannot (many cities require that ocers start out young at dedicated cadet schools, or even require them to be of noble birth) still wield considerable power, and are spoken of in awe by the recruits. While senior sergeants might not be exceptionally intelligent, they make up for this by being exceptionally wily. They often know every trick in the book (and added a few of their own) and know anyone who is anyone in the local district. They know how to tell their superiors what they want to hear, and in a way so that they will do what they want them to do without anyone realizing it. A party of low-level adventurers that crosses a senior sergeant had better lie very low, have friends in high places, or move to friendlier places fast, since he will likely see through any ruses they will try to throw in his way. Human Ftr 4; CR 4; Medium humanoid; HD 4d10+8; hp 34; Init +1; Spd 30 ft.; AC 16 (+1 Dex, +4 chain shirt, +1 light shield), touch 11, at-footed 15; Base Atk +4; Grp +7; Atk +8 melee (1d8+5/19-20, longsword) or +7 melee (1d6+2, club) or +5 ranged (1d8/19-20, light crossbow); Full Atk +8 melee (1d8+5/19-20, longsword) or +7 melee (1d6+2, club) or +5 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL LN; SV Fort +6, Ref +2, Will +2; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.

143 Skills and Feats: Intimidate +5, Listen +3, Gather Information +1, Profession (Guardsman) +4, Sense Motive +3, Search +3, Spot +3, Alertness, Dodge, Investigator, Point Blank Shot, Weapon Focus (longsword), Weapon Specialization (longsword). Possessions: Bell, 20 bolts, chain shirt, club, light crossbow, light steel shield, longsword. Guard Mage: Talent for the arcane arts is rare, and thus most wizards can get safe, well-paid jobs easily. Working for the Guard, on the other hand, exposes a wizard to danger frequently, the working hours are long, and the pay is a pittance when compared to other jobs. So, what wizards would willingly work for the Guard? More than would be expected. While experienced wizards will not bother with such work, guard work is seen as a good stepping stone for better jobs and looks good on the resume. It shows that the wizard is willing in a large organization and doesnt shy away from dangerous work, and having worked for the government at some point is very useful for someone with aspirations for a political oce. However, the fact remains that this kind of work is unpleasant and underpaid, and thus most wizards dont stay beyond the mandatory minimum term of service (usually two years). Most Guard Mages have recently graduated from a university or apprenticeship, and their inexperience shows. Many are either brash and eager to prove their abilities, or shirk away from any situation that might put them into danger. In any case, most are naive about the world outside of their former school in general and guard work in particular. As a result, most regular guards are deeply suspicious of them and make jokes about them behind their backs. While Guard Mages usually start with the rank of corporal (and the standard pay for that rank), their superiors generally mind them not to give orders to real coppers, and have little sympathy for any complaints they might have. Even if a guard mage manages not to alienate the rest of the unit and learns enough to be a real asset to the other guards, his term of service usually ends just as the other guards start to appreciate him. Thus, most guards learn not to rely on mages. Human Wiz2; CR 2; Medium Humanoid; HD 2d4+2; hp 8; Init +2; Speed 30 ft.; AC 12 (+2 Dex), touch 12, at-footed 10; Base Atk +1; Grp +1; Atk +1 melee (1d6, club) or +3 ranged (1d8/19-20, light crossbow); Full Atk +1 melee (1d6, club) or +3 ranged (1d8/19-20, light crossbow); SA -; SQ -; AL N; Fort +1, Ref +2, Will +4; Str 10, Dex 14, Con 13, Int 15, Wis 12, Cha 8. Skills and Feats: Concentration +10, Craft (Alchemy) +5, Decipher Script +7, Knowledge (Arcana) +7, Knowledge (Local) +3, Knowledge (History) +3, Spellcraft +7; Combat Casting, Eschew Materials, Scribe Scroll. Wizard Spells Prepared (4/3; save DC 12 + spell level): 0 - daze, detect magic, are, light; 1st - color spray, ray of enfeeblement, sleep. Spellbook: 0 - arcane mark, daze, detect magic, disrupt undead, are, light message; 1st - cause fear, color spray, expeditious retreat, mage armor, magic weapon, ray of enfeeblement, sleep. Possessions: Bell, 10 bolts, club, light crossbow.

CHAPTER 13. APPENDIX

144 his or her own unique perspective to the problems the unit faces. Special Tactical Branch The local Special Tactical Branch is called into action when some problem breaks out into the open. Their mission is to stop the threat as fast as possible, with minimum damage to innocent bystanders and the property of citizens. They constantly train to act and think as a unit, and their superior tactics often enables them to take down foes who are individually much more powerful than they are. Lineman: The rank and le of the Special Tactical Branch, the job of the linemen is to both the secure the area surrounding the threat and to pin down foes with their overwhelming numbers and their reach weapons. If they encounter an especially dangerous foe, enough linemen will use the Aid Another action to defend their comrades or to make their enemy easier to hit (which is often followed up with a trip attack). They are trained to act in concert to such a degree that they have little problem in bringing down all but the most powerful opponents. Linemen are usually deployed in squads of ten men. These will be split up into two half-squads of ve linemen each if the situation requires. Human Ftr 4; CR 4; Medium humanoid; HD 4d10+8; hp 34; Init +1; Spd 20 ft.; AC 17 (+1 Dex, +6 breastplate +1), touch 11, at-footed 16; Base Atk +4; Grp +7; Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/1920, longsword); Full Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/19-20, longsword);; SA trip attack; SQ -; AL LN; SV Fort +6 (+8), Ref +2 (+4), Will +2 (+4); Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. Skills and Feats: Climb +1, Heal +2, Intimidate +6, Jump +0, Listen +2, Spot +4; Dodge, Mobility, Improved Sunder, Run, Weapon Focus (guisarme), Weapon Specialization (guisarme). Possessions: +1 breastplate (bloodstone bond with lineman), one-shot cloak of protection +1, +1 guisarme (bloodstone bond with all lineman in the same squad), longsword, potion of cure moderate wounds.

Special Branches
Sometimes, the city faces problems that are so big that the regular city guard is unable to deal with them powerful monsters, rampaging wizards, and other beings that would simply kill any ordinary guardsman who would try to deal with them. For this reason, most cities have special units of elite guards who deal with these threats. Sometimes they are considered part of the city guard, and sometimes they are part of the military forces, but in all cases they are extremely skilled professionals who are given some of the best equipment the city has to oer. And with good reason - the rulers of a city derive their mandate in part that they can maintain peace and the rule of law, and if powerful monsters and individuals were to go unchallenged, the credibility of the city authorities would quickly vanish. The morale in these units is generally high - not only are they well paid (compared to ordinary city guard members or soldiers), but they also know that if they die in the line of duty, most cities will pay to raise them from the dead. This is not altruism skilled and loyal people like them are hard to nd, train, and replace. Still, someone who dies too often because of his own mistakes - or worse, causes the death of others - quickly nds himself demoted out of the unit. As a result, fatalities tend to be few in all but the greatest emergencies. The actual name of these units varies from city to city, but they are commonly referred to as the Special Branches. Special Investigative Branch These are the hidden observers, the secret police, the eyes that look everywhere for threats to the city. They prefer to deal with threats to the city quietly, before the population at large even knows they exist. They are among the most varied guard units, as they have to improvise a lot and deal with a large number of dierent situations. As a result, the most successful of these units have members with vastly dierent skills, experiences, and motivations, so that each member can bring

13.4

Spell Legality Table


Level A Sor/Wiz 2 Sor/Wiz 6, Water 7 Sor/Wiz 0 Clr 2, Good 2, Luck 2 Air 4, Clr 4, Drd 4 Brd 1, Rgr 1, Sor/Wiz 1 Clr 2 Brd 2, Sor/Wiz 2 Brd 6, Sor/Wiz 6 Drd 5, Rgr 4, Sor/Wiz 5 Brd 2, Drd 2, Rgr 1 Animal 7, Drd 8 Brd 2, Drd 2 Legality CL ML CL CL PL Legal PL for Good or Lawful weapons, ML for Evil or Chaotic weapons ML PL PL PL ML CL

Spell Acid Arrow Acid Fog Acid Splash Aid Air Walk Alarm Align Weapon Alter Self Analyze Dweomer Animal Growth Animal Messenger Animal Shapes Animal Trance

