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Cities are filled with wonder, beauty, luxury, delights, danger and intrigue. An exciting adventure can begin there or a life can suddenly and violently end. ‘The city is the expected place to buy and sell wares, learn necessary skills to further one’s chances, and perhaps even to delve into the powers of fuith or magic. ‘The wildest of fantasies can be explored inside the city’s high walls or one may suddenly be confronted by the most unthinkable of nightmares. A city sojourn can be that of solace, comfort and pleasurable luxuries oF it may become a place of great treachery and cunning deceit. Because so many are crowded together, life is cheaply held for a few coins, a life may be bought, sold ‘or mercilessly destroyed. So welcome to the city «place of ‘opportunity, bur remember to keep alert, try co think and act fast and always watch your back! Approaching the City As the traveler dra ss near a mature, thriving city, there between dwellings. ‘The large farms and ranches of the countryside are no longer seen and smaller farms, and an ‘occasional mill, forge oF shop can be noticed. As one draws sed through, then towns, mally, approximately bur nor actually neat the city, small villages are p Finally, che city itself is reached. No 90% of a city’s population lives within, the city’s walls A city’ fortifications are normally made of stone with large iron gates serving as portals. An occasional moat is sill employed, although these ae found only in the oldest of cities. Older cities may have wooden fortifications that ‘were built before the advent of large siege machines, such as catapults. These wooden fortifications were always a sufli- cient barrier to armed invaders and small missile weapons, ‘but not co the large boulders that catapults can launch, The cities that can afford it have now added stone to their forti- fications if stone is locally available Depending upon the size of che city, there are on four gates that are large enou cial traffic. At each of these large gates stands a gatekeeper, many “hawkers” trying to sell their wares, a wild assortment of beggars all with their hands out, and a few sneak thieves to accommodate commer- Appendix II: Cities and pickpockets ready to make off with a weary travelers possessions. A coll usually must be paid co the gatekeeper before gaining entrance to the city. How wealthy or important a traveler seems will ofien determine the magnitude of the entrance fee. OF course, any extra money collected will, quickly disappear into the gatekeeper’ sizable purse, making this a very lucrative position to hold. A gatekeeper excellent source of information, as he is in the thick of the hustle and bustle and sees so many come and can be a go. A gatekeepers memory can often be jogged or fogged by passing him some silver. So ifthere isan unusual person, holy symbol or outfit soughe, or if someone needs to “disap: pean” or not be remembered, consider the sharp-eyed gatekeeper A stranger to the city may be required to make a preliminary visi co the city guard station. "There, he or she may be informed about any restrictions regarding the use or possession of weapons, specific holy symbols or even whether or what kind of magic can be used within the city’s walls. It may be necessary 0 leave valuable and life-swving objects there to conform to the city’s laws, Being thus parted from a crusted blade or spellbook can be quite distressing, especially when the potential for danger or a hostile encounter is so high. Sometimes an expensive special permie allowing an adventurer to retain her weapons can be purchased. Normally at night, che cis age gts ae sealed and ‘no one is permitted entrance or egress until morning. One needs to be resourceful in finding alternate means of passage. Every city wall has its unguarded or “weak” spots, especially under the cover of darkness, which might be very handy for the adventurer in times of trouble. The City Proper Upon entering the city, the adventurer will immedi- ately become part of a teeming mass continually on the go and usually struggling 10 survive. Mulei-sory buildings ‘encroach upon th ‘As one gets further into the city, the narrow streets become boulevards and the homes become progressively larger and already crowded and too narrow streets, finer. ‘The aristocrats live near the center of town, in a community adjacent to the residence of the duke or mayor. The middle class merchant and his family often resides in an apartment above his shop, which is usually located berween the upper class neighborhood and the cicy wall The lower classes make theit small and humble homes closest to the walls One thing an adventurer may not be prepared for is the overwhelming stench of the city. Farm animals, such as chickens, pigs, catle and horses ate commonly found in great numbers within