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writen by

William Henry Dvorak

editing & additonal material


Tony Stirpe

editing
Alex Maxwell

layout & design


Dylan Trahan

cover by
Eric Lofgren

interior art
Dan Smith

additional art
Lars Krantz

cartographry
Tim Hartin

4
Citizens of Ravensrook
Citizens of the Inner City
Jack, Matt Fenn, JustJessie23, Ste, paul herridge, Diederik van Arkel, Keith Foyston, Andrew
Brown, Anna Meyer, Grace Melorango, Jonathan Gibson, aremef, Matthew Duda, Tobias
Andersson, John G. Owen, gazerrant, Dan, Steve Arensberg, Adam Toulmin, MrShish101,
Pamela Eaton, Hal Burdick, Kevin OBrien, John M. Portley, Jennifer, Sammguy, Nick R., john
west, StCasazza, William Wittman, Jay A. Hafner, Jared Strickland, Jason Kinzy, Gaetano LeFavi,
Steve Snow, Ross Simmerman, Jacob Watt, John, Oliver Tritt, AxeNshield - Elevating your Game!,
Hans-Harald Hartmann, eklehr, Daniel Greenlee, Matthew Howells, mbexploring, Kyle G. Crider,
Corey Papastathis, Vladimir Gnatko, StreberDJ, Jeff M, Rickety Kick-It, chas, Raf Bressel, Gerrit
Deike, Andrew Nichols, Adrian Veidt, Kevin, William Pomares, David Jenks, Chris Currie, Damien
Hennessy, Mark White, Paul Cowin

Citizens of the Peak


Chris Anderson, Petronius Jackson, Arthur Braune, brett griffiths, John Scheib, Jay L Scott,
Ashur, Robert Kropiewnicki, W. Kristoph Nolen, Mitchell Pipes, Samuel Dillon, Paraj Mandrekar,
Paul Jurdeczka, David Tripet, Stewart Skeel, Steven Roman, Casey Brown, Mason Morey, Dylan
Christopher Trahan, Matthew Gooch, Tom, Christian Haines, Travis Vance, Scott, Arguably Idiotic,
Tony, Patrick Ciraco, Erin Kramer, Troll Lord Chuck, M Wadlington, Tim Decker, Kip Corriveau,
Michael Newman, Eric Coleman, Guy Martelle, Tracy Landrum, Dennis A. Pascale, Thomas
Milazzo, Jason Forella, Colin Anderson, Daniel Nagle, Brad Elledge, Obadiah Psalter, Tim Hartin,
Nathan Udell, ILLSPAWN, Richard Clayton, Daniel Hugh Boggs, Mike Mossbarger, Jim Woollett,
Greg Asquith, Jason Luzader, Heath Phillips, John Hagglund, Billy Elliott, Brutorz Bill, David
Tavakoli, Jose Angel Lopez JR, Gary Lester, Charles Martinell, Patrick D’Orazio, Erik T Apperson,
Antiquitas, Noel Smith, prenzie, Jeremy Pinske, Trent Brister, Sean WIlliams, Turan Holland,
koby windzberg, Ellis Putman, Jarrod Feliciano, Richard Hildreth, Timothy, shawn nelson, Peter
Engebos, Brett W Hutter, George P., Zach Martin, geekDice, wilyhobbit, Jeremy R. Hager, Dennis
Calender, Robert Tashjian, Tom Conder, Terry Adams, FeralGames, Samuel Flanigan, Son of Odin,
David K. van Hoose, Gregory Williams, John Lockard, Michael Nagenborg, Tim Sattley, Matthew
Arnot, Kevin Pagliarini, Michael G. Palmer, Dennis Franks, Darrell Bowman, tim, TNRufus, Ed
Bachner, Christian Lindke, John Rak, John B. McCarthy, Jon Terry, R. Carey, JASAL, Hauke Stammer,
wolfknight75, Sparky, Jim Page, Allan Grohe, Mark B, John McCloud, Raymond Hemphill, Danny
Beach, Michael Bridges, Andrew D, Robert Gilson, Giuseppe, Aaron Peachman, Coagulopathy, Jim
McAdams, leonardo, Jason Jacobson, Michael Hansen, Jose Perez, Govinda Farkas, Dale Brady,
terry roberts, David A. Nolan, Aaron DeChant, Galahad Covington

5
Hello, and welcome to Ravensrook,

the black-winged city of bandits and brigands. What you are now reading
began its journey as part of my DM prep for one of the cities of the second
oldest role-playing setting. Even though the setting and city were over forty
years old, very little had been written about it, so I took it upon myself to pool
together what little there was and then flesh out the rest of it.

The campaign was a success, but like with most of my prep, I had created more
information than I needed. Not wanting that hard work to go to waste, I shared
it on my blog, which got a good reception, so I thought, what if I expanded it
even more and turned it into a campaign setting? So that’s what I did.

Ravensrook was inspired by a city founded by bandits and brigands on a


hill, but how and why did that city take shape? I answered that question by
creating a backstory for it and a cast of characters, organization, spells, and
magic items specific to it.

This book is the first in an installment of supplements dedicated to


Ravensrook and the greater surrounding world inspired by the most glorious
of fantasy RPG settings. This first setting book gives the framework for the
city and its inhabitants while leaving enough open space for Game Masters to
customize the city and make it their own.

We hope you enjoy it and thank you for your support.

William Henry Dvorak

6
Contents
Chapter One: The History of Ravensrook ......................................................................................... 8
Ravensrook Timeline ........................................................................................................................... 11
Chapter Two: Hierarchy of Ravensrook ......................................................................................... 12
The Seats of The Council of Lords ................................................................................................... 16
Ravensrook By Day ............................................................................................................................... 18
Ravensrook By Night............................................................................................................................ 19
Chapter Three: Power Brokers ........................................................................................................... 20
The Guild of Wizardry .......................................................................................................................... 26
External Influences ............................................................................................................................... 30
Chapter Four: The Law In Ravensrook ............................................................................................ 32
Guilded Law ............................................................................................................................................. 32
Crime and Punishment ........................................................................................................................ 33
Chapter Five: Guilds of Ravensrook ................................................................................................... 36
Chapter Six: The Districts of Ravensrook ...................................................................................... 48
Festivals & Holidays .............................................................................................................................. 53
Map of Ravensrook ................................................................................................................................ 54
Places in The Peak ................................................................................................................................. 55
Places in The Inner City ....................................................................................................................... 56
Places in The Outer-City ..................................................................................................................... 58
Places in The Outwall ........................................................................................................................... 60
Chapter Seven: Important People of Ravensrook .................................................................... 66
Dramatis Personae ................................................................................................................................ 66
Chapter Eight: Pantheon of Ravensrook Gods ............................................................................ 82
Chapter Nine Monsters, Magic, and Story Hooks ...................................................................... 86
Monsters of Ravensrook ........................................................................................................ 86
Unique Spells of Ravensrook .......................................................................................................... 100
Magic Items of Ravensrook ............................................................................................................. 104
Adventure Hooks ................................................................................................................................. 108
Chapter Ten: Expenses in Ravensrook ......................................................................................... 112
Equipment Availability Chart ........................................................................................................ 112
Lifestyle Expenses in Ravensrook ............................................................................................... 113
Food, Drink, and Lodging ................................................................................................................ 115
Chapter Eleven: Random Encounters in Ravensrook ......................................................... 116
Using the Chart .................................................................................................................................... 116
Random Encounters Chart ............................................................................................................. 117
7
CHAPTER ONE: THE HISTORY OF
RAVENSROOK

“The past mocks the future but the present can’t fathom the jest.”
...A remembered passage from a tale of yore or mayhaps conjured from my own imagination - I know
not. I ponder only that to tread the Black-Winged city of today is to stroll a plunderous past. Much
has changed, excepting all that has not. Shadows whisper secrets. Ravens are ever watchful. And only
Guilded power can open the heaviest doors. More later, Must Dash!

- Dash Bandersnatch

T
he History of Ravensrook goes back several ravens of the Ravensrook because of the power of these
hundred years to a time when the region legends, as well as a more immediate fear of reprisals
was just beginning to earn its notorious from the bird people that hide among the populace.
reputation as the home of bandits and brigands. One Lartavian, however, died as most wealthy bandits do -
of these bandits, a great leader known as Lartavian, under mysterious circumstances and many years before
founded a camp where bandits could meet, barter, and he could see Ravensrook grow into a city of influence.
swap the goods they had plundered. The camp was an Over the next couple of centuries, the region around
instant success and the ever-scheming Lartavian soon Ravensrook became known as the Land of the Free
discovered he could make more gold maintaining his Lords. Some areas grew into small kingdoms, which
trade camp than caravan raiding, which was frankly encouraged petty bandit leaders and warlords from
far more dangerous and exhausting. The camp quickly far and wide to stake out their own territorial claims.
grew into a small village which took its name from a Conflict between them was incessant. Other areas
large congress of ravens that nested on a nearby rock remained lawless and ungoverned either by choice or
outcropping. It is said that the descendants of those geography. During this time, Ravensrook graduated
same ravens live in Ravensrook to this day, and legend into a proper city, with residents now able to generate a
promises that so long as the ravens roost there, the city living off the supply-side economics of banditry and the
will never be conquered. This association with ravens demand of nearby warfare. But the wars would wax and
has also given rise to more recent urban tales of a race wane allowing for short moments of relative peace in
of magical beings that can take on either a raven or addition to their prosperity.
birdlike humanoid form. It is considered bad luck to kill

8
Until the invasion of Magna Vestus the Lands of the The Ravensrook thieves guild, called the Congress,
Free Lords had enjoyed an unspoken, albeit tenuous, watched quietly - calculating their options. Alara
alliance between each other. They could band together Morningstar, the head of the Congress, had not the
and help defend each other against hostile aggression men nor the weapons to oppose Toth and his horde of
when necessary. However, Magna Vestus proved evil humanoids bivouacked outside the city. She did,
formidable and while many united to fight the Great Old however, have the capacity to poison a dozen or more
One, as the street rabble named him, others rallied to hard-to-reach political figures on his behalf. Which lead
his side in fear and awe of his demonic power. Unable to rumors of Toth and Morningstar possibly having
to present a united front, the Free Lords failed to rout come to an understanding. Rumors which persist to
the invader and the whole region soon fell. Ravensrook this day and not for unfounded reasons. The strategic
avoided being sacked as the ruling factions collaborated placement of a few silent knives and, quite literally
with the evil overlord in an effort to spare the city and overnight, Ravensrook had come wholly under the
themselves. control of Magna Vestus, the Great Old One.
While life has not yet returned to normal in
Ravensrook, it has fallen into a new, but familiar,
pattern. Trade and smuggling have resumed in earnest
with a cut of the profits being funneled back to the Old
One in the form of aggressive taxation. The raiding
and marauding of trade caravans, river barges and
neighboring caches have continued as this land of
brigands and bandits returns to normal.