CHAPTER 13. APPENDIX


Animate Dead Animate Objects Animate Plants Animate Rope Antilife Shell Antimagic Field Antipathy Antiplant Shell Arcane Eye Arcane Lock Arcane Mark Arcane Sight Arcane Sight, Greater Astral Projection Atonement Augury Awaken Baleful Polymorph Bane Banishment Barkskin Bears Endurance Bears Endurance, Mass Bestow Curse Binding Clr 3, Death 3, Sor/Wiz 4 Brd 6, Chaos 6, Clr 6 Drd 7, Plant 7 Brd 1, Sor/Wiz 1 Animal 6, Clr 6, Drd 6 Clr 8, Magic 6, Protection 6, Sor/Wiz 6 Drd 9, Sor/Wiz 8 Drd 4 Sor/Wiz 4 Sor/Wiz 2 Sor/Wiz 0 Sor/Wiz 3 Sor/Wiz 7 Clr 9, Sor/Wiz 9, Travel 9 Clr 5, Drd 5 Clr 2 Drd 5 Drd 5, Sor/Wiz 5 Clr 1 Clr 6, Sor/Wiz 7 Drd 2, Rgr 2, Plant 2 Clr 2, Drd 2, Rgr 2, Sor/Wiz 2 Clr 6, Drd 6, Sor/Wiz 6 Clr 3, Sor/Wiz 4 Sor/Wiz 8 Banned ML ML PL PL PL ML for civilized races and good or lawful alignments, PL otherwise Legal ML CL CL Legal CL PL Legal Legal ML Banned ML Legal CL Legal CL ML PL for elementals or non-civilized sapients, CL for animals, Banned otherwise ML ML Banned Legal Legal CL PL PL PL PL CL CL PL PL ML ML Legal PL CL PL PL ML ML ML CL ML ML ML PL PL ML ML ML ML PL ML CL ML when cast against civilized sapients, CL otherwise

145

Black Tentacles Blade Barrier Blasphemy Bless Bless Water Bless Weapon Blight Blindness/Deafness Blink Blur Break Enchantment Bulls Strength Bulls Strength, Mass Burning Hands Call Lightning Call Lightning Storm Calm Animals Calm Emotions Cats Grace Cats Grace, Mass Cause Fear Chain Lightning Changesta Chaos Hammer Charm Animal Charm Monster Charm Monster, Mass Charm Person Chill Metal Chill Touch Circle of Death Clairaudience/Clairvoyance Clenched Fist Cloak of Chaos Clone Cloudkill Color Spray Command

Sor/Wiz 4 Clr 6, Good 6, War 6 Clr 7, Evil 7 Clr 1, Pal 1 Clr 1, Pal 1 Pal 1 Drd 4, Sor/Wiz 5 Brd 2, Clr 3, Sor/Wiz 2 Brd 3, Sor/Wiz 3 Brd 2,Sor/Wiz 2 Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5 Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2 Clr 6, Drd 6, Sor/Wiz 6 Fire 1, Sor/Wiz 1 Drd 3 Drd 5 Animal 1, Drd 1, Rgr 1 Brd 2, Clr 2, Law 2 Brd 2, Drd 2, Rgr 2, Sor/Wiz 2 Brd 6, Drd 6, Sor/Wiz 6 Brd 1, Clr 1, Death 1, Sor/Wiz 1 Air 6, Sor/Wiz 6 Drd 7 Chaos 4 Drd 1, Rgr 1 Brd 3, Sor/Wiz 4 Brd 6, Sor/Wiz 8 Brd 1, Sor/Wiz 1 Drd 2 Sor/Wiz 1 Sor/Wiz 6 Brd 3, Knowledge 3, Sor/Wiz 3 Sor/Wiz 8, Strength 8 Chaos 8, Clr 8 Sor/Wiz 8 Sor/Wiz 5 Sor/Wiz 1 Clr 1

CHAPTER 13. APPENDIX


Command, Greater Command Plants Command Undead Commune Commune with Nature Comprehend Languages Cone of Cold Confusion Confusion, Lesser Consecrate Contact Other Plane Contagion Contingency Continual Flame Control Plants Control Undead Control Water Control Weather Control Winds Create Food and Water Create Greater Undead Create Undead Create Water Creeping Doom Crushing Despair Crushing Hand Cure Critical Wounds Cure Critical Wounds, Mass Cure Light Wounds Cure Light Wounds, Mass Cure Minor Wounds Cure Moderate Wounds Cure Moderate Wounds, Mass Cure Serious Wounds Cure Serious Wounds, Mass Curse Water Dancing Lights Darkness Darkvision Daylight Daze Daze Monster Death Knell Death Ward Deathwatch Deep Slumber Deeper Darkness Delay Poison Delayed Blast Fireball Demand Desecrate Destruction Detect Animals or Plants Detect Chaos Detect Evil Detect Good Detect Law Detect Magic Detect Poison Detect Scrying Detect Secret Doors Detect Snares and Pits Detect Thoughts Detect Undead Dictum Dimension Door Dimensional Anchor Clr 5 Drd 4, Plant 4, Rgr 3 Sor/Wiz 2 Clr 5 Animal 5, Drd 5, Rgr 4 Brd 1, Clr 1, Sor/Wiz 1 Sor/Wiz 5, Water 6 Brd 3, Sor/Wiz 4, Trickery 4 Brd 1 Clr 2 Sor/Wiz 5 Clr 3, Destruction 3, Drd 3, Sor/Wiz 4 Sor/Wiz 6 Clr 3, Sor/Wiz 2 Drd 8, Plant 8 Sor/Wiz 7 Clr 4, Drd 4, Sor/Wiz 6, Water 4 Air 7, Clr 7, Drd 7, Sor/Wiz 7 Air 5, Drd 5 Clr 3 Clr 8, Death 8, Sor/Wiz 8 Clr 6, Death 6, Evil 6, Sor/Wiz 6 Clr 0, Drd 0, Pal 1 Drd 7 Brd 3, Sor/Wiz 4 Sor/Wiz 9, Strength 9 Brd 4, Clr 4, Drd 5, Healing 4 Clr 8, Drd 9, Healing 8 Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2 Brd 5, Clr 5, Drd 6, Healing 5 Clr 0, Drd 0 Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3 Brd 6, Clr 6, Drd 7 Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3 Clr 7, Drd 8 Clr 1 Brd 0, Sor/Wiz 0 Brd 2, Clr 2, Sor/Wiz 2 Rgr 3, Sor/Wiz 2 Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3 Brd 0, Sor/Wiz 0 Brd 2, Sor/Wiz 2 Clr 2, Death 2 Clr 4, Death 4, Drd 5, Pal 4 Clr 1 Brd 3, Sor/Wiz 3 Clr 3 Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1 Sor/Wiz 7 Sor/Wiz 8 Clr 2, Evil 2 Clr 7, Death 7 Drd 1, Rgr 1 Clr 1 Clr 1 Clr 1 Clr 1 Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Brd 4, Sor/Wiz 4 Brd 1, Knowledge 1, Sor/Wiz 1 Drd 1, Rgr 1 Brd 2, Knowledge 2, Sor/Wiz 2 Clr 1, Pal 1, Sor/Wiz 1 Clr 7, Law 7 Brd 4, Sor/Wiz 4, Travel 4 Clr 4, Sor/Wiz 4 ML when cast against civilized sapients, PL otherwise PL ML Legal CL Legal ML ML ML Legal Legal Banned PL CL PL PL PL PL ML Legal Banned Banned Legal ML ML ML CL PL Legal PL Legal CL PL CL PL ML Legal PL Legal CL CL CL ML Legal CL PL PL Legal ML ML Banned Banned Legal Legal Legal Legal Legal Legal Legal Legal PL CL ML Legal ML ML CL