the city walls. Garbage, refuse and excrement are just dumped directly onto the streets and their shallow gutters. where it remains until the next rin, Deeper gutters and sewers are found in only the largest and most prominent cities. The diseases that accompany such a filthy environment should also be of major concern to the traveler. A trip through these streets could be fatal to those not used to such exposure to filth and disease Every city has a marketplace where the majority of goods are bought, sold and traded. Of all the sites in the city this is the place that is the most interesting, congested and dangerous. Goods of all kinds can be purchased here, from weapons and armor to fine silk clothing to artwork riers are often found here, announcing official news such 35 tax increases or new royal edicts, local news such as marriages, births and funerals, or simply announcing the time of day. Cricrs, more than posted notices, are the most commion way t0 pass information on to the public Entercainers of all kinds can also be found in the market- place: puppeteers, fire breathers, magicians, actors, musicians and jugglers. ‘Adjacent to the marketplace are most of the permanent shops that local merchants own and operate. Here are the small curio shops where exotic potions, spell components, and most importantly, information may be purchased. Also located in this general area are most of the quality inns. ‘There are also cheaper inns located near che citys walls, but these tend to be poorly maintained and have bad food and ‘even worse al. A good inn is where the tired adventurer can heal his wounds and spend his hard earned coins on some of lifes simple pleasures. Most inns, for a fee, will stable and feed a horse, serve hot meals such as stew, bread, cheese and wine, and provide simple lodging, Meals are usually eaten ina large gathering room called a “common” room that is most often located on the first floor of the inn. It is here thar adventurers can associate with both the locals and travelers from far-off lands. Tales of heroic deeds oF of vast caches of treasure can be heard on any given evening while sitting around the fireplace and enjoying sip of cheap wine orale. The sleeping rooms are usually locaced on the upper floors of the inn, ‘The rooms and beds are typically shared by ewo to four people. A small table, several chairs, a wash pot, a chamber pot and a bed are the usual furnishings There are no fiteplaces in most of the sleeping rooms, both to minimize cost and co prevent fires by careless guests ¢ loosely stuffed feather pillow on the bed. ‘The single blanket is made of coarsely combed wool. Clean sheets are considered a luxury and are rarely provided, The Fireplaces and sheets on the bed, but these are usually quite dear and are reserved for wealthy patrons. There is a coarse straw pallet and a re larger, nicer rooms with There is a great difference between the prosperous and the unfortunate in the city. ‘The wealthy parade from store co store, wearing their finery, with theie servants tailing behind to hold any purchases, and with a fine eartiage waiting nearby to carry them home when tired, Much more commonplace in the streets are the poor, ragged blind, lame or diseased beggaes ask Mixed in with the truly unfortunate are some healthy beings only pretending to be destitute beggats. For a few coins, beggars can sometimes be valuable sources of infor- mation since they are aways on the street and can observe so much. Be aware though, their information is sometimes created co satisfy the perceived needs of the purchaser. for a few coins The city streets are usually quite narrow, not much wider than the average carriage. Traffic often must come to a standstill because two carts oF cariages meet on the same street, and one has to back out of the other’ way. The streets are usually straight north-south or east-west routes while che alleys seem to meander aimlessly. Only the foolish cravel the alleyways alone. Traffic is not regulated and moving vehicle accidents are common, as the more important personages feel chey automatically always have the right-of-way. People who drive these carriages and carts have no regard for those afoot. One should remember to look both ways before erossing a street oF lest he end up under a ho ‘oF wagon, The Community Scattered throughout the city ae temples of a wide and varied assortment of deities. Large cities have places of ‘worship for all the major religions. Clerics may find cheit own religions temple a place of rest and sanctuary from the trials of adventuring, For higher level priests, a major city may be the only place with mentors skilled enough to train them. Trade guilds are common throughout the city. The vast majority of craftsmen and professionals, ie, chose with formal training, belong to these guilds. Weaponsmiths, apothecaries, woodworkers, jewelers