Once the fighting was over, life under the heel of a


Night of Silent Death
tyrant began - something to which the Free Lords were On the moonless night of the 12th of Eveningtide two
unaccustomed. Ravensrook was forced to pay quarterly years past, many citizens of Ravensrook were suddenly,
tributes of coin and labor to bolster the Old One’s and unwittingly, called to their deaths. Nearly all, save
war machine. Magna Vestus took the men and boys of a handful, were assassinated with poison. All those
fighting age and all the slaves that were not too sickly. slain were high-ranking members of well-established
The city of Ravensrook, now a provincial capital, was chartered guilds, even a few ‘untouchables’ from the
occupied by forces of the Great Old One and garrisoned Council of Lords. The most prominent of these murder
by Lord-Marshal Arun Toth. victims was Governor Pervein, a pragmatic leader who
The final blow to Ravensrook’s political hierarchy opposed Lord Toth’s housing of his soldiers within
came when Governor Pervein was assassinated along the city limits. Ravensrook’s Lord of Arms, as well as
with several members of the Council of Lords, the ruling the Lord of Letters also perished suddenly, though no
elite of the city, during the Night of the Silent Death. cause was found. While no one took credit for these
The vacant seats on the Council were quickly filled assassinations, everyone blamed Toth. Lord-Marshal
with Toth loyalists and the time-honored tradition of Toth quickly and publicly addressed the remaining
electing a new Governor was reduced to a sham. Lord- Council of Lords and the heads of the chartered guilds
Marshal Toth ran for the Governorship of Ravensrook assuaging their fears and confidently promising that
unopposed, winning in a landslide after promising he, nor any of his men, played a role in the killings. Of
nothing. course, this was ignored as little more than talk.
Next, Lord Toth moved his personal troops into the Soon after, through statements made both publicly
city and disbanded the Ravensrook army. His actions and privately, the remaining Lords and heads of the
went unquestioned as the Council was now populated respective chartered guilds were made to notice that
entirely by fervent supporters or those who understood The Congress, Ravensrook’s thieves guild, suffered no
their positions. Any foolish enough to speak out against losses on the Night of Silent Death. And although not
Toth disappeared or turned up dead. chartered for that particular kind of work, none of Alara

9
“A New Song Of Silence”

Morningstar’s faithful has ever denied or confirmed Ravens, Ravens. All Ravens abide
these assassination rumors. Instead, Morningstar uses A night of long darkness, The twelfth Eventide
the uncertainty of it to her advantage1. As Lords and Ladies of Letters and Arms
The Night of Silent Death reverberates to this day Fall silent away they raise no alarms
and its effects will continue to be felt into the future. The Congress is quick, as Toth is daring
The Great Old One now has a foothold, a base and A Governor’s lost and a Marshal’s preparing
resources. Magna Vestus harvests men and beasts, By Dawn’s early gaze our City still stands
soldier and slave alike and has purpose for both. The Ravens roost in our towers
previous power structure of just a few years ago is now The Gods still favor our lands.
meaningless as Toth and his occupying force rule the
city with an adamantine fist. -Lord Toth

Before the Night of Silent Death, Toth and his


occupying force, while not openly antagonized in the
halls of government, were opposed by every other number were folded into the Red Guard, helping to swell
means. The public discourse was against Toth; the its numbers. Today, the Red Guard finds itself stationed
publications and the performing arts denounced him within the walls of Ravensrook while the horde Toth
fervently and with great mockery. The citizens of used to conquer the region has been re-located several
Ravensrook laughed. After the Night of Silent Deaths, miles outside of the city.
that opposition evaporated, and all those that remained Despite Arun Toth’s efforts, Ravensrook is still a
sought to win his favor. Then he dismantled the standing powder keg waiting to blow. A flood of refugees now live
army and reformed the city guard into an organization in the city - including troublemakers and rebels from
no longer under the direct control of the Council of many different factions, with more arriving every day.
Lords. No one is laughing now. Fortunately for Toth, old rivalries still run deep between
the various displaced leaders of Ravensrook’s previous
The Current State Of power structure, keeping them from banding together
Ravensrook to challenge him in earnest.
Toth has settled in comfortably as the new Governor While in charge of Ravensrook, Lord Toth cannot
and has already started mending fences with the locals. sway all the Lands of the Free Lords. The great
While his own Red Guard took over the standing Army’s distances, the difficult terrain, the unfamiliar cultures
role, he kept the city guard, known as Talons, intact. and creatures make the taming of this land nigh
Resistance towards Toth’s rule by the Council of Lords impossible. For many years a cabal of warlords, pirates
eroded almost immediately when it became apparent or farmers could be found over any craggy rise on the
he wanted to keep the city’s political and economic horizon. Now the command of this inhospitable region
structures intact. Lord Toth is a shrewd and calculating falls to a wizard named Krazner. From the fortress of
politician and shows surprising restraint for a warrior. Stonecrag on the lip of a great canyon at the heart of
Everyone believes Toth plans to break away from the lands of the Free Lords known as the Great Canyon,
the Great Old One and set himself up as the ruler of Krazner is currently dealing with the rebels of the Great
Ravensrook. His Red Guard is made up exclusively of Canyon. Also the rebels of the Snarlwood Forest, and
trusted humans and half-orcs and is exceptionally well the Rebels of the Veerfell Forest. Lord Toth has taken
trained. While many of Ravensrook’s conscripted army full advantage of this and has even gone so far as to
were released into the general public, a substantial completely ignore Krazner’s constant requests for food,
fletching, blacksmithing, arms and armor. And while it
infuriates the wizard to the point of madness, there is
1 It is common knowledge in Ravensrook that the Congress was
little Krazner can do about it.
paid, and paid well, for committing the murders for Toth.

10
Ravensrook Timeline
Current year 591
585 CY - The Night of Silent Death sees all
583 CY - The hordes of potential opposition to Lord-Marshal Toth’s rule
the Great Old One invade from as the new governor of Ravensrook eliminated
the north and conquer the Lands of overnight.
the Free Lords. Ravensrook submits
becoming a puppet state of Magna Vestus.

578 CY - The Kingdom of Deca


invades Ravensrook’s territory and
besieges the city. The brief 347 CY - Uhltrix, the Unwise, first
war ends in a treaty without Archmage of Ravensrook, disappears. His
Ravensrook falling. apprentices found the Ravensrook Council of
Wizardry.
329 CY - The Council of Lords is established
as Ravensrook is chartered as a proper city.

300 CY - The Kingdom of the Divine


Bastion, created out of the western Lands
of the Free Lords, becomes a buffer zone,
and one of the new primary targets of
bandit raids.

299 CY - The first


adventurous merchants make
their way to Ravensrook,
establishing the cycle of buying
278 CY - Local bandit lord Lartavian founds a
and selling raided loot.
camp which quickly turns into a barter town known
as Ravensrook.
262 CY - The Lands of the Free Lords
begin raiding their neighbors. What
started over a petty vendetta between
Lords begins a legacy that will
254 CY - The Lands of the Free Lords are created
come to define the region.
during the Empiric Split, when the western half
of the Great Empire broke away into independent,
autonomous kingdoms.

CY = Current Year

11
CHAPTER TWO: HIERARCHY
OF RAVENSROOK

A
s the lands of the Free Lords evolved, so too strongest of the marauding gangs worked out a
did Ravensrook. The power structure within compromise that gave birth to the Council of Lords and
the city initially was focused on Lartavian formed the first official City Guard.
and his men, until he was overthrown and replaced After the Council and the City Guard were created,
by yet another strong-armed brigand. Thus began the a system was designed to elect a new Governor to
blueprint of succession of power for the next hundred represent the city and its surrounding lands. Those
years. Eventually the city became a more complicated that sought the position would petition the Council of
and eclectic place. Ravensrook could no longer support Lords for approval. The vetted few that were approved
such a drastic upheaval of its power structure every could then run for the Governorship every three years.
handful of years. To remedy this the Guilds and the Owners of land, business or livestock were permitted to

12
vote after a short week of campaigns. The recipient of way. Despite usually coming from one of the factions
the Office of the Governor was given authority over all within the city, the Governor gives up all property and
matters of state outside of Ravensrook. The Governor rights to any guild memberships when accepting the
oversaw the city-wide defenses and became the primary position. This was done to give the impression of the
diplomat when the need arose. The day-to-day workings Governor being unaffiliated, even if that was not the
of the city itself was transferred over to the new Council case.
of Lords and Ravensrook as we know it today was born. Pervein, the last Governor, was a competent man
When the Office of the Governor is vacated, that had come up through the Merchants League before
the Council of Lords declares a time for Making of being voted into the Governor’s office. Still, Pervein was
Announcements has begun. All those wishing to run for as rich as he was ruthless, outspending everyone when
the position have one week to appear before the Council it came to eliminating his opponents. The Congress
and say so. The next phase is called The Rally and it lasts was more than happy to take his coin in exchange for
for thirty days. The Rally is for those who have officially removing serious competitors.
declared their intent for consideration to be the new Ravensrook flourished under Pervein, but despite
Governor. Nothing is off the table during this time the prosperity, no one saw the invasion coming. The
except for open violence on the streets. All attempts to Council of Lords, with the urging from the Governor,
influence those on the Council for their votes and efforts accepted an offer of alliance from the Great Old One, a
to eliminate their rivals are encouraged. After the Rally decision that Pervein would later come to regret.
Period has ended, the Council of Lords chooses two Two weeks after the troops of Magna Vestus
Candidates and establishes a Campaign week. Only the camped outside of Ravensrook in a show of force,
wealthy, however, elect the next Governor of the city. Pervein died at the hands of assassins. The following
week the time of Making of Announcements was
The Governor declared. Those interested in the
position were requested to
Traditionally considered just
announce their intention. Only
a figurehead for the city, the
Arun Toth stood before the
Governor was nearly always one
Council. The response from the
of the high-ranking guild members
city was unanimous and silent. They
or de facto leader of one of the power
could not deny Toth the right to run as
groups of Ravensrook. With the
it would delegitimize their
position having become an actual
structure of government.
job with responsibilities, the
Yet no one wanted to run
marauding gang leaders
against him because they
stopped vying for it
knew they would get no
long ago. These days,
support from the city’s
who will become
traditional power
the next Governor
players. That was the
is usually decided
day that the citizens
upon long before
of Ravensrook
the Rally Period
knew they had been
begins. Those elected
conquered. The reins
to the position are often
of power had been
nothing more than puppets who will not get in
handed to the Great Old One’s minion, and not one
the way of business. All the Council of Lords wants from
battle for the defense of Ravensrook had been fought.
a Governor is a figurehead that the common rabble will
Despite being a half-fiend, Lord-Marshal Toth is
listen to. Over the years, there have been plenty of men
not like most officers under the command of the Old
and women to sit in the Governor’s palace, and not all of
One. Standing six and a half feet tall, he is massively
them were simple yes-men, even if they started out that
built, and his skin is a deep crimson. Large ram-like

13
horns curl out from the side of his head, and he has Ravensrook and the lands of the Free Lords are valuable
a mane of jet-black hair. Toth also has a pronounced to the long-term goals of Magna Vestus. The resources
under-bite with jutting tusks like a half-orc. He always he pulls from this region helps to fuel his war machine
dresses in pristine armor and suits almost entirely in on other fronts.
shades of red. Toth hates humanoids, and demons even Seeking to strengthen his position, Toth has been
more, but tolerates them enough to work with them. in secret negotiations with Chief Ulgun, formerly of the
While his voice is deep and resounding, he does not Sovereign Host, another neighboring nation conquered
raise it without reason. While he seems a fair and even- by the Old One’s forces. Ulgun leads one of the largest
minded man, he has been known to fly into fits of rage; and fiercest Hobgoblin tribes in the Sovereign Host’s
outbursts that he sometimes regrets after he has calmed now-defunct lands. Using the confusion of a coup that
down. Toth fights with magic as well as martial prowess, removed the Overlords of the Sovereign Host, Ulgun
favoring a short spear in combat. attacked rival Hobgoblin tribes catching them unawares.
The Lord-Marshal did not wait long to begin When the dust settled, The Great Old One, Magna Vestus
exercising his authority as Governor. His first act was was in control of the lands of the Sovereign Host, but
to disband the Ravensrook army, putting many trained Ulgun was the Supreme Commander of its Hobgoblin
soldiers out of work. He then marched his Red Guard armies.
into the city to enforce the disbandment. The Hilltop Not ready to take on the Old One’s hordes, Ulgun
Keep, the traditional home of the officers of the army made an alliance with him instead. An alliance he
of Ravensrook, now became the headquarters of the intends to one day break. Toth, however, is close to
Red Guard. It was feared that the unemployed soldiers convincing the orderly and efficient hobgoblins to move
presented a serious threat to the stability of Ravensrook, into his lands and become the sword arm of his new
but Toth began hiring on the best of these candidates kingdom. Lord-Marshal Toth now bides his time until he
into the Red Guard to swell its ranks. Seemingly has the backing of Ulgun’s Hobgoblin Army.
overnight, a large portion of men that had been dressed
in the black uniforms of the Ravensrook army now wore
the red uniforms of the Red Guard.
The Council of Lords
Kostana, Toth’s second-in-command leads the Only Guilded citizens have protection under the law.
horde they marched into the lands of the Free Lords for Only Guilded citizens can freely come and go, or live
Magna Vestus. She sends weekly reports of his activities within, the Inner-City, or the Peak District. Only Guilded
to their superiors to make sure they know what Toth is members can own property in the most desirable
up to, as she does not trust him. districts. Only Guilded citizens can engage in mercantile
Despite his fiendish side, Toth hates chaos and activities in these districts. And only the Guilded can
despises the Old One’s empire. This leads to many vote.
questions of why he was chosen as a field commander. Trafficking in certain controlled goods and services
It’s a well-known fact that the Great Old One’s armies such as alcohol, drugs, and weapons is also restricted to
suffer nearly as many casualties from in-fighting as they Guilded citizens. Unguilded citizens caught trafficking
do from fighting their enemies. Many point to this as in these items are forced to buy temporary Writs of
the reason Toth was given the command. The wealth of Permission from the Council of Lords. If the Writ cannot