146

CHAPTER 13. APPENDIX


Dimensional Lock Diminish Plants Discern Lies Discern Location Disguise Self Disintegrate Dismissal Dispel Chaos Dispel Evil Dispel Good Dispel Law Dispel Magic Dispel Magic, Greater Displacement Disrupt Undead Disrupting Weapon Divination Divine Favor Divine Power Dominate Animal Dominate Monster Dominate Person Doom Dream Eagles Splendor Eagles Splendor, Mass Earthquake Elemental Swarm Endure Elements Energy Drain Enervation Enlarge Person Enlarge Person, Mass Entangle Enthrall Entropic Shield Erase Ethereal Jaunt Etherealness Expeditious Retreat Explosive Runes Eyebite Fabricate Faerie Fire False Life False Vision Fear Feather Fall Feeblemind Find the Path Find Traps Finger of Death Fire Seeds Fire Shield Fire Storm Fire Trap Fireball Flame Arrow Flame Blade Flame Strike Flaming Sphere Flare Flesh to Stone Fly Floating Disk Fog Cloud Forbiddance Forcecage Clr 8, Sor/Wiz 8 Drd 3, Rgr 3 Clr 4, Pal 3 Clr 8, Knowledge 8, Sor/Wiz 8 Brd 1, Sor/Wiz 1, Trickery 1 Destruction 7, Sor/Wiz 6 Clr 4, Sor/Wiz 5 Clr 5, Law 5, Pal 4 Clr 5, Good 5, Pal 4 Clr 5, Evil 5 Chaos 5, Clr 5 Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 Brd 5, Clr 6, Drd 6, Sor/Wiz 6 Brd 3, Sor/Wiz 3 Sor/Wiz 0 Clr 5 Clr 4, Knowledge 4 Clr 1, Pal 1 Clr 4, War 4 Animal 3, Drd 3 Sor/Wiz 9 Brd 4, Sor/Wiz 5 Clr 1 Brd 5, Sor/Wiz 5 Brd 2, Clr 2, Pal 2, Sor/Wiz 2 Brd 6, Clr 6, Sor/Wiz 6 Clr 8, Destruction 8, Drd 8, Earth 7 Air 9, Drd 9, Earth 9, Fire 9, Water 9 Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 Clr 9, Sor/Wiz 9 Sor/Wiz 4 Sor/Wiz 1, Strength 1 Sor/Wiz 4 Drd 1, Plant 1, Rgr 1 Brd 2, Clr 2 Clr 1, Luck 1 Brd 1, Sor/Wiz 1 Clr 7, Sor/Wiz 7 Clr 9, Sor/Wiz 9 Brd 1, Sor/Wiz 1 Sor/Wiz 3 Brd 6, Sor/Wiz 6 Sor/Wiz 5 Drd 1 Sor/Wiz 2 Brd 5, Sor/Wiz 5, Trickery 5 Brd 3, Sor/Wiz 4 Brd 1, Sor/Wiz 1 Sor/Wiz 5 Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6 Clr 2 Drd 8, Sor/Wiz 7 Drd 6, Fire 6, Sun 6 Fire 5, Sor/Wiz 4, Sun 4 Clr 8, Drd 7, Fire 7 Drd 2, Sor/Wiz 4 Sor/Wiz 3 Sor/Wiz 3 Drd 2 Clr 5, Drd 4, Sun 5, War 5 Drd 2, Sor/Wiz 2 Brd 0, Drd 0, Sor/Wiz 0 Sor/Wiz 6 Sor/Wiz 3, Travel 3 Sor/Wiz 1 Drd 2, Sor/Wiz 2, Water 2 Clr 6 Sor/Wiz 7 CL PL PL PL ML ML CL Legal Legal CL CL CL PL ML Legal Legal Legal PL PL PL ML ML PL PL PL PL ML ML Legal Banned ML CL PL PL ML CL PL ML ML PL ML ML CL Legal Legal PL ML Legal ML ML PL ML ML PL ML ML ML ML ML ML ML CL ML PL Legal CL PL ML

147

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Forceful Hand Foresight Foxs Cunning Foxs Cunning, Mass Freedom Freedom of Movement Freezing Sphere Gaseous Form Gate Geas/Quest Geas, Lesser Gentle Repose Ghost Sound Ghoul Touch Giant Vermin Glibness Glitterdust Globe of Invulnerability Globe of Invulnerability, Lesser Glyph of Warding Glyph of Warding, Greater Goodberry Good Hope Grasping Hand Grease Guards and Wards Guidance Gust of Wind Hallow Hallucinatory Terrain Halt Undead Harm Haste Heal Heal, Mass Heal Mount Heat Metal Helping Hand Heroes Feast Heroism Heroism, Greater Hide from Animals Hide from Undead Hideous Laughter Hold Animal Hold Monster Hold Monster, Mass Hold Person Hold Person, Mass Hold Portal Holy Aura Holy Smite Holy Sword Holy Word Horrid Wilting Hypnotic Pattern Hypnotism Ice Storm Identify Illusory Script Illusory Wall Imbue with Spell Ability Implosion Imprisonment Incendiary Cloud Inict Critical Wounds Inict Critical Wounds, Mass Inict Light Wounds Sor/Wiz 6 Drd 9, Knowledge 9, Sor/Wiz 9 Brd 2, Sor/Wiz 2 Brd 6, Sor/Wiz 6 Sor/Wiz 9 Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4 Sor/Wiz 6 Air 3, Brd 3, Sor/Wiz 3 Clr 9, Sor/Wiz 9 Brd 6, Clr 6, Sor/Wiz 6 Brd 3, Sor/Wiz 4 Clr 2, Sor/Wiz 3 Brd 0, Sor/Wiz 0 Sor/Wiz 2 Clr 4, Drd 4 Brd 3 Brd 2, Sor/Wiz 2 Sor/Wiz 6 Sor/Wiz 4 Clr 3 Clr 6 Drd 1 Brd 3 Sor/Wiz 7, Strength 7 Brd 1, Sor/Wiz 1 Sor/Wiz 6 Clr 0, Drd 0 Drd 2, Sor/Wiz 2 Clr 5, Drd 5 Brd 4, Sor/Wiz 4 Sor/Wiz 3 Clr 6, Destruction 6 Brd 3, Sor/Wiz 3 Clr 6, Drd 7, Healing 6 Clr 9, Healing 9 Pal 3 Drd 2, Sun 2 Clr 3 Brd 6, Clr 6 Brd 2, Sor/Wiz 3 Brd 5, Sor/Wiz 6 Drd 1, Rgr 1 Clr 1 Brd 1, Sor/Wiz 2 Animal 2, Drd 2, Rgr 2 Brd 4, Law 6, Sor/Wiz 5 Sor/Wiz 9 Brd 2, Clr 2, Sor/Wiz 3 Sor/Wiz 7 Sor/Wiz 1 Clr 8, Good 8 Good 4 Pal 4 Clr 7, Good 7 Sor/Wiz 8, Water 8 Brd 2, Sor/Wiz 2 Brd 1, Sor/Wiz 1 Drd 4, Sor/Wiz 4, Water 5 Brd 1, Magic 2, Sor/Wiz 1 Brd 3, Sor/Wiz 3 Sor/Wiz 4 Clr 4, Magic 4 Clr 9, Destruction 9 Sor/Wiz 9 Fire 8, Sor/Wiz 8 Clr 4, Destruction 4 Clr 8 Clr 1, Destruction 1 ML CL Legal PL CL PL ML ML ML ML ML Legal CL PL ML ML PL PL PL ML ML Legal CL PL PL PL Legal PL CL PL Legal ML PL CL PL Legal PL CL Legal CL CL CL Legal PL CL PL PL PL PL PL CL PL PL ML ML ML ML ML Legal ML PL CL ML ML ML PL ML PL

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Inict Light Wounds, Mass Inict Minor Wounds Inict Moderate Wounds Inict Moderate Wounds, Mass Inict Serious Wounds Inict Serious Wounds, Mass Insanity Insect Plague Instant Summons Interposing Hand Invisibility Invisibility, Greater Invisibility, Mass Invisibility Purge Invisibility Sphere Iron Body Ironwood Irresistible Dance Jump Keen Edge Knock Know Direction Legend Lore Levitate Light Lightning Bolt Limited Wish Liveoak Locate Creature Locate Object Longstrider Lullaby Mage Armor Mage Hand Mages Disjunction Mages Faithful Hound Mages Lucubration Mages Magnicent Mansion Mages Private Sanctum Mages Sword Magic Aura Magic Circle against Chaos Magic Circle against Evil Magic Circle against Good Magic Circle against Law Magic Fang Magic Fang, Greater Magic Jar Magic Missile Magic Mouth Magic Stone Magic Vestment Magic Weapon Magic Weapon, Greater Major Creation Major Image Make Whole Mark of Justice Maze Meld into Stone Mending Message Meteor Swarm Mind Blank Mind Fog Minor Creation Minor Image Miracle Clr 5, Destruction 5 Clr 0 Clr 2 Clr 6 Clr 3 Clr 7 Sor/Wiz 7 Clr 5, Drd 5 Sor/Wiz 7 Sor/Wiz 5 Brd 2, Sor/Wiz 2, Trickery 2 Brd 4, Sor/Wiz 4 Sor/Wiz 7 Clr 3 Brd 3, Sor/Wiz 3 Earth 8, Sor/Wiz 8 Drd 6 Brd 6, Sor/Wiz 8 Drd 1, Rgr 1, Sor/Wiz 1 Sor/Wiz 3 Sor/Wiz 2 Brd 0, Drd 0 Brd 4, Knowledge 7, Sor/Wiz 6 Sor/Wiz 2 Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Sor/Wiz 3 Sor/Wiz 7 Drd 6 Brd 4, Sor/Wiz 4 Brd 2, Clr 3, Sor/Wiz 2, Travel 2 Drd 1, Rgr 1, Travel 1 Brd 0 Sor/Wiz 1 Brd 0, Sor/Wiz 0 Magic 9, Sor/Wiz 9 Sor/Wiz 5 Wiz 6 Sor/Wiz 7 Sor/Wiz 5 Sor/Wiz 7 Brd 1, Magic 1, Sor/Wiz 1 Clr 3, Law 3, Pal 3, Sor/Wiz 3 Clr 3, Good 3, Pal 3, Sor/Wiz 3 Clr 3, Evil 3, Sor/Wiz 3 Chaos 3, Clr 3, Sor/Wiz 3 Drd 1, Rgr 1 Drd 3, Rgr 3 Sor/Wiz 5 Sor/Wiz 1 Brd 1, Sor/Wiz 2 Clr 1, Drd 1, Earth 1 Clr 3, Strength 3, War 3 Clr 1, Pal 1, Sor/Wiz 1, War 1 Clr 4, Pal 3, Sor/Wiz 3 Sor/Wiz 5 Brd 3, Sor/Wiz 3 Clr 2 Clr 5, Pal 4 Sor/Wiz 8 Clr 3, Drd 3 Brd 0, Clr 0, Drd 0, Sor/Wiz 0 Brd 0, Sor/Wiz 0 Sor/Wiz 9 Protection 8, Sor/Wiz 8 Brd 5, Sor/Wiz 5 Sor/Wiz 4 Brd 2, Sor/Wiz 2 Clr 9, Luck 9 ML PL PL ML PL ML ML ML PL PL ML ML ML Legal ML PL CL PL CL PL PL Legal PL PL Legal ML ML ML PL PL CL PL Legal CL PL PL Legal ML PL ML PL CL CL PL PL PL PL Banned PL CL PL CL PL PL PL PL Legal ML ML ML Legal CL ML PL ML CL CL ML