are typical examples of trade guilds. ‘The stated purpose of such guilds is to ensure thae customers will receive quality products at a fair price while protecting the jobs of its members. In reality, the guild usually has a monopoly on its particular service or product and can asons, weavers, fighters and, charge whatever price it wishes. If non-guild crafismen try to undercut the guild’s prices or services they will soon be visited by its enforcers. Individuals skilled in a particular trade are not automatically granted membership into the guild. ‘The old adage, “It’s not what you know, true in the city. A crafismen must have a license from the local guild in order to practice within the city. Craftsmen without licenses must either be saisied with working for licensed guild member or move on to another locale. ‘The requirement of a license prevents the marker from being flooded with similar products, which the guild members believe would cut their profit or even put them out of work. Craftsmen are generally classed either as an apprentice 4 journeyman or a master. The given rank is dependent on the level of ability and experience, the passage of stringent testsand the paymencof a guild fee. Apprentices are usually children of wealthy merchants or other guildsmen and who you know,” rings range in age from eight to twelve. They are sent to a partic ular master to learn that master’s trade. Masters do not train their own children, which helps to ensure that no preferential treatment is given to the apprentice Apprentices work long, hard hours while performing the lowest and most degrading tasks. They receive only lodging, minimal food and no money for their seve long years of The journeyman position is typically reached by the mid to late teens. ‘The supervising master will verbally inform the guild that an apprentice has passed the requite- ments necessary to advance to journeyman. A test of skill may be required, though this is rare. In addition to room and board, journeymen are paid a small wage for their services. Training continues under the watchful eye of the master, while another youth is taken on as apprentice The title of master is typically attained by the early co mid-twenties. This is an individual who has mastered the finer points of his skill and is now competent enough to be licensed. Obviously, there are varying. skill levels even under this ttle chat come only with experience. Individuals new to the title of master often just return home to their fathers shop to work under him, with the hope of one day inheriting the family license. Others may roam the countryside in search of a growing community where their skills are needed and there is 0 y to be made. Thieves, like other craftsmen, also have a. guild Freelance thieves if caught, are dealt with very severely by the local guild. Thus, visting rogues who desice to ply their trade are encouraged to register with the guild, Finding the local thieves guild, on the other hand, may not be all chat casy. Thieves vary in class from simple curpurses and pickpockets to some of the most feared rogues in the city Untesolved rivalries beewcen religions, merchants or guilds may be settled permanently through the hiring of a local guild assassin The city strets, especially at night, are dangerous places. Serct lights are non-existent. The lite illummina- tion there is tends to come from building windows, such as those of the inns. City guards patrol the streets but are cften noisy, easily cluded and less than enthusiastic about venturing inco the alleyways. Day and night, cher is always the cheat of filing viesim 10 a clever thief. As one adven- tures through a big city there is also the chance of encoun- tering dangerous monsters. Rats (both normal sized and fs feral cas, ghouls and other undead may lurk in che city’ sewers, alleyways, graveyards and abandoned buildings. ni), wererats, rabid and starving dog Government Most nations on Tellene ate simple monarchies ruled by a royal family. The cities within a kingdom may be feudal or free-governing in nature. All cities, regardless of type, owe allegiance to the king, atarms in times of war A feudal town can cither be ay taxes and supply men- governed personally by the king, ifthe city isthe capital of the kingdom, or by his personally appointed duke. The duke may parcel out land to his more loyal subjects to live and raise crops on, buc they are never given ownership of it In exchange fora high percentage ofall goods produced and services rendered, the duke will provide protection and a form of government for his people. Often he will appoint loyal subjects ro hold various public offices to help him run the city. Such total power can be very corrupting, and the ‘duke may of may not bea far or just ruler. The distinction between classes in a feudal town is quite noticeable and upward