14
be afforded, then the administrative punishment allows or steal from a Lord is an automatic death sentence.
for a wide variety of public torture. This structure of This however does not prevent Lords from being
government builds a type of controlled lawlessness assassinated if the price is right.
within the city. It also allows the Council of Lords and
the Congress to both operate and thrive within it.
Surprisingly, since the occupation, things have
Who can be on the
been running smoother than ever before. Governor Toth Council of Lords
has enacted changes that have all been unanimously
When a vacancy opens on the Council of Lords, those
approved by a Council too afraid to say no. Where
interested in the position declare themselves to the
corruption was rampant and driving up costs, new
Council. Once vetted and approved by a committee,
regulations have stifled these practices and increased
finalists may mount their campaigns. These names,
productivity. The Lord-Marshal’s most impactful short
usually no more than two or three, are then posted in
term decision, however, may have been to re-assign
Raven’s Square, and after a period of one week a vote is
the Talons (as the City Guard is called) from the Guilds’
held - with all the Guilded citizens in the city getting one
personal guards into a legitimate peacekeeping force.
vote. After the voting is done, the results are tallied, and
And giving the Commandant of the Guard a seat at the
the new Council member is declared. Members on the
Council of Lords.
Council of Lords hold their position for life, until they
All laws are authored and enacted by the Council
retire or are retired, so the vote is taken very seriously.
of Lords. They can also strike down, amend, or change
Despite the seriousness of the event, or perhaps because
any laws that they find not working to their liking. This
of it, there is a large amount of vote-buying, promise-
is done with a simple majority vote of the Council. The
making, and intimidation accompanying each election.
Council now has eight seats with the recent addition
Violence has broken out in the past, but the Talons are
of the Lord of the Watch. So far, this has not led to any
there to ensure that large scale riots or brawls are put
deadlocks since the majority vote in line with Governor
down quickly.
Toth.
The Council of Lords is untouchable except by
fellow council members. If a council member is believed
to have broken the law, other Lords of the council
have to level charges against them. To physically harm

15
The Seats of the Council of Lords
The Governor not only acts as the City’s Executive and figurehead,
The Governor but also its Chief Ambassador. Most importantly, he oversees all the
marauding gangs that are based out of Ravensrook. In addition to
these responsibilities, the Governor is the top military commander of
the Ravensrook Army.

The First Lord of Merchants is simply a cover name for


The First Lord Ravensrook’s Thieves Guild or as they call themselves, the Congress.
As the oldest institution in Ravensrook the Congress makes sure that
of Merchants no illegal operations are being conducted against the Council of Lords
or chartered Guilds without council approval.

Also a member of the Congress, the Second Lord of Merchants is


The Second Lord the actual official who oversees the merchant activity of Ravensrook.
They make sure that trade is flowing and that no one Guild can put
of Merchants together a monopoly on trade within the city. The Second Lord of
Merchants travels extensively to other countries. He has even been to
the domains of the Old One to meet with their trade representatives.
The main objective of the office being to keep Ravensrook profitable.

The Lord of Arms oversees the protection Guilds and companies of


mercenary sellswords that call Ravensrook home. The Office of Arms
The Lord of also tracks and regulates large weapon sales. The occupant of this seat
almost always comes from one of the established mercenary troops.
Arms This was a lesson learned the hard way. Once a Money Lender bought
his way into the position and was promptly killed in the street by
Guilded mercenaries.

16
The rather unflattering title of the Lord of Brick is very misleading.
The Office of Brick is one of the most influential and powerful seats of
the Council. The Lord of Brick oversees the infrastructure of the city
The Lord of
itself. Called the hardest working Lord (and often the only working Brick
Lord), he or she has a steady list of projects for which they must find
funding. The Lord of Brick’s real power, however, lies in the fact that
the Bagmen (the tax collectors) all report to the Lord of Brick. With
the mundane nature of the job and its need for bookkeeping, most
people who end up filling this position come from the tradesman class.

In a city where the illiterate far outnumber the literate, it might


seem like a useless position, and it would be if all it concerned itself
with were reading and signs. However, the Lord of Letters oversees
The Lord of
all communications and correspondents on an official level. More
importantly it manages and regulates the arcane practitioners of
Letters
the city through the mighty Guild of Wizardry. The Lord of Letters is
always a member of the Guild of Wizardry, although there has been an
odd bard or priest in the past to hold the position. The Lord of Letters’
main concern is making sure that some fool wizard does not blow the
place up or unleash a magical plague.

The backbone of the city is its tradesmen. These blacksmiths,


fletchers, tanners, and a host of other craftsmen provide the necessary
skills to make Ravensrook more than just a collection of brigands
The Lord of
and bandits looking to sell ill-gotten gains. While the merchants Tradesmen
move the goods, the tradesmen transform the booty brought back to
Ravensrook from raiding into things more easily sold in neighboring
kingdoms. The smiths who operate smelting forges are incredibly
adept at turning precious metal into bars. The Jewelers are highly
skilled at cutting gems into smaller stones. And while the brigands of
Ravensrook could care less if their stolen merchandise is noticeable in
neighboring markets, the customers of Ravensrook are more cautious.

This Lord Councilor is elected exclusively from among the priests


and clerics of the city. However, many of the city’s temples have open
grudges against each other, and some deities have open doctrine that
The Lord of
is hostile to other religions. The dogma of the Gods is often to deny Temples
the existence of the others, all except one. Since the beginning of the
Council of Lords, the seat of the Lord of Temples has been filled by a
priest or priestess of Iztul, the Goddess of Fate - the only undenied
deity.

The Lord of the Watch, head of the City Guard (the Talons), is
the newest seat on the Council of Lords. It is a position that has
intentionally declawed the Council of Lords by removing the Talons
The Lord of
from under their command. While the City Guard’s mission has not
changed, the Lord of the Watch has his own position among them and
the Watch
has the authority to interpret the laws and rulings of the Council as
he sees fit. The City Guard now finances itself from the entry toll taxes
paid when entering the Inner-City and Peak districts.
17
Ravensrook by Day
R
avensrook is a dangerous place and always Guilded citizens get special treatment in the city in
has been. The home of bandits and brigands, the form of price breaks and the Law’s protection. This
founded by hard men and women who want- distinction should be made apparent to players right
ed to enjoy their ill-gotten gains in peace. In the earliest away. When shopping, looking for information, or selling
days, the most influential of these cutpurses and busi- items - Guilded versus non-Guilded citizens will be evi-
nessmen banded together to form Guilds. From those dent in the price differences.
Guilds, a government was developed to ensure that Unless the players plan on only staying for a short
business would thrive in Ravensrook. While this system period of time, mostly in Outwall, they should consider
of government allowed the Guilds to rise to prominence, becoming members of a Guild. Outwall is larger than
it did little to protect those unaffiliated with them. This the other three districts combined. Still, despite the size
simple truth holds true even today. Ravensrook is a city difference, the best shops and merchandise (and work)
for its Guilded members. Those who are not part of this are found inside the city’s desirable walled sections.
system live without the benefits of citizenship. And are Most people in Ravensrook are paranoid and cau-
in constant danger. tious by nature. Taking someone just on their word is
The Game Master should keep this in mind whenever rare, and proof of one’s intentions is paramount. The
player characters interact with NPC’s. All citizens within presence of Talons is not a guarantee that violence will
the Peak, Inner-City, and Outer-City districts are sup- not erupt if the violence is directed towards unguilded
posed to be members of an established Guild or from an citizens. Squads of Talons have watched the robberies,
organization of sufficient power and influence. Unguil- and even murders, of unguilded citizens because Raven-
ded members can purchase a pass for the day to enter srook Law does not offer equal protection.
the Outer-City, but only Guilded members have access During the day, Ravensrook still has its share of
to the Inner-City and Peak districts. Outwall is a section disturbances and problems, but these mostly occur in
of town which is not policed and is lawless. Guilded Outwall, and to a lesser extent, the Outer-City. Violence
citizens travel here rarely, and when they do they bring in the Inner-City, and the Peak, is not tolerated among
along security. If an unguilded citizen were to rob or the Guilded citizens. Only the wealthiest and most
assault a Guilded citizen, however, the penalty would be powerful Guilded citizens can get away with it, and even
death - even in Outwall. This helps to keep people from then, it would draw a considerable amount of ire from
blatantly attacking others if they are unsure of their the Council of Lords.
Guild status.
CHAPTER THREE: POWER
BROKERS

W
hile the Guilds of Ravensrook rule the which they control by reputation and influence. Groups
city through the Council of Lords, there such as these are few, though the Council and the Guilds
are other organizations which also wield would say there are too many. The structured power
considerable influence. Members in these select groups of Ravensrook dislikes them being outside of the city’s
are treated like Guilded citizens. These non-standard, establishment, but has little recourse except to turn a
often loosely organized bands have found niche markets mostly blind eye.

and all the Lords and Nobels like little cogs


The council is the great machine of the Black-Winged City
. But ahh how the gears need grease. There is
spinning and grinding their way through a complex dance
beyond the Guilds for your Guilding if you
power in the fluids that ease the Great Machine, and so look
must. Look to the Grease of Ravensrook.

Must DASH

The Brae Clan not your average Halflings. While they like the finer
things in life, as the cliché would have you believe,
Halflings for Hire they would rather use their natural gifts to steal them.
Halfling thieves are not uncommon, of course. What is
The notorious Brae Clan moved to Ravensrook
uncommon is their tenacity. Brae’s are willing, and often
roughly a hundred years ago, fleeing authorities in
motivated, to fight anything or anyone that is in their
surrounding lands. The Clan’s arrival was no surprise
way. Brae’s are fearless which, when mixed with their
as they had made arrangements and sent gifts to
race’s natural luck, makes for a deadly enemy. Especially
the Congress, as tradition dictates, prior to their
since there are so many of them. At last count, the Brae
appearance in the city. Ravensrook, however, could
Clan numbered nearly two hundred in Ravensrook, with
not have anticipated the power and influence they
smaller branches of the Clan found throughout the Free
would eventually gain within her walls. The Brae’s are
Lands.
20
Once in Ravensrook they went right to work and
their reputation as mercenaries and thieves grew
The Congress
quickly. The Brae’s have never liked working for anyone Ravensrook Thieves Guild
except themselves, still, the Clan Elders knew they
would have to relocate the Clan again if they challenged As Ravensrook is a city of brigands, bandits and
Ravensrook’s power structure. As a result, a deal was cutpurses, it stands to reason that the first and oldest
struck with the Congress which allowed the Brae Clan organization is the Thieves Guild. In proper society
to operate freely. The agreement required that they not among the citizens, they are known as the Congress.
target Congress members and must clear ‘questionable’ Few dare call them ‘thieves’.
jobs through them first. The Brae’s had reservations Today the primary front for the Congress is Bernard’s
about the arrangement, but it quickly turned to their Lucky Trading Company. The trading company is a
advantage as they became the Congress’s primary legitimately chartered guild-merchant and is staffed
outside contractor. mostly by non-members of the Congress. Still, the
Most people assume that a Halfling in Ravensrook is back rooms hide the inner workings of the criminal
a Brae, and most times they are correct. Those Halflings organization. Besides Bernard’s LTC, the Congress has
in the city that are not a Brae will eventually receive a two dozen other safe-houses and storage facilities
visit from them, as the Clan is always recruiting, and throughout the city. A few know the location of some,
they only hire within their race. These meetings are none know the location of all.
always cordial, but the Brae’s will let the new Halfling The current boss of the Congress is Alara
know that the only Brae Clan Halflings work in town. Morningstar. While she pretends that she is a simple
The Brae’s will then keep an eye on the Halfling to make merchant, everyone knows (or suspects) her real
sure they comply, or leave. Or else. role within the city. The recent war and subsequent
The Brae Clan are currently on high alert because of occupation of Ravensrook took Alara by surprise.
the war and the occupation of the city. There is even talk In the end, it taught her just how unprepared the
amongst the Elders about possibly moving back to their Congress was for large scale calamities. She realized
old stomping grounds down south. They believe it has that she needed allies, so she started looking for them.
been so long it’s likely no one will remember their Clan As a result, a tense but stable, mutually-beneficial
or their crimes. They have yet to act on that plan. relationship has formed between Alara and Lord Toth.
Both have realized that neither are prepared if the Great
Old One decides to change the current situation.
Lord-Marshal Toth recognizes that The Congress is
the glue that keeps the city together and functioning.
Alara realizes that no one is coming to help them or
liberate them from the current situation. Toth may have
wrestled some power away from the Congress and the
city, but she knows that he is still the enemy in the end.