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Mirage Arcana Mirror Image Misdirection Mislead Mnemonic Enhancer Modify Memory Moment of Prescience Mount Move Earth Neutralize Poison Nightmare Nondetection Obscure Object Obscuring Mist Open/Close Orders Wrath Overland Flight Owls Wisdom Owls Wisdom, Mass Passwall Pass without Trace Permanency Permanent Image Persistent Image Phantasmal Killer Phantom Steed Phantom Trap Phase Door Planar Ally Planar Ally, Greater Planar Ally, Lesser Planar Binding Planar Binding, Greater Planar Binding, Lesser Plane Shift Plant Growth Poison Polar Ray Polymorph Polymorph Any Object Power Word Blind Power Word Kill Power Word Stun Prayer Prestidigitation Prismatic Sphere Prismatic Spray Prismatic Wall Produce Flame Programmed Image Project Image Protection from Arrows Protection from Chaos Protection from Energy Protection from Evil Protection from Good Protection from Law Protection from Spells Prying Eyes Prying Eyes, Greater Purify Food and Drink Pyrotechnics Quench Rage Rainbow Pattern Raise Dead Ray of Enfeeblement Brd 5, Sor/Wiz 5 Brd 2, Sor/Wiz 2 Brd 2, Sor/Wiz 2 Brd 5, Luck 6, Sor/Wiz 6, Trickery 6 Wiz 4 Brd 4 Luck 8, Sor/Wiz 8 Sor/Wiz 1 Drd 6, Sor/Wiz 6 Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3 Brd 5, Sor/Wiz 5 Rgr 4, Sor/Wiz 3, Trickery 3 Brd 1, Clr 3, Sor/Wiz 2 Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1 Brd 0, Sor/Wiz 0 Law 4 Sor/Wiz 5 Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2 Clr 6, Drd 6, Sor/Wiz 6 Sor/Wiz 5 Drd 1, Rgr 1 Sor/Wiz 5 Brd 6, Sor/Wiz 6 Brd 5, Sor/Wiz 5 Sor/Wiz 4 Brd 3, Sor/Wiz 3 Sor/Wiz 2 Sor/Wiz 7, Travel 8 Clr 6 Clr 8 Clr 4 Sor/Wiz 6 Sor/Wiz 8 Sor/Wiz 5 Clr 5, Sor/Wiz 7 Drd 3, Plant 3, Rgr 3 Clr 4, Drd 3 Sor/Wiz 8 Sor/Wiz 4 Sor/Wiz 8, Trickery 8 Sor/Wiz 7, War 7 Sor/Wiz 9, War 9 Sor/Wiz 8, War 8 Clr 3, Pal 3 Brd 0, Sor/Wiz 0 Protection 9, Sor/Wiz 9, Sun 9 Sor/Wiz 7 Sor/Wiz 8 Drd 1, Fire 2 Brd 6, Sor/Wiz 6 Brd 6, Sor/Wiz 7 Sor/Wiz 2 Clr 1, Law 1, Pal 1, Sor/Wiz 1 Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3 Clr 1, Good 1, Pal 1, Sor/Wiz 1 Clr 1, Evil 1, Sor/Wiz 1 Chaos 1, Clr 1, Sor/Wiz 1 Magic 8, Sor/Wiz 8 Sor/Wiz 5 Sor/Wiz 8 Clr 0, Drd 0 Brd 2, Sor/Wiz 2 Drd 3 Brd 2, Sor/Wiz 3 Brd 4, Sor/Wiz 4 Clr 5 Sor/Wiz 1 ML PL PL ML Legal ML PL CL ML Legal ML PL PL PL CL PL PL Legal PL ML ML PL PL PL ML CL CL ML ML ML ML ML ML ML PL PL ML PL ML ML PL ML PL CL Legal ML ML ML PL PL ML CL Legal Legal Legal PL PL PL ML ML Legal CL Legal PL ML PL PL

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Ray of Exhaustion Ray of Frost Read Magic Reduce Animal Reduce Person Reduce Person, Mass Refuge Regenerate Reincarnate Remove Blindness/Deafness Remove Curse Remove Disease Remove Fear Remove Paralysis Repel Metal or Stone Repel Vermin Repel Wood Repulsion Resilient Sphere Resistance Resist Energy Restoration Restoration, Greater Restoration, Lesser Resurrection Reverse Gravity Righteous Might Rope Trick Rusting Grasp Sanctuary Scare Scintillating Pattern Scorching Ray Screen Scrying Scrying, Greater Sculpt Sound Searing Light Secret Chest Secret Page Secure Shelter See Invisibility Seeming Sending Sepia Snake Sigil Sequester Shades Shadow Conjuration Shadow Conjuration, Greater Shadow Evocation Shadow Evocation, Greater Shadow Walk Shambler Shapechange Shatter Shield Shield of Faith Shield of Law Shield Other Shillelagh Shocking Grasp Shout Shout, Greater Shrink Item Silence Silent Image Simulacrum Sor/Wiz 3 Sor/Wiz 0 Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Drd 2, Rgr 3 Sor/Wiz 1 Sor/Wiz 4 Clr 7, Sor/Wiz 9 Clr 7, Drd 9, Healing 7 Drd 4 Clr 3, Pal 3 Brd 3, Clr 3, Pal 3, Sor/Wiz 4 Clr 3, Drd 3, Rgr 3 Brd 1, Clr 1 Clr 2, Pal 2 Drd 8 Brd 4, Clr 4, Drd 4, Rgr 3 Drd 6, Plant 6 Clr 7, Protection 7, Sor/Wiz 6 Sor/Wiz 4 Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0 Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2 Clr 4, Pal 4 Clr 7 Clr 2, Drd 2, Pal 1 Clr 7 Drd 8, Sor/Wiz 7 Clr 5, Strength 5 Sor/Wiz 2 Drd 4 Clr 1, Protection 1 Brd 2, Sor/Wiz 2 Sor/Wiz 8 Sor/Wiz 2 Sor/Wiz 8, Trickery 7 Brd 3, Clr 5, Drd 4, Sor/Wiz 4 Brd 6, Clr 7, Drd 7, Sor/Wiz 7 Brd 3 Clr 3, Sun 3 Sor/Wiz 5 Brd 3, Sor/Wiz 3 Brd 4, Sor/Wiz 4 Brd 3, Sor/Wiz 2 Brd 5, Sor/Wiz 5 Clr 4, Sor/Wiz 5 Brd 3, Sor/Wiz 3 Sor/Wiz 7 Sor/Wiz 9 Brd 4, Sor/Wiz 4 Sor/Wiz 7 Brd 5, Sor/Wiz 5 Sor/Wiz 8 Brd 5, Sor/Wiz 6 Drd 9, Plant 9 Animal 9, Drd 9, Sor/Wiz 9 Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2 Sor/Wiz 1 Clr 1 Clr 8, Law 8 Clr 2, Pal 2, Protection 2 Drd 1 Sor/Wiz 1 Brd 4, Sor/Wiz 4 Brd 6, Sor/Wiz 8 Sor/Wiz 3 Brd 2, Clr 2 Brd 1, Sor/Wiz 1 Sor/Wiz 7 PL PL Legal CL PL ML PL Legal ML Legal Legal Legal Legal Legal PL Legal PL PL ML Legal Legal Legal Legal Legal PL ML PL PL PL PL PL PL ML PL ML ML PL PL PL CL CL Legal ML CL PL PL ML PL ML PL ML PL ML ML PL CL CL CL CL PL PL ML ML CL PL PL PL