movement berween classes is virtually non-existent A fice city is governed by a king-appointed governing board, or council that oversees the daily running ofthe city The chosen council members are usually active resident noblemen who have close ties to the royal family and will best serve che interest of the King. ‘They are well-versed in law and government and may belong to the Litigants’ Guild. Appointed officials ina fre city typically include a mayor, guardian, bondmaster and, if applicable, a portmastet. In most cities, there are no official tes berween church and state, althoug undoubtedly have signifi the dominant religion will inc influence on important The guardian is usually che commander of the city guard. His responsibilities include protection of the city, maintaining law and order and che management of the city jail and gallows. ‘This is a very prestigious position, usually making him second in command only to the duke or mayor, Often the guardian is an experienced adventurer with ties co the city. He isa man to be respected and feared. The wise can only hope their paths do nor cross on he wrong side of his sword. The bondmaster is typically responsible for the collec- tion of taxes and the balancing of the city ledgers. In a feudal city, the collection of taxes is much more rigorous since the higher expectations of the king places greater Financial demands on the duke. Also, the way society is so structured ina feudal city and its elas systems, all taxes are rigorously. collected, fen using brutal and heartless methods. A free city collects taxes from its citizens but there is more free enterprise and thus unrecorded and tuntaxed monies are often passed under the table with the bondmaster being willing to look the other way, for a petsonal reward. Seaports need a portmaster to govern the harbor. The an of the sea wich many years of His responsibilities typical portmaster isa ver piloting and navigain include maintenance ofthe docks and waterways, providing experience pilocing services 10 incoming and outgoing vessels, a Free cities have a mayor appointed by the council and responsible for governing the everyday affuirs of the city She is a very busy person and an audience requested with her will often be denied unless made by someone of great importance or interest. The mayor reports to the council con a monthly basis concerning the fiscal state of the city, preparations for special occasions such as festivals, approval for the hanging of criminals and ehe overall status of che The city is erly a place of wonder and a source of great adventure. Inexperienced, unwary advencurets ate likely to be awed by the city’s vast range of experiences, and maybe even separated from their worldly possessions. But, as characters gain experience, they are more likely to find excitement and intrigue in the fabulous melting-pot of life colleccion of import, export, and registration taxes. All called the city maritime responsibilities rest upon the shoulders of the City Quick-Reference Chart City Region Country/Location Population Page # Fasaer Feanaaria Bay | Noth of Fautee Forest 6,700 128 Alrwven Brandobia Dalmond River /Voldor Bay, Omdal River 4.000 2 ‘Ainarma Brandobia Elos Desert/Coast of Straits of Svimohzia 3800 a Andven Brandobia Eldor/Yordon Sound 4,906 2 Anowhizh Svimaheia West Ozhvinmish/Northeast coast 22,200 182 Ardaw-Norr Wild Lands Skarma/Reanaaria Bay 16,100 no Aroroleta Kalamar Dodera/Ridara and Doreba rivers 24,100 ° Ashakulagh Young Kingdoms | Norga-Krangrel/Ashul Weald, EkRidar River 5200 85 Ashoshani Svimohzia West Ozhvinmish/Miznoh Forest 88,900 149 Baethel Reanaaria Bay | North of Nanakary Forest 750 129 Balelide Kalamar Tarisato/E'Korug River 6,400 7 Baneta kalamar Pekal/Elos Bay, Banader Rive 16,000 5 Bardo Young Kingdoms | Ek'Kase!/Kalaali Forest 5300 4 Batullagh Kalamar Tarisato/PTkor Hills 7.900 4 Bebeta Kalamar Dodera/Doreba River 81100 34 Bet Biel Kalam ‘O’Par/Riyakk Woods 2 Bet Dodera Kalam Dodera/Aaga-leli Rive 47 Bet Kalamar Kalam: Kalamar/Roluel Forest, Kalamaran Bay 38 Bet Kasel Young Kingdoms | Ek’kasel/ Banader River 9 Bet Regor Wild Lands Paru'Bor/Renador River 23,300, 105 Bet Rogala Kalamar Pekal/Lake Eb'Sobet 20,900 3 Bet Se Kalam kis los Ba 47.800 6 Bet Urala lamar BasirElos Bay, Ubitokel Highlands 53300 4 Betasa Young Kingd EX¢Gake/Kalalali Forest 11,400 7 Britelido kalamar Basir/Ridara River 6300 34 Breven Brandobia ‘Mendarn/Elenon Mountains 5.000 2 Bronish Svimabia Northwest Svimohzsh Isle 8,000 164 Bronwen Brandobi Eldor/Edros Bay 2 Bureumagh Svimoheia UbKarg/Zamul Forest 158 Byksha Wild Lands Shynabyth/Khorren Woods 100 8ynarr Wild Lands ‘Thargay/Shynako Hils,Jenshyta River 8 Ciecealon Young Kingdoms | Kalalali Forest, Renador Lakes 19900 7 Brandobia Cosil/Voldor Bay 39,100 5 Brandobia Cosdol vB,100. 6

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