-Overheard on the streets of


Ravensrook

21
The Bagmen through the mud because of tax evasion is avoided when
possible.
Ravensrook Tax Collectors Recruits to the Bagmen are also the most verified
By far, the most hated of all the organizations in and vetted of all the official organizations in the city.
Ravensrook are the Bagmen. Some say they are called The Council of Lords has always known that in order to
Bagmen because of the leather sacks used for collecting keep hold of the taxed wealth, they also need to keep
valuables from the residents they visit. Others say it’s infiltration from the Congress down to a minimum. The
because they wear burlap sacks overs their heads with payment and collection of taxes is considered a sacred
eyeholes cut out of them when conducting business. social responsibility within the city and the anonymous
Bagmen report directly to the Lord of Brick, and only Bagmen are meant to be impartial. Historically, the
the Lord of Brick knows their true identities. These collection of taxes has been kept separate from current
anonymous tax collectors come from all walks of politics, as no politician dare challange the system.
life, and there is no set type of person or personality Bagmen usually wear no armor and carry nothing
recruited into their ranks. The organization is mostly more than clubs and daggers. Their primary goal is
covert, with the bulk of its members merely spying not to inflict bodily harm, after all, but to simply collect
on targets to track assets and to make sure they know owed taxes. Each Bagman carries a unique silver coin
where and when to strike with taxes. with the Seal of their office as an official Tax Collector.
Among the Bagmen are a select group of thugs This identifier alone is often enough to fill a bag without
tasked with the physical extraction of wealth from a word of conversation. It is not a foolproof method
guilded citizens delinquent on their taxes. These goon of identification, however, as counterfeit coins have
squads are a discreet mix of people with the ability to been found in the past. Since that time, impersonation
crack skulls quietly. While forced tax collection is not of a Bagman has carried the ultimate punishment in
uncommon, the dragging of a Guild member’s name Ravensrook, death.

What do you call it when the streets are lined with dead bagmen?
A pretty good start to the day, if the sun comes out.
- A Long-Dead Comedian
22
The Red Guard
Toth’s Personal Army
The Red Guard is a new addition to Ravensrook and
is the personal army of Lord-Marshal Toth. In the Great
Old One’s realms, Toth is a minor lord with lands and
thus has his own army. Unlike the assembled hordes of
the Old One, Toth’s soldiers are well-trained and wear
a standardized uniform of red. Because of this, the Red The Talons
Guard are easily distinguishable from the rabble that Ravensrook City Guard
makes up the bulk of the Old One’s army.
Another difference between Toth’s army and those "The Talons" is the more common name of the City
of the Great Old One is that the vast majority are either Guard, and the third-oldest institution in Ravensrook.
human or half-orc. While humans are not unknown The Talons, however, are unlike guards found in other
in the lands of the Old One, they are not the majority, cities because their primary objective has never been to
and because of this, the bulk of Toth’s Red Guard have protect the general populace. Instead, the Talon’s duty
been recruited from lands outside the kingdom of the is to protect the life, wealth and property of Guilded
Old One. Their weapons, armor, and fighting styles vary citizens exclusively. Visitors to Ravensrook, having
wildly, but all of them are loyal to Toth. In addition to been slighted, robbed, or assaulted, are shocked to
the ranks of armed mercenaries in the Red Guard, Toth find the Guard unwilling to help and unsympathetic to
employs several wizards and a handful of Priests of those who are not Guilded, or at the very least, well-
Torex, a god of war and battle. connected.
Members of the Red Guard realize their Lord is a Little more than a goon squad, the Talons’ ranks
power player within the hierarchy of both the lands of had never been filled by the most skilled or scrupulous
The Old One and now Ravensrook. Still, they have no individuals. Most recruits received their position
loyalty to either of those organizations. The Red Guard through association to higher-ranking Guild members.
is loyal to Toth and only Toth. There have been several Others, through their reputation on the streets as
attempts to infiltrate the tight-knit organization by someone to not be trifled with. This mixture of apathy
the Congress. Each time has led to public hangings in and aggression made them unpredictable when it came
Raven’s Square. While a common sight in the city, the to determining effectiveness.
Red Guard does not get involved in city affairs unless Prior to its recent reformation, corruption within the
ordered. They do not act as a secondary watch for the ranks of the Talons was legendary. Heavily infiltrated by
city and will not attempt to break up crimes if they see Congress stooges and dismissed by the very merchants
them being committed. meant to pay the city back for this Guilded security, the
The Red Guard are stationed at The Slab, the old Talons became an extremely crooked institution even by
Ravensrook army fortress just beyond Outwall. A Ravensrook’s standards. An inevitability given that the
smaller contingency of Red Guard patrol the Peak budget and payroll for the guard was always controlled
District, guarding the Wizards, Priests, and high-ranking by the Council of Lords, who used it like a bargaining
officers who live inside the Governor’s Tower. chip amongst themselves.
If you ask citizens today if any good has come out of
the city’s recent occupation, most will say the reform
of the Talons. Under Toth, the ranks of the corrupted
The bright Red Guards shine an impressive sight, guard were purged and refilled by ex-members of
but stare not too long lest ye be blinded.
Ravensrook’s defunct army. In addition to purging the
dead weight from its ranks, Toth changed the command
structure - preventing it from answering directly to the
Council of Lords. A new Commandant was installed,
and a new seat added to the Council table. The position
23
of Commandant was filled from within, a direct
appointment from Toth. These moves have changed a
once laughable city guard into a force that is respected,
and even feared.
The biggest loser in the reform of the Talons was
the Congress. With the streets being more properly
patrolled by a force loyal to Lord Toth, crime is being
pursued and punished. Even the highest ranking
officials must now be careful of the Talons when
conducting their nefarious work or run the risk of being
arrested. Members of the Congress arrested by the
Talons are almost always released, but being detained
is public knowledge and can change the nature of a
person’s employment.
The Talons’ mission has not changed, however, and
their primary duty is still the protection of the persons
and the goods of Guilded citizens exclusively. Of course,
they might break up a mugging or a fight to check and
see if anyone can prove they are a Guilded member.
Guilded citizens, when involved in an altercation with mean coin in Ravensrook. The business is so good
the un-Guilded, are given an automatic presumption of that competition between organized groups of Night
innocence. Merchants are not uncommon. The body of a licensed
Talons live either in barracks at The Nest, as the Night Merchant, for example, can be turned in for
Guard Keep is called, or have private housing subsidized payment like any other
by the city. The weekly pay for Talons was also increased While those who become Night Merchants don’t
by Toth to ensure loyalty and to try and help prevent have a uniform, most have taken to the habit of wearing
bribery. Each guard is outfitted with leather armor, masks. These masks, usually of skulls, demons and
a club (baton), and a spear. Before the Lord-Marshal devils, are a tradition which harkens back to the earliest
reorganized them, city guards simply wore black Night Merchants who hid their faces while doing their
armbands to distinguish themselves. Talons now wear a macabre work. Today anonymity is of paramount
black surcoat with the city’s raven insignia emblazoned importance, since being known as a Night Merchant is
on the front in silver thread. Stylish and instantly akin to being considered a murderer and supernatural
recognizable, the uniform adds to their credibility. blight. At first, Night Merchants simply covered their
faces with scarves, but over time the tradition evolved
The Night Merchants into masks, playing ironically off the natural uneasiness
Collectors of the Dead people have towards them. Night Merchants also find
that playing up their bad reputation keeps others from
To become a Night Merchant, one must first buy
interfering in their work..
a license, which costs between 10-15gp for a year.
In addition to their masks, nearly all-Night
This gives the licensed individual the right to collect
Merchants have a small cart. They either pull these
cadavers from the streets and turn them into the House
carts themselves or have them drawn by pack animals.
of the Dead for 1gp per corpse. Night Merchants also
These carts have also evolved from simple wooden flats
make spare coin from selling whatever they find on the
into elaborately decorated hearses with paintings and
bodies, which is not much. Still, every now and again,
carvings, generally depicting the afterlife. Some carts
some unique and valuable items are discovered.
are even enchanted with runes of protection against the
The Night Merchants are feared like boogie men,
undead, just in case.
and it is not totally untrue that some of them have
Not surprisingly, a fair number of Night Merchants
been known to murder for the sake of their job. Bodies
are followers of Necral, and Waylee, two prominent
24
Gods of Death. There are also rampant and persistent The Great Old One paired Toth with a power-hungry
rumors of Night Merchants collecting bodies to raise as subordinate to keep him on his toes. Within the chaos
undead. Certainly if such a thing were occurring the city of the lands of Magna Vestus, there is a firm belief that
would put a quick stop to it. But the rumors continue, the best results come when fear is a motivator. Despite
because the Night Merchants wish them to continue. Kostana’s ambition, however, Toth has little more than
Superstition is, after all, good business. open contempt towards her.
Regardless of how or why a person becomes a Night Kostana has failed in her attempts to set up a spy
Merchant, the ones that last are the one that have network within Ravensrook with which to keep tabs
developed broad theatrics and bold reputations to on the Lord-Marshal. However that hasn’t stopped the
protect them in a perilous city after dark. ambitious half-orc from reporting all that she thinks
might be traitorous back to Krazner. She has yet to
The Horde of Magna hear anything back, or be given permission to oust the

Vestus Lord-Marshal. Krazner does not trust that the half-orc is


clever enough to pull off such subterfuge.
The Great Old One’s Army Kostana spends most of her time leading
detachments of the Lord-Marshal’s horde into the
Lord-Marshal Toth leads only one of four armies neighboring eastern Lands of the Free Lords to put
that invaded the lands of the Free Lords. One was down uprisings. Toth has even sent her into the Veerfell
designated to invade the western lands, one headed forest on occasion, missions which intentionally lead to
to the Hinterlands of the Great Canyon region. At the high casualties.
same time, another was tasked with clearing out the
giant forest of the Veerfell, leaving Ravensrook to
Lord Toth. Of these four armies that invaded, only two
remain. The army that attacked the west was withdrawn
after treaties with Chief Ulgun, head of the Hobgoblin
confederation. Paid in full for their work, the forces
disbanded. The army tasked with the emptying of the
Veerfell was annihilated, however, leaving only Toth’s
forces and the army lead by Krazner. The soldiers led by
Krazner destroyed the Hinterlands and have remained
camped around the Great Canyon.
Officially, Krazner, a dark sorcerer, is the Commander
for all of the conquered lands of the Free Lords, but
Toth pays the wizard no attention. Krazner’s forces are
little more than a horde of unruly humanoids. And while
Krazner would love to beat Toth into submission or
even crush him and his private army, the rebels
and freedom fighters in the Great Canyon and the
Veerfell keep him fully occupied. In addition to
bandits, Krazner is also dealing with insurgents
from the lands of Verondy, the Divine Bastion,
and Urance. Even remnants of the Sovereign
Host are looking to undermine the region and
deny Magna Vestus the resources his forces plunder
from it.
With Lord-Marshal Toth busy controlling
Ravensrook, his horde’s command has fallen to his
Second-In-Command, Kostana. Staying with tradition,