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Slay Living Sleep Sleet Storm Slow Snare Soften Earth and Stone Solid Fog Song of Discord Soul Bind Sound Burst Speak with Animals Speak with Dead Speak with Plants Spectral Hand Spell Immunity Spell Immunity, Greater Spell Resistance Spellsta Spell Turning Spider Climb Spike Growth Spike Stones Spiritual Weapon Statue Status Stinking Cloud Stone Shape Stoneskin Stone Tell Stone to Flesh Storm of Vengeance Suggestion Suggestion, Mass Summon Instrument Summon Monster I Summon Monster II Summon Monster III Summon Monster IV Summon Monster V Summon Monster VI Summon Monster VII Summon Monster VIII Summon Monster IX Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Natures Ally Summon Swarm Sunbeam Sunburst Symbol of Death Symbol of Fear Symbol of Insanity Symbol of Pain Symbol of Persuasion Symbol of Sleep Symbol of Stunning Symbol of Weakness Sympathetic Vibration Sympathy Telekinesis Telekinetic Sphere I II III IV V VI VII VIII IX Clr 5, Death 5 Brd 1, Sor/Wiz 1 Drd 3, Sor/Wiz 3 Brd 3, Sor/Wiz 3 Rgr 2, Drd 3 Drd 2, Earth 2 Sor/Wiz 4 Brd 5 Clr 9, Sor/Wiz 9 Brd 2, Clr 2 Brd 3, Drd 1, Rgr 1 Clr 3 Brd 4, Drd 3, Rgr 2 Sor/Wiz 2 Clr 4, Protection 4, Strength 4 Clr 8 Clr 5, Magic 5, Protection 5 Drd 6 Luck 7, Magic 7, Sor/Wiz 7 Drd 2, Sor/Wiz 2 Drd 3, Rgr 2 Drd 4, Earth 4 Clr 2, War 2 Sor/Wiz 7 Clr 2 Sor/Wiz 3 Clr 3, Drd 3, Earth 3, Sor/Wiz 5 Drd 5, Earth 6, Sor/Wiz 4, Strength 6 Drd 6 Sor/Wiz 6 Drd 9, Clr 9 Brd 2, Sor/Wiz 3 Brd 5, Sor/Wiz 6 Brd 0 Brd 1, Clr 1, Sor/Wiz 1 Brd 2, Clr 2, Sor/Wiz 2 Brd 3, Clr 3, Sor/Wiz 3 Brd 4, Clr 4, Sor/Wiz 4 Brd 5, Clr 5, Sor/Wiz 5 Brd 6, Clr 6, Sor/Wiz 6 Clr 7, Sor/Wiz 7 Clr 8, Sor/Wiz 8 Chaos 9, Clr 9, Evil 9, Good 9, Law9, Sor/Wiz 9 Drd 1, Rgr 1 Drd 2, Rgr 2 Drd 3, Rgr 3 Animal 4, Drd 4, Rgr 4 Drd 5 Drd 6 Drd 7 Animal 8, Drd 8 Drd 9 Brd 2, Drd 2, Sor/Wiz 2 Drd 7, Sun 7 Drd 8, Sor/Wiz 8, Sun 8 Clr 8, Sor/Wiz 8 Clr 6, Sor/Wiz 6 Clr 8, Sor/Wiz 8 Clr 5, Sor/Wiz 5 Clr 6, Sor/Wiz 6 Clr 5, Sor/Wiz 5 Clr 7, Sor/Wiz 7 Clr 7, Sor/Wiz 7 Brd 6 Drd 9, Sor/Wiz 8 Sor/Wiz 5 Sor/Wiz 8 ML PL PL PL PL PL PL ML Banned ML Legal PL Legal PL CL CL CL Legal CL PL ML ML PL PL Legal PL PL CL Legal Legal ML ML ML Legal ML ML ML ML ML ML ML ML ML ML ML ML ML ML ML ML ML ML ML PL ML ML PL ML PL ML PL PL PL PL ML PL PL

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Telepathic Bond Teleport Teleport Object Teleport, Greater Teleportation Circle Temporal Stasis Time Stop Tiny Hut Tongues Touch of Fatigue Touch of Idiocy Transformation Transmute Metal to Wood Transmute Mud to Rock Transmute Rock to Mud Transport via Plants Trap the Soul Tree Shape Tree Stride True Resurrection True Seeing True Strike Undeath to Death Undetectable Alignment Unhallow Unholy Aura Unholy Blight Unseen Servant Vampiric Touch Veil Ventriloquism Virtue Vision Wail of the Banshee Wall of Fire Wall of Force Wall of Ice Wall of Iron Wall of Stone Wall of Thorns Warp Wood Water Breathing Water Walk Waves of Exhaustion Waves of Fatigue Web Weird Whirlwind Whispering Wind Wind Walk Wind Wall Wish Wood Shape Word of Chaos Word of Recall Zone of Silence Zone of Truth Sor/Wiz 5 Sor/Wiz 5, Travel 5 Sor/Wiz 7 Sor/Wiz 7, Travel 7 Sor/Wiz 9 Sor/Wiz 8 Sor/Wiz 9, Trickery 9 Brd 3, Sor/Wiz 3 Brd 2, Clr 4, Sor/Wiz 3 Sor/Wiz 0 Sor/Wiz 2 Sor/Wiz 6 Drd 7 Drd 5, Sor/Wiz 5 Drd 5, Sor/Wiz 5 Drd 6 Sor/Wiz 8 Drd 2, Rgr 3 Drd 5, Rgr 4 Clr 9 Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6 Sor/Wiz 1 Clr 6, Sor/Wiz 6 Brd 1, Clr 2, Pal 2 Clr 5, Drd 5 Clr 8, Evil 8 Evil 4 Brd 1, Sor/Wiz 1 Sor/Wiz 3 Brd 6, Sor/Wiz 6 Brd 1, Sor/Wiz 1 Clr 0, Drd 0, Pal 1 Sor/Wiz 7 Death 9, Sor/Wiz 9 Drd 5, Fire 4, Sor/Wiz 4 Sor/Wiz 5 Sor/Wiz 4 Sor/Wiz 6 Clr 5, Drd 6, Earth 5, Sor/Wiz 5 Drd 5, Plant 5 Drd 2 Clr 3, Drd 3, Sor/Wiz 3, Water 3 Clr 3, Rgr 3 Sor/Wiz 7 Sor/Wiz 5 Sor/Wiz 2 Sor/Wiz 9 Air 8, Drd 8 Brd 2, Sor/Wiz 2 Clr 6, Drd 7 Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3 Sor/Wiz 9 Drd 2 Chaos 7, Clr 7 Clr 6, Drd 8 Brd 4 Clr 2, Pal 2 CL PL PL PL PL PL ML Legal Legal PL PL PL PL PL PL PL Banned ML PL PL PL PL Legal PL PL PL PL PL ML ML CL Legal PL ML ML PL ML PL PL PL PL Legal CL PL PL PL ML ML CL PL ML Banned PL ML PL PL PL

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13.5

Resources
Game Books
Ken Hite: Suppressed Transmissions, Suppressed Transmissions 2 - Plenty of weirdness from the real

The following resources were useful in creating Urbis, and might be helpful in inspiring campaigns and adventures.

CHAPTER 13. APPENDIX world (or at least the imagined real world)

154 Francois Schuiten, Benoit Peeters: Brusel, Fever in Urbicand, The Invisible Frontier - The Obscure Cities (or Cities of the Fantastic) were the primary inspiration for Urbis, and thus are highly recommended. Sadly, many titles of this fantastic series of comics are unavailable in English, including a brilliant guidebook to the Obscure Cities - but these titles should be enough to get you started.

Fiction
Alberto Manguel: The Dictionary of Imaginary Places: The Newly Updated and Expanded Classic - There are plenty of unusual locales taken from literature in this book that beg to be used in a roleplaying campaign. Warren Ellis, John Cassaday: Planetary: A comic series where the protagonists are superhero archaeologists trying to uncover the secret history of their world. Its stories have a multitude of homages to superhero comics and other adventure stories of past decades while also showing that the world has moved on from them. In a similar way, Urbis tries to pay homage to the various fantasy worlds in general and fantasy rpg settings in particular that came before it, and an entire campaign could be run with the player characters trying to uncover the secret history of Urbis - with plenty of suitable references to other classic role-playing game settings. Howard Phillips Lovecraft: Many of his stories are appropriate for Urbis. A small sampling: The Cats of Ulthar, Celephais, The Doom That Came To Sarnath The Dream Quest of Unknown Kadath, and The White Ship: These Dreamlands stories are perfect for some of the stranger and more remote regions of Urbis, especially the Lake of Dreams. The Nameless City: Very appropriate for any of the desert regions. The Horror at Red Hook, The Rats in the Walls: Urban Horror at its best. China Mieville: Perdido Street Station - The city of New Crobuzon wouldnt be too out of place in Urbis.

