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