25
The Guild of Wizardry
Spellcasters of Ravensrook
When Ravensrook was sill a collection of small stone
walls, there was Uhltrix the Unwise. A famed Wizard
who managed to bring together a motley collection of
spellcasters and sorcerers looking out for themselves.
Uhltrix worked with many of the brigand and bandit
groups, and regularly dealt with Lartavian in the City’s
early years. Uhltrix outlived Lartavian, though, and
his original tower in the Peak is still standing where
it acts as the Guild of Wizardry’s headquarters. No
one knows what happened to Uhltrix, though many
Bards have speculated in song. What is known is
that his apprentices are the Wizards who formed the
Ravensrook’s Guild of Wizardry.
Once Uhltrix disappeared his apprentices found the
respect they had previously enjoyed was simply the current members of the guild had fried anyone on the
fear the brigands had of their master. Once enough time streets with magic, they were still hounded by those
had passed, and everyone had become convinced looking to get at the treasures supposedly in Uhltrix’s
Uhltrix was not coming back, the pressure tower. With so much attention targeting them, they
was put on his apprentices to vacate the rarely left the tower, and when they did, it was under
tower and join other Guilds. Questions over heavy escort.
ownership of Uhltrix’s tower arose, and As word spread of the new Guild of Wizardry in
many of the powerful Guilds sought to Ravensrook, other wizards in the lands of the Free
claim it. The apprentices, in order Lords flocked to join a powerful community of like-
to preserve their existence, minded individuals. One of them was named Razohr
declared themselves the Guild the Grim. Not long after Razohr joined the Guild, ideas
of Wizardry and began of pilfering the tower and bullying the guild’s members
conducting business as changed. Razohr was not just the most powerful Wizard
such. in the lands of the Free Lords - he was also one of its
Elshore, Uhltrix’s most notorious assassins. A deadly half elven man with
senior apprentice, took a reputation for being ruthless when paid, Razohr saw
control of the guild, and the value of an active Guild for Wizardry in Ravensrook.
began offering services When he became a member, the Guild automatically got
at standard rates. Still, in a degree of respect that the city’s roguish types could
a place like Ravensrook, understand.
your credibility The Days of Elshore and Razohr are long gone, but
on the streets Riziln, the current head of the Guild of Wizardry and the
means Lord of Letters, has led the organization for fifty years.
everything, Riziln has taken painful steps to ensure that the Guild
and the of Wizardry remains neutral and above the everyday
wizards at the struggle that is life in Ravensrook. The conquest of the
new guild were city by Lord Toth and the Old One’s minions has tested
more academic. this stance. Riziln was unsure if they would throw in
Because none of the with the city to defend it, or simply pick up and leave

26
for other less volatile lands. Fortunately, they never had
to make such a choice as the city agreed to sign a
peace treaty. The peace treaty allowed her to
begin making plans for a possible future
departure if necessary.
Riziln has been pleased with
Marshal Toth’s changes, and the
two have a mutually beneficial
relationship, much to the chagrin of
Alara and the Congress. Riziln has
taken all of this into consideration,
and while she has not given her
complete backing to Toth, she has
allied with him in keeping the city
safe.
The goal of the Guild of Wizardry is
to become a place where practitioners
of the arcane arts can gather and conduct
their experiments and studies unhindered.
Necromancy, mind control, and a list of other
magics frowned upon in other lands are considered
simply different forms of magic to be learned and
studied at the guild. Wizards who desire this type of
freedom, and camaraderie, still move to Ravensrook to
conduct their studies.
The Guild of Wizardry sells their spells to those
who can afford them and are in good standings with
them. Like most things in Ravensrook, you need to be
a guilded citizen for a request for a spell even to be
entertained, and even then, there is no guarantee that
you will be able to purchase one.1

1 Spells above level 4 can be acquired, but there are no set rates
or prices. Spells of higher than 4th level need to be negotiated, if
allowed at all. The Lord of Letters having the last word on these
transactions.

27
The Merchants recent war. Now that it’s been over five years since the
treaties were signed, they have been coming in higher
League numbers and business returns to normal. War creates
desperate men with eroded moral standards looking
Peddlers of Plunder to earn a living. And Ravensrook’s merchants are their
beacon. While the Congress is always looking for muscle
The Merchants League of Ravensrook is different
to employ, so too is the Merchants League. The League
now from what it was, having lost much of the influence
funds expeditions and raiding parties if they feel like the
they once wielded. A rich man’s coin can still make
return is worth it, and they are continually looking for
music, however, and therefore they are still very
guards for their caravans leaving Ravensrook. Recently,
dangerous to cross. Many of the precautions installed
personal security has become more of an issue and
in the government to ensure their authority endured,
bodyguards are in short supply.
have eroded away and left them vulnerable. Infiltration
Merchants coming to Ravensrook looking to strike it
from the Congress, as well as corruption from within,
rich have to first find a Guild willing to take them on, or
was inevitable. Things have become so bad, however,
have enough resources of their own to freelance - which
that most of the high-ranking Guilds in the League now
is unlikely. The power structure within the Merchants
hire their own protection in the form of mercenary
League is in constant flux as merchants come, strike it
troops, instead of trusting the government they were
rich, and leave. Merchants also tend to get killed in deals
instrumental in forming. The Talons, for example, were
gone bad, or by merely rubbing someone the wrong way.
meant to be the strong arm of the Merchant League
Although it is rare, even the most gregarious merchants
- protecting the property and wealth of the Guilded.
have found that personality conflicts happen.
With the reformation of the city guard, however, the
Merchants are left without an army of their own.
The Governorship had always been a staunch ally
of the Merchant League, and the two have historically
worked to help balance the power of the Congress. This
tactic was sometimes effective - if the sitting Governor
was like-minded. But not all were, and many preferred
the easy coin of looking the other way. Despite this
alternating power struggle with the Congress, the
thieves guild never squeezed more than the
Merchants League could give. The Congress
always recognized that they thrived when
the Merchants League thrived.
The Merchants League, a collection of
the most prosperous Merchant Guilds in
the city, has always been the destination
of merchants looking to strike it rich.
The wealth that one can make in
Ravensrook is well known, and it
attracts thousands of merchants
from neighboring, and far-off
nations. Most of them end up
destitute, and a fair amount
dead, but the allure of fast
money keeps a steady stream
of them coming. The flow
of these merchants slowed
considerably during the
28
The Rebel Scum main reason the Council of Lords added the Lord of
Temples to the Council. This figurehead helps them
to mediate differences and settle qualms between the
Freedom Fighters
faiths nonviolently. Of course, this does not mean that
Ravensrook, being the largest of the cities found in the animosities between rival gods have disappeared,
the Lands of the Free Lords, is considered the unofficial just that it has become more discrete and gone
capital of the region. Magna Vestus, the Great Old One, underground.
realized this and placed high importance in taking it Initially, no such position was considered for the
intact. The Great Old One had no desire to see this jewel Council of Lords because no one believed Priests would
destroyed when he could reap the incalculable benefits listen to anyone except their Patron Deity on how to
of its resources. The sensitivity of capturing and holding conduct themselves. Of all the gods worshiped within
the city is believed to be why Lord-Marshal Toth was Ravensrook, only one is acknowledged by all the faiths
handpicked to capture it. Most of the Old One’s other - Iztul, Goddess of Fate. Being in Her graces is said to
Generals would have likely destroyed it in the process. open doors of opportunity, while angering Her closes
Ravensrook’s strategic importance to the Empire of them. Regardless of the validity of these beliefs, no one
Magna Vestus is not lost on his enemies either. Because wishes to have a life of limited opportunity. Since She
of this, several resistance and rebel groups operate seeks no harm against other deities, She is worshiped
within the city. widely even by those that venerate other gods. Because
While Magna Vestus is a foul and evil being that of this, the position of the Lord of Temples has been held
commands hordes of terrible humanoids and demons, by a priest of Iztul since its inception.
not all of his foes are fighting for justice and freedom. When not called to mediate a dispute, The Lord
The resistance groups that sprung from the destroyed of Temples helps to make sure that all Holy Days and
kingdoms of the Free Lords were far from shining Festivals do not impede the
examples of good. Some splinter groups now operate as city’s everyday traffic and
simple terrorists, with no political or social demands. business, organizing them
The Congress tries to keep tabs on the legitimate to be held outside the city
rebel groups as best they can, and when possible they walls.
pass on locations of such groups to the Lord-Marshal. There are occasions
For the Congress, it is in their best interest to keep Lord when the different
Toth in power, at least for now. If the winds should religions unite to throw
change, and it appears that the minions of the Great their collective force
Old Ones might be ousted, they would most certainly behind a cause. This is
turn from hampering these resistance groups to helping usually in opposition to
them. They currently allow some groups to exist in some religion’s rights being
Ravensrook, but only so long as their influence and taken away, like worshippers of
numbers are not significant. If one begins to get out Necral and their right to give
of hand, the Congress takes measures to keep them in blood sacrifices in public.
check. Though the ceremony
The Temples is unsavory to some,
the other faiths realize
The Many Gods of Ravensrook that if one of them
Wherever people gather the gods are never far loses a religious right,
behind, and Ravensrook is no exception. While the all religious freedoms
gods worshiped in Ravensrook are a motley bunch, are in danger. Despite
they are openly worshiped. One might think that this these odd moments of
type of religious freedom is refreshing, but it has led to solidarity, the Temples
open hostilities between differing faiths. This hostility, each retain their distinct
which could flare up at a moment’s notice, was the and diverse identities.

29
External Influences
Supporters of The Rebel Scum

C hief among the


Great Old One’s
rivals on the battlefield is
O ne of the worst-
hit lands during
the recent wars was the
the kingdom of Verondy. kingdom of the Divine
Located southwest of the Bastion. These Lords had
Free Lords’ lands, Verondy risen from the leaders
had little interaction with of smaller nations which
the powers of Ravensrook. had banded together to
Now with the Free Lords protect themselves from
helping to fuel the armies of the Old One, Verondy has the impending violence. The glue that bonded them was
become a major target of covert operations to disrupt all the widespread worship of Honorus, a God of Justice,
assistance flowing from there. Honor, War, and Courage. Their faith ran deep and so
To help destabilize the region, bands of spies from their lands became known as the Divine Bastion.
Verondy (often lead by Paladins and Priests of Thereon More than half of the Divine Bastion now lies in
- the God of Freedom) have infiltrated the city. Paladin their enemies’ hands, and has for nearly seven years.
Arnol Marsh leads Verondy’s freedom fighters within While the war is technically over, skirmishes along the
Ravensrook. Marsh’s main job is to destabilize all aid border are frequent. It is a well-known secret that both
that would be heading from Ravensrook to the empire sides are merely licking their wounds and preparing for
of the Old One. Including the quarterly tribute collected future hostilities.
in the region and sent to Dorakhan. In addition to The Divine Bastion sends small bands of agents into
hampering (or outright stealing) the delivery of tribute, their former lands to fight a continuous subterfuge
the Verondian resistance fighters act as saboteurs and and resistance battle. The occupying humanoids of
spies. Marsh attempts to gather as much intelligence on the Old One’s army easily root out most. The lands of
the activities of the realms of the Free Lords and send it the Free Lords, however, are far easier to infiltrate and
quietly back to Verondy. operate within because of the high volume of rebels and
While Marsh hates the people of Ravensrook and resistance fighters. The agents of the Divine Bastion can
the Free Lords, he hates the Great Old One’s minions simply merge quietly with these rebels to help them
even more. Despite this rage, his mission comes first, carry the fight to the Old One.
and all under his command realize that being identified One such band is led by a fiery and hot-tempered
as agents of Verondy is not acceptable. Covert and fighter named Baenor Borralis. Baenor is a man with
clandestine to the last, Marsh and his people often will a death wish. He intends to go out in a blaze of glory.
plant evidence at the scenes of their attacks to mislead Many would like to oblige him. Despite this death wish,
Lord Toth’s men into thinking it is either the Sovereign Borralis answers to a higher power and still has a job
Host’s agents or the resistance fighters from the Divine to do in Ravensrook. Until he can find a suitable way of
Bastion. accomplishing his mission, he bides his time and tries to
Arnol Marsh is familiar with Baenor Borralis, the disrupt as much of the Great Old Ones plans as possible.
leader of the Divine Bastion’s resistance in Ravensrook, Borralis has attempted to waylay the tribute caravan
but has only met him twice. Marsh does not coordinate to Dorakhan seven times and failed each time at great
jobs with Borralis as he thinks that the man is far too cost.
unpredictable and would draw undue attention to his Borralis sees the use of fear as a weapon, and unlike
operations. He is not wrong. While the Council, the his counterpart, Borralis and his people often leave a
Talons and most of the rest of the City are aware of the calling card in the form of the symbol of Honorus carved
presence of Borralis and his men, Arnol Marsh is nearly or painted onto the corpses they leave behind.
anonymous.
30
M any Kingdoms
in the lands
of the Free Lords were
O nce upon a time,
the Sovereign
Host had grand plans
sacked and burned of empire themselves.
beyond recognition With a vision of a more
during the war. Citizens orderly land than the
lucky enough to escape Empire of the Old One,
wholesale slaughter in the Sovereign Host
their homelands found was methodical in its
their way to Ravensrook. Jorhaos, one of the oldest, preparedness and plan for conquest. Run by a Council of
proudest, and most recognized nations within the lands Thirteen, known as Overlords, they employed armies of
of the Free Lords, was one of these unfortunate victims. humanoids, preferring the more organized and reliable
This proud mercenary kingdom was soundly beaten on Hobgoblins over Orcs. Many considered them a greater
the battlefield; their lands claimed by Magna Vestus, threat than the Old One, until most of the Thirteen were
the Great Old One. Unlike other conquered territories, assassinated and the whole of their lands taken over in a
however, their army and the bulk of their nobility nearly bloodless coup.
eluded capture and death. The Jorhaos mercenaries While the coup eliminated most of the Overlords,
soon regrouped and reformed, but instead of fighting a a few were able to anticipate and survive the
losing war, they became the diaspora of Jorhaos. assassination attempts. No one is sure how many still
With their king dead and lands lost, the Jorhaos live, but Overlord Mazen, a Priest of Necral, fled to the
mercenaries became the most sought after swords Veerfell with a small band and has been recruiting and
for hire in the land. The Jorhaos Confederation reorganizing there.
was in Ravensrook when it signed its treaty with Mazen sees the Free Lords as a linchpin to helping
representatives of Magna Vestus. They were even at regain the lost territories of the Sovereign Host.
the table, and signed the treaty, agreeing not to take up The Free Lords provide needed supplies, resources,
arms against the Great Old One’s forces in exchange for and more reliable troops for the Great Old One’s
their continued existence. war machine. Without them, the Old One’s plans
Despite their burning desire to ride forth from for domination would fall flat and grind to a halt.
Ravensrook and continue the war against the Great Old Wishing to destabilize the region, which needs little
One, the reality was simple - the Confederation did not encouragement, Mazen has sent small groups of
have the manpower to take back their lands. Instead, the saboteurs and assassins to critical locations in the Free
Jorhaosians decided it best to bide their time and see Lords, with Ravensrook being of particular interest.
what would come next. The remaining Jorhaosian Lords Heading up Mazen’s efforts inside the city is Karst,
fully intend to throw their support behind the first a Half-Drow Assassin. Karst is sly and cunning, and
serious contender to fight the Old One. Until that day, recruits most of her operatives via third party. She
they will continue to fill their war chests by contracting relies on small bands of loyal Sovereign Host operatives
out their forces and recruiting those they feel meet their to help her coordinate them. Ravensrook is ideal
requirements. for this kind of tactic as the city is overflowing with
The Confederation has a permanent camp outside of desperate men and women looking to make quick coin.
Outwall, where their mercenaries are a common sight. Karst’s favorite tactic is having her operatives pose as
They are easily identified, wearing surcoats with their members of the Congress when recruiting for missions
yellow and black crest emblazoned with two crossed as it redirects attention and helps to sow the seeds of
swords.  dissent.
While Jorhaosian mercenary troops are in service
throughout the Free Lords’ remaining lands and even
in some neighboring nations, they will never raise arms
against a fellow Jorhaosian.
31
CHAPTER FOUR: THE LAW IN
RAVENSROOK