Non-Fiction
Edwin P. Hoyt: Japans War: Gives the reader a good idea about the present political situation in Narevoreen - and what the future might bring... Linda Nead: Victorian Babylon - People, Streets and Images in Nineteenth-Century London: Indispensible for the development of the city of Dartmouth, and highly inspirational for understanding how 19th century cities function. Sudhir Alladi Venkatesh: O the Books - The Underground Economy of the Urban Poor: While written from a modern-day perspective, the insights into how the shadow economies of cities work are timeless and equally applicable to the world of Urbis.

Links
Obsk ur : Weaving the web of the Obscure Cities (http://www.ebbs.net/) - an archive of the above mentioned Obscure Cities, including a brilliant image gallery. A must! Suppressed Transmission: Plumb Weird: Sacred Geometry by Ken Hite (http://www.sjgames.com/pyramid/login/article.cgi?783 - Pyramid Subscribers only) - one of the inspiration for nexus towers.

Chapter 14

Open Gaming Licensing Information


Portions of Urbis - A World of Cities are Open Game Content licensed with version 1.0a of the Open Gaming License (see below). Designation of Open Game Content: Text presented in san-serifed font is considered to be Open Game Content. All content from the System Reference Document (www.wizards.com/d20), or derived from the System Reference Document, is also Open Game Content. If you have questions about the Open Game Content status of any material herein, please contact J urgen Hubert at jhubert@gmx.de for clarication. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (Wizards). All Rights Reserved. 1. Denitions: (a) Contributors means the copyright and/or trademark owners who have contributed Open Game Content; (b)Derivative Material means copyrighted material including derivative works and translations (including into other computer languages), potation, modication, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) Distribute means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)Open Game Content means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identied as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specically excludes Product Identity. (e) Product Identity means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or eects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identied as Product identity by the owner of the Product Identity, and which specically excludes the Open Game Content; (f) Trademark means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) Use, Used or Using means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) You or Your means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must ax such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Oer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sucient rights to grant the rights conveyed by this License. 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holders name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall

155

CHAPTER 14. OPEN GAMING LICENSING INFORMATION

156

retain all rights, title and interest in and to that Product Identity. 8. Identication: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so aected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Urbis - A World of Cities Copyright 2007, J urgen Hubert

Index
50ya, 95 aboleth, 129 aboleths, 94, 102, 129 Adrienne, 85 Adrienne III, 85 Agaros, 121 Ahort, 72 Air, 120 Akth ul, 61 Alande, 81 Alanthos, 69 Alassia, 85, 99 Alassio, 32 All-Seeing Eye, 97 Alliance Army, 41 Alliance Council, 4143 Alliance of the Pantheon, 5, 32, 40, 63, 7476, 79 Alter Peter, 88 Alturus, 102 Amanthera, 95 Amenenu, 70 Amril, 45 Ancients, 86 Animalists, 90 ankhegs, 102 Annurax, 49 Ardraxal, 93, 94 Areus, 121 Argannon, 42, 114 Armach, 75 Aruges, 19, 75 Ascenon, 69 Ashin, 91 Assoros, 92 astral plane, 113, 114, 120, 121 astral planes, 121 Astromantic Society, 54, 94, 135 Atalan, 13 Atalan Emperor, 70 Atalan Empire, 13, 21, 27, 43, 50, 52, 55, 62, 67, 69, 70, 73, 79, 81, 84, 85, 88, 89, 91, 92, 96, 104, 105, 110, 112, 115, 118, 119 Atalan Road, 79 Atalan Wall, 55 Atalus, 85, 92, 104 Athanatos Club, 135 Athieniel, 45 Avareen, 6, 7, 11, 44, 54, 56, 66, 67, 88, 100 Azg ura, 66 Bad Taubenfels, 88 Bagrash, 66 Barandul, 61 barbarians, 9 bards, 10, 74, 75, 108 Bargeto, 85, 127 Barslow, 107 Basilis Niland, 53 basilisks, 102 Basram, 70, 76, 104, 127 Battle of Scarlet Hill, 67 Battle of the Fields of Harrow, 55, 104 Bay Times, 106 Becknal Road, 106 behirs, 102 Bemyne, 75 Bhatal, 48 Black Priests, 71 Blackday, 27 Blauer K onig, 87 Blaustein, 87 Blink Valley, 94 bloodstones, 22 Blue Legion, 41, 74, 77 Blueday, 27 Board of Commerce, 107, 111, 112 Board of Works, 109, 112 Bodenwald, 31, 33, 50, 54, 102, 135 Body of Works, 112 Boreal Wind, 100 Boris III, 95, 96 boroughs, 107 Breonor, 54 Broken City, 63 brownies, 131 Bucatar, 115 bulettes, 102 Burallux, 93 Burisia, 100 Butchers Guild, 53, 54 Byblos, 26, 86, 88, 89, 104 Cadriculan, 69 Calessio, 41, 42 Cantoria, 42 Cardano theMagnicent, 108 cardinal points, 120 Carysis, 63 Castle Canadus, 105 Castle Nargeth, 84 centaurs, 75, 81, 128 Central Network, 32 Cerulean Dawn, 53 Chafring, 107 Chanes, 75 changelings, 7 Chaos, 120 Chaos Pits, 51 Charles Edwick, 112

157

INDEX
chess, 115 Chikwase, 78 Children of Mercy Orphanages, 136 Choral Flowers, 97 chuul, 94 chuuls, 101 Circle Lake, 63 Circle of the Crumbling Tower, 136 citizenship papers, 25 City Guard, 109 City Watch, 107 Clanless, 59 clerics, 10, 64 cloakers, 94, 102 College of White Wizardry, 98 Common, 12 Commoners title, 69 Conall, 107 Conall Gardens, 107 Contemplatives, 90 Cordall Hill, 107, 109 Corrun Forest, 66 cosmic forces, 120, 121 Cotts Point, 105 Council of Elders, 5 Council of Equals, 73, 75 Court of Birds, 54 Court of Elements, 121 Court of Shadows, 54 Crecent Row, 106 Crimson Lake, 90 Cryelis, 43, 115 Crymras Ibrunel, 41 Cryptozoological Society, 136 Crystal Forest, 51 crystal gardens, 76 Cup of Jorunnos, 117 czars, 96 Dahla, 42, 115 Danchester, 55 daresh, 12, 86, 94, 102, 129 adult, 130 elder, 130 juvenile, 129 larval, 129 darkmantles, 102 Dart, 109 Dartmouth, 52, 54, 64, 72, 78, 79 Dartmouth Academy of War, 111 Dartmouth Asylum for the Insane, 109 Dartmouth City Charter, 112 Dartmouth Enquirer, 106 Dartmouth Museum of Natural History, 109 Dartmouth Ornithological Society, 79 Dartmouth University, 109 Dartmouth War Memorial, 109 Date -347, 89 1000Cent., 44 1000ya, 138 100ya, 42 10ya, 76 13thC, 135 150ya, 13 20ya, 77 223-226, 89

158
30ya, 98 4000ya, 82 400ya, 99 43ya, 76 500C, 92 50ya, 105 5ya, 76, 80 70ya, 13 80ya, 75 241, 55 351, 67 395, 89 540, 50 654, 55 965, 111 977, 55 991, 111 1104, 44 1113, 67 1149, 68 1160, 68 1174, 55, 68 1185, 111 1237, 135 1245, 135 1268, 56 1303, 111 1341, 112 1346, 112 1347, 96 1371, 96 1375, 112 1376, 32 1387, 136 1627, 135 After fall of Atalan Empire, 105 Date1073, 67 death ghettos, 19 death pits, 90 deities, 113 delvers, 102 demons, 89, 137 derro, 12 derros, 94 Desert of Thunder, 5, 32, 47, 62, 93, 94, 107, 127, 128, 137 destrachans, 70, 94, 102, 127 devils, 66, 137 digesters, 101 Dirbos, 76 dire lions, 100 dire wolves, 66 displacer beasts, 102 District Guard, 107 divine apotheosis, 114 divine bureaucracy, 114 divine imposter, 114 Doge, 81, 85 doppelgangers, 127 dopplegangers, 85 Dragon Cults, 137 Dragon Falls, 99 dragons, 103, 127 blue, 47, 62, 127 bronze, 90 gold, 90, 95 Draxal, 48 druids, 10, 91, 115, 121, 136 dryads, 128