The lands of the Free Lords are a chaotic place at best, and Ravensrook is a prime exam-
ple. The City of Ravensrook has plenty of laws and regulations, but none of them apply to
everyone equally. There are two completely separate sets of laws: one for Guilded citi-
zens, and one for everyone else.1

Guilded Law

T
he laws passed by the Council of Lords are and a half to the victim of the crime.
not designed to benefit ordinary citizens, but Those who cannot pay will either be sentenced
the members of Guilds instead. The Guilds to forced labor or, more likely, sold into slavery for
and factions want to ensure that no one can take their remuneration.
possessions or harm them without repercussion; At no time will a Guilded criminal be in danger of
they also don’t want to include everyone in their little going to jail if they have the resources to pay everyone
club. In a city founded by robbers and thieves the idea off. Even in death cases, the offender will be given an
of not being able to steal from someone legally was opportunity to pay the amount determined by the
unappealing from the start. magistrate. With most minor crimes, the capture and
Anyone that steals from a Guilded member, and gets payment of fines can be satisfied at the point of arrest.
caught, must return or reimburse the victim for the Guilded members are only taken to jail when the
total amount of stolen or damaged property. In addition crime is severe or do not have the coin to pay the fine.
to the reimbursement, the magistrates of the Courts of Guilded members are allowed to send a message to have
Ravensrook can levy a fine. Fines are determined by the the funds delivered to the jail so they can be released.
magistrate, with half of the fine going to the city coffers, When a crime is committed between a Guilded member
1 Due to the systemic inequities of the system, and the and an unguilded member, the punishment is usually
steep cost of seeking legal justice, Assassins are in high demand for
dispensing vengeance for those who feel the courts can not satisfy
the same, except there is typically a period of forced
them. labor accompanying the fine for the unguilded.
32
Crime and Punishment the cost of repairing or replacing said property and pay
a fine of 50 to 100gp.
The Courts of Ravensrook are headed by magistrates Importing of Controlled items – The term,
appointed by the Council of Lords and are, exclusively, controlled items, refers to things that cannot be
Guilded citizens. Most cases rarely go to trial, having imported into the city to resell. These items are the sole
fines paid out instead. Magistrates cannot have domain of guilds that have obtained a charter to do so.
membership in the same Guild as the plaintiff or These items are as follows.
defendants in a trial they oversee. Magistrates are ·Magical Items
appointed to terms of three years, after which they ·Drugs
must be reappointed. How much coin a magistrate ·Slaves
generates for the city through their rulings has a direct ·Consumables – Drink/Food/Spirits
influence on their being reappointed. Heavy-handed ·Weapons and armor
Judges, therefore, do not work out as well as those that Anyone caught smuggling in these items without
are willing to find common ground. The City always has the proper authority will have all the items confiscated
thirteen active magistrates. without compensation. A fine of 10gp per 100gp of
With the legal system being an open sham, there are value in goods smuggled into the city is also levied.
no lawyers in Ravensrook. There is no real litigation, Permission to deal in these goods is obtained through
only deals and compromise. There are some dubious the Council of Lords in the form of a writ of import.
legal scholars that can advise clients how to navigate the A Writ of Import costs either 100gp per shipment or
kangaroo court system and bribe their way out of their 1,000gp for a full year. A writ can be obtained through
charges.  the offices of the Lord of Merchants.
The following list of crimes are punishable when Public Display of Magic - The use of magic has been
committed by either Guilded or unguilded citizens. Each controlled within the city since the time of Lartavian.
offense has an associated fine, along with a possible Public displays of magic are illegal without the Lord of
work sentence or other punishments. Letters’ permission in the form of a Writ of Practice.
Arson – In arson cases, those charged with a crime Getting a Writ of Practice is relatively easy, provided the
are forced to pay for damages and a fine of 50 to 100gp. magic performed is not dangerous and easily contained.
In arson cases with losses greater than 20gp a sentence A Writ of Practice is good for one day from sunup to
of 1 to 4 years of forced labor, or a penalty of 100gp per sundown. The writ’s cost depends on the type of magic
year sentenced may be levied.  performed, in other words, the level of the magic. The
Assault – Assault is a common crime, especially in a charge of the writ is 100gp per level. With 1st level
city like Ravensrook. Most assaults will generally result magic being 100gp, 2nd level being 200gp, and so on.
in little more than a fine of 1 to 20gp and a night in jail, Purchasing a Writ of Practice at a third level will allow
but for more serious assaults (which usually means you to perform magic of lower levels on the same day as
influential people were hurt) the fine can be as much as well. Performing cantrips has a cost of 50gp for the day.
100 to 200gp and up to 1 to 2 years of forced labor.
Burglary and Theft – Crimes of burglary and theft
are only enforced when the victims are Guilded citizens.
If convicted of this crime, the thief must repay the stolen
items’ value, and any property damaged as a result of
the burglary or theft. Fines range from 50gp to 100gp,
and forced labor is generally only enforced with the
inability to pay fines. The minimum time sentenced is
one year, with additional years added per 1,000 gp of
value stolen.
Damaging Property – The crime of property
damage is only enforced if the property is that of a
Guilded citizen. Those convicted of this crime must pay
33
Casting within the privacy of one’s own home is where that murder occurred. While it’s harder for non-
allowed if that person is a member of the Guild of guilded citizens to gain access to the Inner City and the
Wizardry. Peak, they are safer there, regardless of their status. A
Personal Exhibition of Magic - If someone casts murder carried out in the Outer-City would be 100gp
magic that directly affects another person, then the fine while in the Inner-City, the fine would be 200gp
victim is entitled to a settlement of roughly 100gp per and a year of forced labor. In the Peak, the fine jumps to
level of the spell (provided they were not a willing 500gp and six years of forced labor. Non-guilded citizens
participant). The caster will also suffer a fine of 100gp sentenced with committing murder in the Inner-City
per level of the spell and pay for any damages. If a and the Peak are hanged.
Guilded citizen’s death occurs from an unauthorized
spell, the spellcaster will be hanged. The death of an
unguilded citizen carries an additional fine of 500gp.
These strict sentences, of course, depends on those
involved. Members of the Guild of Wizardry have some
leeway and are rarely held accountable for this behavior
unless it is against other Guilded citizens. If the caster is
Guilded and the victim an unguilded citizen, then only a
small fine is levied.
Magical Interference of Authority – Not
surprisingly, the use of magic to impede or interfere
with the functions of the Ravensrook government
carries a much stricter punishment than the casting of
magics in the city against citizens. The Council of Lords
feels that the City’s greatest existential threat is allowing
magic to go unchecked when it comes to the collection
of taxes. There is a strict ban on glamours, illusions, and
all mind-altering magic outside of spells sanctioned by
the Lord of Letters.
The typical fine of 100gp per level of the spell still
applies, but a minimum of one year of forced labor is
attached to these fines per level of the spell. Thus a 3rd Incarceration – When charged with imprisonment,
level spell would have a three-year sentence and a 4th or forced labor, prisoners are taken to the Slab.
level spell a four-year sentence. Originally built to house Ravensrook’s army, these
Scrying, illusion, and non-detection spells are only barracks were eventually transformed into a prison as
permissible if authorized with a Writ of Practice. When the army outgrew it. It is a sturdy structure constructed
petitioning for these spells the Council will usually only out of large stone blocks shipped in from the Great
permit the casting to be performed by a member of the Canyon. It gets its nickname from the fact that it is
Guild of Wizardry.  a rather plain-looking keep with no adornments or
Murder – Murder is common in the Outer-City and style to it. Located in Outwall, the Slab looms over the
Outwall, but uncommon in the Inner City and very rare nicest neighborhoods of that district. The proximity
within the Peak district. Guilded citizens, particularly to the prison and the comings and goings of the
those with membership in a well-established guild, Talons stationed there makes this section of Outwall
expect a fair amount of protection for their dues. This less chaotic than the rest. A detachment of Talons is
translates into an increased presence of Talons in the stationed here as the guards of the prison.
Inner-City and The Peak.  If the convicted cannot pay off their fines at the
If a Guilded citizen murders a non-guilded citizen, time of their trial, they are taken to the Slab to work off
there is usually a fine levied against them. This fine is their fines as they serve their sentence. The sentence is
usually no more than 50gp. However, it depends on complete when the fine is paid or the time is served.
34
35
CHAPTER FIVE: GUILDS
OF RAVENSROOK

Three men approached the Peak Gates...


The first man showed his Guilded Jeweler’s Loupe. The Guards smiled and allowed him to pass.
The second man showed his Assassin’s Glove. The Guards frowned but allowed him to pass.
The third man approached the Peak Gates and showed his Guilded Begging Bowl.
The Peak Guards laughed and kicked his ass back to outwall where it belongs.

Because not all guilded are golden.

W
hile the Congress might be the power to fall victim to being robbed and bullied by the city’s
behind the scenes, the Guilds are the criminals. Owners with the means to hire guards remain
lifeblood of Ravensrook. The city would safer, but most simply live in their stores and guard it
be nothing more than a collection of tents, brothels, and themselves. Those who live in Outwall are in constant
taverns if it were not for the Guilds who helped turn the fear of someone kicking in their door to rob them. Their
place into what it is. poverty is their only defense.
It is a common misconception that there is only one The best security for the money is dogs, and the
Guild for a craft or service. The truth is many Guilds Ravensrook Hound is a breed of dog that has been bred
make up the larger Super Guilds which dominate the over the centuries to be a fierce and loyal guard dog.
city’s economy. There are also many smaller stores and Unfortunately, no matter how well trained a hound is, it
shops unaffiliated with the Guilds in Outwall, and some is still no guarantee that they can keep every burglar at
in the Outer-City. The Super Guilds are detailed below in bay. The hounds themselves can be a burden. There are
greater detail, while the smaller ones are left up to the now packs of stray dogs that roam Outwall and can be
judge or game master to flesh out and use as they see fit. dangerous to children, smaller humanoids or solitary
Stores unaligned with a Guild are far more likely citizens.

36
The Apothecary and
Herbalist’s Guild
The Apothecary and Herbalists Guild is highly
regarded and respected by all the other Guilds in
Ravensrook. In a highly divided city such as Ravensrook,
the guild is known for its neutrality when dealing with
the public, something that cannot be said for most other
guilds. Their potions and poultices are for all that can
afford them. While most of their wares are not cheap,
they tend to keep the prices fair, which surprises most
in a city known for its greed. The guild’s fairness is
attributed to Mauldren Borrow, a kind and elderly druid
who has been the guilds leader for the past thirty years.
The Apothecaries and Herbalist’s Guild is on good
terms with the Guild of Wizardry, and several residents
hold membership in both organizations. Usually, this
would be a problem in other guilds, but the wizards and
apothecaries are not rivals.
While the apothecaries and herbalists produce many
magical items, their main stock in trade is non-magical
remedies and products. These non-magical remedies
are bought in significant quantities by the city’s
barbers and dentists, which is another guild they
have a strong relationship with.
The Apothecaries guildhall, which doubles as
their storefront, is in the Inner City. The guild
Each member of the guild is given a
also employs a wagon that acts as a mobile
ceremonial sickle. Each sickle has a slightly
dispensary that travels through Outwall and
different curve to the blade and is made out of
the Outer-City several times a week. The
bronze. The sickles are smaller than normal,
wagon, of course, is well guarded.
and be can easily be carried out of sight in a
Anti-Poison: In a city full of shady
pocket, but are usually worn tucked in a belt or
individuals as Ravensrook, poison is easy to
displayed on a sash.
come by, and poisonings are an everyday
occurrence. Common toxins are from local
must try and counter, of which no apothecary is 100%
sources, and symptoms and side effects are
aware or versed in. In addition to this, the poison
well known, and anti-poison to counter these poisons
dosage can drastically affect the way an anti-poison
are relatively easy to make. However, poisons with
might work. These variables are summarized in the
harder to find ingredients will, of course, drive up the
percentage chance that the rarer the poison, the greater
price. If the anti-poison is taken within one round after
the possibility that the anti-poison might not work.
exposure, it can counteract the poison removing the
Balm: A balm is a fragrant or aromatic ointment
poisoned effect.
spread upon the skin to dilute a topical poison spread.
NOTE: Anti-poisons will always work against
When applied, it will give a +1 to poison saves, and
common poisons, but there is a 10% chance that it will
can half the duration of the poison effect, and provide
be ineffective against an uncommon poison, and 20% it
the patient resistance to the poison damage. The balm
could be ineffective against a rare poison. The reason for
results last for the duration of one Long Rest before
this is the vast number of poisons that the apothecary
needing to be reapplied.
37
Elixir: A tincture or medicine consisting of a for the duration while the spirit is taking effect, which
sweetened alcoholic solution of a small quantity lasts no longer than one Short Rest. Each subsequent
compounded drugs. Patients who ingest an elixir will use of the spirit requires an additional dose to be
receive a +1 to saves vs. poison and diseases and halves effective until a maximum of three treatments have been
the duration of a single poison or disease. Patients reached, after which time the spirit will no longer retain
taking an elixir will have resistance to damage taken its potency. Spirits do not mask the effects of blindness
from the poison or disease during the period while they or deafness or any magically induced side effects such
have ingested the elixir. If taken over two days, it will as charm, hold person or feeble mind.
cure the poison or diseased patient if the substance’s Stimulant: A lotion, poultice, potion, or similar
duration has not run its course. The elixir can only be substance that, once applied, induces an effect that
administered once per Long Rest. bolsters their ability to perform physical saving throws
Fortifier: A medicine that fortifies the patient from for the duration of one long rest. During this time, the
contracting a disease or ailment. Patients taking the patient will receive a bonus of +1 to any STR, CON, or
fortifier will receive a +1 to any saving throw to resist DEX saving throw that they perform for the duration
the effects of a disease or illness for the duration of one that they are under the stimulant’s effects. A period
Long Rest before needing to be reapplied. of one long rest without use of the substance must be
Liniment: An oil medicine; a type of liquid ointment allowed between applications to avoid a wisdom saving
used to treat ailments of the skin such as bruises, through to resist becoming addicted to the substance.
lacerations, or burns. If applied to an affected area, it Each period of use without a Long Rest will require a DC
will increase the area’s healing by allowing the reroll 10 +1 per use without a Long Rest to avoid becoming
of a 1 or 2 for the number of Hit Points regained by the addicted. For example, Using the stimulant three times
patient. This applies to magical healing and the taking in a row will require a DC 13 saving throw to avoid
of Hit Dice during a rest. The liniment can only be used becoming addicted. Multiple uses of the stimulant do
once per short or long rest. not increase the potency of the saving throw bonus
Philtre: A potion or type of charm used to bring above the +1. Patients becoming addicted to the
about magical effects and cures. While wearing a Philtre stimulant will suffer a -1 to all INT, WIS, and CHR saving
to ward against a specific kind of effect or ailment, the throws until a period of time equal to the number of
character will receive a +1 to saving throws against the does taken consecutively in Long Rests has elapsed. At
type of effect that the Philtre is specifically designed that time, the patient returns to normal.
for. Examples of common Philtres aid in saving throws
against poison, disease, cold, fire, acid, physical exertion The Assassin’s Guild
(Strength checks). Philtres will retain their potency
for one month’s time per 1,000gp spent on the philtre. The Assassin’s Guild has been a part of the Congress
Philtre’s that have lost their potency can have them in the past, but each time the Assassin’s Guild is
rejuvenated by an alchemist at the cost of 500gp for assimilated by them, another one pops into existence
each additional month. to take its place as an independent entity. Despite the
Restorative: A lotion, poultice, potion, or similar Congress’ desire to have a monopoly on the professional
substance that restores the loss of sight or hearing due killing business there are far too many organizations
to a disease or ailment. The patient receives a +1 to all that need these kinds of services, and many of them are
saving throws to recover from their vision effects once not on the best of terms with the Congress.
per application. Applications cannot exceed more than The current Assassin’s Guild has been in operation
one dose per 24 hr period. Only one bonus per save per for just over twenty years, and it appears the
application occurs. inhabitants of Ravensrook wish to keep it that way. The
Spirit: A spirit is a substance consumed usually in a Assassins Guild takes significant steps to ensure that
liquid form that allows the patient to ignore the effects they stay independent from the local political scene
of an injury or ailment during the duration of the spirits’ because being seen to favor any organization is bad for
effect. The spirit does not aid in healing the injury or business. It is commonly believed that the Assassins
ailment but will allow the patient to ignore its effects Guild carried out the sanctioned murders during the

38
Night of the Silent Deaths. Of course, no proof was found
I did once, by chance, eavesdrop a black exchange
to prove this, and no one is willing to publicly accuse
that vexed and perplexed me til I knew the truth.
them of it and draw the ire of secretive, professional How does one un-remember such a thing?
killers.
CHALLENGE: Why does your glove have no middle
finger?
ANSWER: A reminder that no one will give a @$#*
when I die.
CHALLENGE: Why does your glove have no index
finger?
ANSWER: A reminder that I will only release an
arrow at the Guild’s behest.
TOGETHER: Our gloves have no thumb because we
are only whole in the Guild’s service.

A building known as The Black House is the public


The Butcher’s, Baker’s
office of the Guild. It’s a small, unassuming building and Cook’s Guild
in the Outer-City. The people that work there are go-
betweens that relay the work to the assassins through The Bakers, Butchers, and Cook’s Guild is one of the
drops and couriers. The actual members of the Guild larger guilds in the city as their services are used by all
are well-guarded secret, and if a particular member is of the city’s citizens. The Guild tries to ensure that food
outed, they are dismissed immediately. While a rare commodity prices are reasonably set, but their primary
occurrence, those ousted usually find employment purpose is to provide safety to its members. It also gives
with the Congress or are killed by their former Guild them the buying power to ensure that the necessary
members. ingredients for their jobs flow into the city at a price
they can afford. The Guild has close ties to the Lord of
Brick, who is usually the one that champions
their causes before the Council.
The main Guildhall, found in the Outer-
City, is known as the Kitchen. The Guild’s
members, however, can be found in every
district of Ravensrook. Those who work
in Outwall, or the dangerous Outer-City,
often wear an armband featuring the hearth
symbol of the Guild. It signals immediately that
this is not someone to be lightly trifled with.

Each guild member is given a glove with the


index, middle, and thumb removed from it. These Each guild member is given a wooden spoon
gloves are worn while performing assassinations with a brass knob at the end with the initial’s
as a sign of their involvement with the BB etched into it. In the Bakers and Butchers
secretive Guild. It also represents the proper Guildhall, there is a stand where Guild members
‘Challenge and Answer’ system of membership can put their spoons in handle first. If the spoon
confirmation, (though the actual exchange is a does not fit, it’s a fake.
well-guarded secret). The true identities of all
members are known only to the Guild Master.

39
The Barber’s and The Beggar’s Guild
Dentist’s Guild The Beggars Guild is the largest in Ravensrook, and
while many people don’t think of it as an authentic
The Barbers and Dentists Guild is another highly Guild - they do have a Guildhall located in Outwall, and
respected guild throughout the city. They offer services they provide some services for their members. Despite
that are used by all that can afford them. Clinics can the animosity shown toward the Beggars Guild by other
be found in every district, including several in Outwall Guilds, it is recognized by the Council of Lords, and for
where the novices learn to ply their trade and hone their a good reason - the taxes generated from the right to
skills. operate as a Guild is a hefty sum.
While Apothecaries and Herbalists deal mainly with
internal medicine, the Barbers, and Dentists Guild deal
mainly with helping to heal physical trauma. Removing
arrows, sewing wounds, extracting teeth, and setting
broken bones are common services.
While magical means of healing are available, it is
often prohibitively expensive or reserved for Temple
members only. For this reason, even those with greater
financial means see the value in the Barbers and Dentist
Guild.
The cost of healing through the Barbers and Dentists
Guild is 1gp per point of health or hit point recovered.
The amount of health or hit points recovered in this way Each Guild member is given a wooden bowl.
caps at 10. The remainder of lost hit points or health Carved onto the bottom of the bowl are a pair
needs to be recovered through rest. of cupped hands. Each bowl is made from an
enchanted hammer and chisel that imbues the
bowls with a magical property that prevents
them from burning by means of normal fire.

Founded by Tarzin Peddelquick to help give street


level cutpurses and pickpockets protection from Talon
shake-downs. It quickly evolved into an institution that
provides an affordable alternative for those that can’t
get into other Guilds. To be a Guilded Beggar costs a 5gp
entry fee, followed by a 5cp per quarter.
While still a sizable amount for the poor, the costs are
far less than other guilds. Membership gets the citizen
access to the soup kitchen at the Guildhall.
The Beggar’s Guild is also a front for illegal activity,
but they are careful to limit this activity to Outwall (and
unguilded citizens) to avoid the wrath the Congress and
other Guilds.
Each Guild member is given a small tooth
carved from ivory with their initials etched into
it. In the Guildhall is a skull with a missing molar
tooth into which each ivory tooth can be placed.
If it does not fit, the ivory tooth is fake.