INDEX
Dulinor, 62 Durgoth of Byblos, 120, 135 Durgoths Wall, 135 Duriam, 106, 107, 109 dwarves, 5, 6, 8, 12, 66, 67, 72, 87, 89, 92, 103 Earth, 120 Eastern Network, 32 Edward Dunkin, 78 Eldwen of Hecanshire, 111 elemental planes, 120 elemental season, 121 elementals, 101 earth, 102 Elf Roads, 73 Eloria, 42 Eluvanar, 81 elves, 5, 6, 8, 11, 31, 45, 66, 67, 76, 80, 85, 88, 90, 92, 98101, 103, 110, 128, 131 Emperor Barusus IV, 70 Emperor Solus, 89, 104 Enegorn, 11, 45, 46 Epholos, 69 Ernst Bachmann, 89 Erquar, 80 Estenheim, 83 Eternal Storm, 5, 50, 66, 68, 71, 77, 104, 128 ethereal lchers, 101 ethereal plane, 120, 122 ettercaps, 101 Eunorites, 97 Eustilia Plains, 75 Eustillia Plains, 42, 44, 77 Everett Carsli, 111 EverettHurey, 112 Evil, 120, 137 Exhibition Grounds, 107 Expansionists, 90 experts, 135 Faerie, 84, 122, 130 Fair Folk, 7, 108, 122, 130 fair folk, 73 Falimar, 82 Far Coast, 101 Fate Club, 137 Feenwald, 88 Festival of Lights, 27 fey, 45, 54, 81, 84, 88, 94 Fields of Harrow, 54, 55, 111, 136 ghters, 11 Fire, 120 First Citizen, 75 First Councilor, 75 First Families, 106 Flannish, 13 Flannish Cities, 5, 13, 19, 32, 52, 66, 85, 88, 90, 101, 104, 135, 136 Flannish Cities Unity Coalition, 53 Flannish Empire, 55, 104 Flannish Kingdom, 55 Flannish Quarter, 84 fog people, 79 Fogsend, 108 Foreigners Quarter Navar, 82 Forest of Avareen, 46 Forest of Fomoraig, 81 Forest of Songs, 54 Forst of Lights, 83 Fort Nilatus, 77 Fortress Home, 42, 43 Fountain of Youth, 46 frost worms, 102 fungi, 101 Gailsbreath, 108 Garad-Zhak ul, 60 Garden of Delights, 49 Garin, 136 Gathal-Nur, 60 Gawaris Desert, 32, 56, 58, 99, 101, 128, 138 Gebral, 116 Gelberth, 107, 109 Gelgen, 55 Gellingen, 88 Gemeinschaftsbank, 25, 88, 137 Geniok, 58 Gentlemen Callers Club, 108 ghasts, 78 ghosts, 72, 96, 110, 113, 115, 122 ghouls, 73, 78, 107, 127 giant bees, 67 giant eagles, 128 giant owls, 128 giants, 115 cloud, 69 Gigam, 48 Giranbazai, 48 Glenning Street, 110 gnomes, 6, 8, 43, 62, 63, 87, 103, 137 goblin, 61 goblins, 51, 66, 70, 98, 103, 128, 131 goblins , 62 Gol Algor, 5, 12, 32, 57, 69 Gol Grungor, 5, 12, 32, 59, 6668, 83 Gol Murak, 5, 61, 85, 90, 92, 100 Gol-Tabur, 89 golem, 31 golems, 22, 31 Golk Murak, 32 Good, 120 Gorchov, 52, 95, 96 Gorok-kar, 54, 55 Gorok-mar, 72 Gossamer Fields, 84 Gr ungarten, 31, 53, 54, 58, 97, 101 Gral Guldenberg, 87 Grand Carnival, 63 Grand Road, 32, 61, 85, 99, 100 Graveyard of Souls, 73 Gray Hills, 54 gray renders, 102 Great Game, 29 Great Lake, 55, 68, 83 Great Provider, 63 Great Southern Chaos, 5, 76, 104 greater gods, 114 Green Monoliths, 55 Greenday, 27 gricks, 102 Grondholm, 83 Guardian of the Threshold, 113, 114 Guild Cemetery, 107 Guldenberg family, 43, 87, 137 Gulrathur, 89

159

INDEX
Gurion, 138 Gurions Rest, 57 Gurions, 57, 138 Guroth, 52 Hagenzell, 88, 89 half-dragons, 47, 48, 95, 137 half-elves, 6, 75, 76, 85, 90, 98 half-ends, 66 half-orcs, 7, 8 haling crime ring, 106 halings, 7, 8, 69, 71, 87, 89, 103, 104 Hamajan Mountains, 11, 92 Haphta, 63 Harbor, 109 Harrengrimm, 84 Harrowhill, 105 Harrowhill Public School, 105 Harvel Hills, 71 Hatramo, 43, 116 Hellweg III, 55 Helystis, 75, 76 Helyswood, 75 Henningswoade, 109 Hensington, 109 Hidden King, 5 High Castle, 43 High War Council, 65, 67, 76 hippogris, 79 Hobgoblin Dominions, 5, 32, 44, 59, 74, 95, 98 hobgoblin dominions, 8 hobgoblins, 7, 43, 45, 65, 76, 88, 98 Hogenrood, 54 Hogenrood Museum of Art, 54, 89 Hollerpass, 88, 104 Hollowhill, 54 Holzau, 54 Horngate Hill, 107, 109 House of Parliament, 107, 112 humans, 8 Hyra, 69 Ibeth, 82 Island Turtles, 101 Isle of the Black Priests, 71 Isle of the Sorcerer, 99 Ixios the Chainer, 138 Izd ul, 60 Joro, 100 Jorunnos, 43, 116 Journal of the Dartmouth Geographic Society, 106 Judario, 85, 101 Judianc, 52 Kalab, 76 Kaltengrad, 83, 84 Karbazul an, 61 Karelwood, 71 Karlach, 88 Karlsbach, 88 Karos, 91, 93 Karsamos, 76 Katrinburg, 96 Kazang, 64 Keepers of the Threshold, 72 Kelzech, 91, 92 Khadeen, 57 Khargun, 56 Khatash, 68 Khazad Nomads, 9597 Kiergans Hill, 105 Kierrans Island, 83 Kikuluk, 63 King Geonodes IX, 77 King Hellweg III, 104 King John III, 111 King Kartias, 105 Kiturab, 58 kobold, 61 kobolds, 62, 63, 70, 92, 128, 137 Kolchov, 52 Kortus, 42, 117 Korzech, 95 Kourama, 48 Kunak, 63 Kurova Bay, 71, 73

160

lacedons, 94 Lady in Green, 108 Lair of the Tatzelwurm, 88 Lake of Dragons, 90, 99 Lake of Dreams, 5, 32, 63, 68, 90, 93, 102, 108, 122 Lake of Ormalluin, 81 Lamash, 66 Lands of the Dead, 32, 71, 135 Law, 120 League Army, 74 League of Armach, 5, 32, 40, 43, 44, 56, 59, 63, 68, 69, 73, 85, 95, 97, 104, 136 Leconte, 85 lesser gods, 113 Liberation War, 56, 111, 138 Liberation Wars, 106 liches, 78 lichs, 72 life insurance, 25 Lord Amrast, 4042, 44, 79 Lord Mayor, 106, 112 Lord Thorodel, 45 Lorendur, 46 Luciano, 99 lycanthropes, 71 Mageth, 104 Magmyril, 84 Magreth, 65, 67, 68 Magrith, 101 Malundi, 32, 41, 63, 77, 101, 108, 128 manpower modier, 15, 16 manticores, 102 Mara, 42, 117 Maraduk, 60 Markub, 58 Marsata, 96 Marvensgate, 109 Marzukh, 66 masiq, 57 material plane, 119 Mating Grounds of the Gods, 79 Maximilian III, 54 Medras, 52 medusas, 94 Melkoth Thrumbor, 73 mercenaries, 30 Mercytos, 76

INDEX
Merebis, 88 merfolk, 85 Mergoda, 85 Mewa, 78 Michael Kolchov, 52 Millian Hedwell, 52 Modernists, 58, 90 Molten Lake, 66 Mondro, 99 monks, 11, 46, 64 Mount Ilvo, 43 Mount Kayode, 94 Mount Uzuma, 94 Mugrash, 65, 66 mummies, 70, 78 Murab, 70 Murgong, 67 musical spas, 75 Nabi, 49 nagas spirit, 94 Nagrab, 65 Nameless God, 69 Nar ul, 61 Nardhome, 101 Narevoreen, 6, 45 Narevoren, 79 Nas, 49 Natasha Ivara, 95 Naurimar, 80 Navar, 80, 82 Nazeer, 57 Nebelh ohlen, 88 necromancers, 72 Negative Energy, 120 Negroth the Doombringer, 54, 55, 68, 8385, 88, 104, 106, 111, 138 Neidar, 81, 82 Nemuta, 49 Nengis, 97 Nesef, 58 Nesep, 70 Neubodenwald, 33, 94 Neuburg, 88 Nevak, 76 Nexus Age, 27 nexus tower, 27, 85, 104, 114 nexus towers, 3, 4, 8, 10, 12, 18, 22, 28, 30, 56, 67, 80, 83, 85, 87, 88, 104, 109, 112, 113, 119 Night Parade, 72 Nimdenthal, 54 Nimur, 72 Nkolo, 78 Nolvia, 71 Nolwia, 72 Norfjell Wastes, 32, 55, 73, 101, 128 main, 82 Norol, 43, 117 Northern Network, 32, 65 Nugrin Gap, 43 Nuovo Alassia, 100 Nygeia Hills, 69 nymphs, 128 Nyros, 118 ogres, 115 Old Faithful, 109, 112 Oldenheim, 55 Ombuso, 41, 79 Omphos, 43 one-shot enchantments, 22 Orchard of Tears, 46 orcs, 8, 67, 68, 73, 83, 92, 103, 128, 137 Oreanor, 102104 Organizational Standing, 13 Oruniacur, 86 OS, 13 Oscimote, 76 othyughs, 101 Ouneiros, 70, 113, 118 Ouneirotur, 70, 118 outer planes, 113 Ozlia Marshes, 75

161

paladin, 19 paladins, 11, 79, 88, 105, 106 Palias, 118 Parginian Rim, 5, 6, 32, 42, 63, 79, 84, 91, 92, 101, 108, 111, 122, 135, 136 Parginian rim, 101 passport, 25 Patriarch, 97 pegasi, 128 Pengalen, 98 Percival Shellard, 112 Petersberg, 88 phantom fungi, 101 Pharsus, 70 Philosophers, 69 Pilgrims Rest, 43 Pillars of the World, 101 Plain of Ants, 48 planes, 47, 50 planets, 101 Plateau of Hungry Ghosts, 91 Port Coriano, 79 Positive Energy, 120 Praxus, 13, 19, 20, 55, 75, 135 Prosius, 76, 97 psionic items, 90 psionics, 12, 9093, 130 purple worms, 101 Purpleday, 27 Pyarekat, 72 Pymander, 58 Queen Queen Queen Queen Arwanna, 45, 108 Meera, 80 Meeral, 80, 81 Mulukki, 63

rail line, 91 rail lines, 88, 89 railroad, 79 railroads, 31 rainbow dust, 69 Rainbow Plains, 69 rangers, 11 Ranya, 32, 101 Rat, 87, 88 Ratium, 89 Red Oaks, 110 redcaps, 131 Redday, 27 Reever Islands, 78

INDEX
remorhazes, 102 research library, 26 residency papers, 25 resource modier, 15 Rhikasa, 64 Riarno, 43 Road to Nowhere, 122 Roads End, 72 rogues, 11 Rondhaven, 55, 109, 110, 136 ropers, 102 Rothea, 27, 102, 121, 135 Rules of War, 30 rust monsters, 102 sahuagin, 32 Salit, 49 Samzuu, 48, 49 Sargoth, 59 Sartians, 97 Sarush, 43, 9092, 118, 131 sarush, 132 Sarushs Bowl, 91, 92 satyrs, 81, 128 Sceas, 77 sea hags, 94 Sea of Shards, 70 Secondaries, 111, 112, 138, 140 Seekers of the Highest Mountain, 41, 43 Serenwode, 110 Serpent Kingdoms, 49 Sexism, 9 Shafts of L ud, 57 Shago, 79 shambling mounds, 101 Shambling Plague, 111 Shaprat, 53, 104, 119 Sharakh, 66 Sharal, 60 Shargul, 91, 92 Shasrar, 91 Shieldwall Mountains, 51 sidhe, 131 Siebenbund, 32, 86, 101, 104 Siebenbund Alps, 42 Sir Calabrim, 88, 104 Sirens Rock, 54 Sirenzo, 85 skeletons, 72 Slayer of Gods, 114 Slendar, 91 Snake Kingdoms, 48, 61, 63, 85, 89, 131, 132, 136 socerers, 137 sorcerers, 11, 74, 83, 99, 135 Sormar, 46 Sound, 121 Special Branches, 144 spell legality, 23, 144 spider eaters, 101 sprites, 128 Sslushtra, 94 St. Conroy, 110 St. Conroys Cathedral, 110 St. Mordigan Church, 109 Star Mountains, 33, 92, 93 Steel Archipelago, 101 Stercia, 86, 91 stirges, 101 Stone Coast, 81 Stormheart, 51 Strozny, 96 Sudilar, 43 Sunset Province, 52, 77, 94 surahti, 90 surathi, 12, 47, 48, 61, 91, 93, 108, 118, 131, 136 favored ones, 132 lesser brethen, 132, 136 Pure Ones, 90 pure ones, 132 thin-blooded, 131, 136 Surtus, 33, 102 Svardholm, 55, 83 svirfneblin, 94 sylvan races, 128

162

Tallanggarul, 48, 48, 50, 93 Taras, 43 Tardruin the Black, 109, 112 Tarma Swamp, 78 Tarnoth Empire, 62, 104 tarrasque, 63, 64, 128 Tatzelwurm, 88 Tekel, 119 Temple of the Nameless God, 69 tendriculous, 101 Terrarium, 108 Thabashar, 49 Thabashars Bowl, 48 The Caprice, 108 The Colony, 83 The District, 107, 112 The Games, 86 The Hole, 77 The Lady, 108 The Magister, 86 The Miasma, 63 The Observatory, 58 The Old Road, 46 Theaniros Antires, 74 Thenares, 5, 11, 32, 40, 41, 43, 44, 63, 74, 88, 97, 104, 119 Thenareth, 68 Thenemon, 77 Thenos, 11, 13, 40, 41, 44, 88, 97, 98, 110, 119, 136 Thorn Wars, 91 Thornstone, 72, 73 Thurangax, 50 Tingmaril, 81 Torburg, 55, 85, 110 Torchbearers, 74, 77 Toressea, 82 Torrino, 86 Toskava, 95, 96 Tower of Horag, 70, 135 Trasoch, 91 treants, 128 Treaty of Praxus, 13, 56, 104 trods, 122 trolls, 115 Tsan Empire, 11, 13, 33, 52, 77, 95, 96, 127 Tsiaro, 100 Tulukka, 98, 104 Tunzano Swamps, 84 Turaveen, 45, 73 Tuvareen, 6, 7, 98 Tybald Mansion, 110

INDEX
Ufthak, 65 Uluth, 102 Uluths Herald, 102 Uluths Servant, 102 Umgaz u, 66 undead, 68, 78, 96, 135 undead gods, 114 Underworld, 43, 115, 122 Ungol, 120 unicorns, 128 Ushmin, 59 Uzgog, 67 Uzgog Run, 67 Uzul ar, 61 Valley of the Fog People, 79 Valley of Thorns, 91 vampires, 72, 78, 95, 107 Varcomo Mountains, 42, 43 Veiled King, 70 Veletta, 86 Venthirax, 106 Verdant Coast, 32, 49, 85, 91, 92 Viderio, 86 Virdans Folly, 52 Vuovi, 71 War of the Snake, 92 Warrens, 109 Warriors title, 69 Water, 120 wealth modier, 16 weekdays, 27 wererats, 109 Western Network, 32 White Wizards, 97, 98 Whiteday, 27 winter wolves, 66 Wirland, 111 Wirland Parliament, 111 wizards, 12, 13, 51, 72, 74, 83, 89, 103, 135 illusionists, 46 Wizards Guilds, 74 Wolfs Tear, 83 Worble Alley, 106 Worg Hills, 66 worgs, 66 World Magic Exhibition, 107 world trees, 79, 102 Wuanlong, 95 Wutenheim M.M., 13 Wyverns Cli, 110 Wyverns Cli Sanatorium for the Weary Mind, 110 wyverns, 66 Yaragol, 92, 139 Yarolg, 67 Yellow Monastery, 73 Yellowday, 27 Yethrod, 70, 79, 102, 104 yethrod, 127 yez u, 78 Ygreb, 41, 43, 69, 120 yrthaks, 70, 102, 128, 129 Zalnar, 91 Zarg ul, 103 Zarkurush, 92 Zeshkel family, 91 Zh arum, 60 Zhao Roh, 95 zombies, 78, 111, 129 Zuidenstadt, 55 Zunal, 62 Zwergenheim, 89

163

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