40
The Cartographer’s and The Gravedigger’s Guild
Academic’s Guild Another small guild is the Gravedigger’s Guild, which
is located well outside the city in the official cemetery
The Cartographers and Academics Guild is very
of Ravensrook. The cemetery is a small city of its own
small, and most citizens are unaware that one even
with rows of mausoleums and underground crypts. Only
exists. Their Guildhall is in the Peak and also doubles
the rich have separate burials, however, while the rest of
as the cities only library. The library is private, but
the bodies brought to the cemetery are placed into mass
nonmembers can pay a yearly fee of 10gp, which allows
graves.
them access.
Some Necral and Waylee Priests are part of the
Despite the guild’s anonymity with the public, it is
Gravedigger’s Guild and help keep the area free of
well known to all of the brigands and bandits that raid
undead - at least undead they do not control. These
into neighboring kingdoms. These bandits know that
Priests employ a small army of zombies that perform
the Cartographers and Academics Guild will pay well for
most of the physical labor in the cemetery, but they hire
the right kind books. Most raiding parties will make it
out zombies to those willing to pay them the cost of
a point to bring back any books that they come across.
animating them. The House of the Dead is the Guildhall
Of course, most of these brigands are illiterate, and the
of the Gravediggers, and resembles an old Keep sitting
books they get are worthless. Even worthless books
on a small hill inside the cemetery.
will fetch a minimum of 1cp to help ensure the flow of
Besides the cemetery’s care and upkeep, the
books continues. The most prized books sought out by
Gravedigger’s Guild works hand-in-hand with the
the guild are rare histories and nonmagical studies. All
Night Merchants, the licensed collectors of the dead
books that are arcane in nature are taken to the Guild of
that roam the city streets. Many of the Night Merchants
Wizardry, where they are sold at a discount for future
are also members of the Gravediggers Guild, but only
considerations. The guild will pay upwards of 500gp for
about a quarter of them. The city gives the Gravediggers
spell books and up to 200gp for rare histories and the
Guild 2gp for each body they dispose of, one for the
like.
Gravediggers Guild, and one that is paid to the Night
Merchants for collecting them.

Each Guild member is given a small


Each member of the guild is given a silver rectangular piece of marble carved out of one
pendant in the form of a sextant. While small large slab that is kept in the Guildhall. Etched
in size, no bigger than a silver coin, the sextant into the marble is the Guild’s symbol of the
is fully functional with all the moving parts of crossed shovels featuring minor necromantic
a full-sized sextant. These tokens are costly to magic. The undead gatekeeper at the Guildhall
make, and the craftsmanship involved requires a can sense this magic, allowing those with an
master jeweler. official token to pass freely within.

41
The Guild of Wizardry The League of Merchants also employs members of
the Laborers Guild to load wagons, dig trenches, or any
The Guild of Wizardry is covered in-depth in the other mundane work that might be needed.
Power Brokers section of this book. (pg. 22) While Ravensrook has a large population of brigands
and bandits, over half of the people within these lands
Of all the important guilds in the city, the are ordinary folk. Workers, farmers, and the like and
Guild of Wizardry is the only one that does not the Laborer’s Guild is their representative. Even in a
have a guild token. Membership within their notorious city such as Ravensrook, there are farms
ranks is limited to only the most powerful in the countryside. Joining the Laborer’s Guild is the
wizards, and wizards of their power travel in number one way of deterring bandits from pilfering
exclusive circles among Ravensrook’s elite. their crops. Punishment for those that prey upon the
working class of Ravensrook is severe if
they are guilded citizens.
The Jeweler’s and The Laborer’s Guild is the only
guild with no main guildhall,
Gemcutter’s Guild but instead, it has chapter
houses spread throughout
Another small Guild is the Jewelers and Gemcutters the city. While considered
Guild. Located in the Peak District, the Guild is the go-to an unskilled guild, the
place to unload gems and jewelry for the best price. Laborer’s Guild has
While the most prized possessions are bought and sold strong ties to the Lord
at their featured shop in the Peak, they also have shops of Brick that heavily
located in the Inner-City and Outer-City districts. Their relies on them.
main trade is the re-cutting of gems to move them back
to markets outside of the Free Lords.

Each guild member is given a black armband


with the hammer and sickle symbol of the
Each Guild member is given Laborer’s Guild upon it. Each armband is
a unique jewelers loupe. While made from a special fabric that has a mild but
this item acts just like a regular particular scent that is easily detected by the
jewelers loupe, the glass within guilds trained dogs.
it is specially crafted. Inside the
Guildhall is an image painted
upon a blank wall that can only
The Leatherworker’s
be seen when looked at through and Mason’s Guild
an official Guild loupe.
The Leatherworker’s and Mason’s Guild has a

The Laborer’s Guild strong affiliation with the Lord of Brick, who uses their
services on projects. Along with other artisans’ guilds,
Second only in size to the Beggars Guild is the this guild makes up the backbone of the guild structure
Laborer’s Guild. Made up of the common laborers in that the city operates on. While more specialized
the city, it has the second-lowest dues membership fee. than the Butcher’s, Baker’s and Cook’s Guild, or the
The guild members provide physical labor for most Laborer’s Guild, the Leatherworker’s and Mason’s Guild
of the city-run projects and everyday activities. The still considers itself among the working-class. Their
Talons hire foremen from this guild to oversee their Guildhall is found in the Outer-City and is a practical
work details of prisoners sentenced to forced labor. stone house.

42
of this, the work that a member of the guild
gets is generally nothing better than routine
guard work.
Despite their poor reputation, the
Mercenary and Free Swords Guild still has
a considerable sway because of their large
membership, which swelled in numbers
after the Ravensrook army disbanded. Toth
has also been keen to utilize them closer
to home when he needs extra manpower
instead of relying on the humanoid forces, he
commands for the Great Old One.

Each guild member is given a


Each guild member is given a piece of leather
ceremonial dagger with the cross
with punched and riveted holes at each end into
swords symbol of the guild etched
which small hooks are designed to be placed.
upon it. All of these daggers are
Each piece is measured to a specific length that
forged by Morley Clanless himself,
can be inserted into one of several hides which
the head of the Blacksmith Guild.
hang on a wall in the Guildhall. If the length is
Despite being ceremonial, they
not precise, it will not fit. Each piece of leather
are masterfully crafted but simple
is marked with a code designating which hide it
in design.
corresponds with.

The Mercenary and The Merchants League


The Merchant’s League is covered in-depth in the
Free-Sword’s Guild Power Brokers section of this book. (pg. 24)

To newcomers of Ravensrook, this might seem like


a prestigious guild, but it is not. Ravensrook has many
Mercenary Troops and Companies that call it home,
and these groups all file for separate guild recognition.
For those mercenaries that are not part of one of these
troops or companies, there is the Mercenary and Free
Swords Guild. Members rely on the guild to help them
get work and help them to maintain arms and armor.
While members are generally employed together in
groups, there is no real cohesion among them like
traditional mercenary troops and companies. Because Each guild member is given a small leather
pouch no bigger than a human fist that is
enchanted and turned into a special bag of
hold designed only for carrying coins. There are
three different versions of the bag depending
on the guild members ranking within the guild.
The highest-rank pouch can carry up to 1,000
gold coins, 5,000 silver coins, and 10,000 copper
coins.

43
The Messenger’s Guild Today, the Messengers guild’s offices can be found
in all the cities and towns within the Free Lords’
lands. They also have offices in both the Urance states,
Verondy and the Divine Bastion. The Messenger’s
guild has never worked with or for the Old One or his
minions. While several offices have recently closed due
to the war, their services are still in high demand.

The Messenger’s Guild is a highly specialized


collection of talented rangers, rogues, and spellcasters
The Moneychanger’s
that have a knack for moving about unnoticed. Those
that can disguise themselves or use magic to travel
and Pawnbroker’s Guild
great distances are highly sought-after recruits for the Ravensrook has never had an official currency or
guild. The Messenger’s Guild is one of the few guilds in mint because the city has never had a shortage of coin
Ravensrook that have Guildhalls outside of the city and flooding in with the brigands and bandits from their
throughout the Free Lords’ lands. raids. Merchants and shop owners will accept any
Founded over 100 years ago after the city had currency, but that is not where the problem lies; the
become well established and a hub of influence. The problem is for the merchants that come to Ravensrook
guild formed to fill the need to deliver messages in a and into the Free Lords to do business. Merchants
land of constant turmoil and shifting alliances. Magical caught with coinage from several nations might tip-off
messages can be tricky at best, as the Free Lords’ authorities they were doing business in the Free Lords,
wizards have become very adept at intercepting or a moniker that could severely damage their reputation.
blocking magical communications. Merchants can use the moneychangers to swap out the
Because of this, Silva Torren, a master thief from coin they might acquire during a stay in Ravensrook for
the Congress, began his service of delivering messages. their homelands before heading home.
Agreeing to pay a monthly tribute to the Congress, he Foreign Merchants sneaking into Ravensrook to
was allowed to separate from them and fully develop buy illegally stolen goods is a tradition as old as the
his organization. The fact that Silva had amassed tons city itself. Still, they are not always in the city in large
of blackmail material over his fellow members in the numbers, especially during the winter. During these
Congress did not hurt either. leaner times, bandits can go to pawnbrokers to sell
their goods or pawn a sword they might not need until
raiding season comes around again, or even settle a
gambling debt. These middlemen can keep the wheels of
commerce running smoothly even if at a discounted cost
to their customers.
In earlier years, competition between Pawnbrokers
was as fierce as the rivalries between competing bandit
groups, and those rivalries would often turn violent.
Each guild member is given a signet ring Eventually, as the guilds took hold in Ravensrook,
with the winged quill symbol of the messenger the pawnbrokers banded together into a guild for its
service upon it. While all the signet rings benefits. Today, their shops can be found in all the city
appear identical, subtle differences in the districts, and they have a monopoly on it. Anyone that
design surrounding the winged quill on the wants to open a store must get approval from them
ring are unique to each owner. As well as a first. If a foolish person opens a pawnshop without
symbol of their position in the guild these rings permission, they soon realize that no one will go there
are used officially in sealing documents that for fear of being banned from guild pawnshops.
they deliver.

44
Pawnshops are also poor places to find more mundane
objects, as they only want items with decent value
to them. Because of this, if the item is under 5gp in
value, pawnshops will not bother with them. The chart
below shows the possibility of an item being found in
a pawn shop and how its value modifies that. Items
purchased from a pawn shop can be bought at 60%
of the current market value, but there is a chance that
there is something wrong with it. Each Item purchased
by a player requires a roll of a 1d100, and on a result
of 10 or lower, there is something wrong with the item.
What exactly is wrong with it will be up to the GM’s
interpretation, but whatever it is isn’t noticeable.
Each guild member is given a simple
wooden coin. The guild member’s name is
carved into the coin along with a number
and either a bird or a fish. If the image is a
bird, you add the number of letters to the
number engraved on the coin to look up their
membership in the book of members in the
guildhall, and if it is a fish, you subtract the
number of letters in their name.

Pawning items: In Ravensrook, pawning is a way to


get some quick cash but allow you to get it your items
back. As a rule of thumb, a character can get up to 50% The Smith’s and
of an item’s value in a loan. The rate of interest varies
depending on your status, but there is a cap to it. The
Armorer’s Guild
total amount of interest will need to be paid to retrieve The Smith’s and Armorer’s Guild has several forges
the item from pawn, and this includes the interest and shops located throughout the city and provides
which is tacked onto the total regardless of whether everything from nails to brilliantly crafted swords. The
the item is taken out of pawn immediately. To find your only two forges allowed to operate outside of the guild
interest rate roll on the chart below, adding in any belong to Toth’s Red Guard and one used by the city
charisma modifiers of appropriate skill modifiers such guard, the Talons.
as persuasion and the like. There was a time when many independent forges
were in the city, but that changed with Arlund Clanless.
The dwarven master smith climbed his way up the guild
ladder until he was head of the organization, and he did
so by any means necessary. Arlund soon started forcing
unguilded smiths into the guild, and those that refused
soon found themselves minus a hand as an example of
what happens when you refuse Arlund.
The Council of Lords almost broke up the guild when
Arlund fixed prices higher than most could afford after
Purchasing Items from a Pawnshop: The other he had established a monopoly, but Arlund relented and
benefit of a pawnshop is finding useful items cheaper brought the prices back down. After Arlund’s death,
than the going market rate. The downside is that his son, Morley Clanless, took over the guild and is
sometimes those items are not of the best quality. grooming his son, Targin, to eventually take his place.

45
Morley is just as ruthless as his father was, but Targin the Outwall district.
takes after his mother and is a more levelheaded dwarf. The white handkerchiefs that the gang wore evolved
Good quality metalworking is not standard in into featureless white masks, which quickly became the
Ravensrook, and those who have some talent with it are gang’s trademark. The anonymity gained by members of
snatched up and given positions right away within the the gang from hiding their identities added to the gang’s
city. Only a handful of stubborn smiths work outside of mystique. Unlike most gangs in Outwall, the Thousand
the guild, and because of this, all metal goods are 10% Faces had no claimed territory and did not commit
more expensive in Ravensrook. Including items such as petty crimes. The Thousand Faces only took on large
arrows, nails, carpentry tools in addition to the more operations like stealing from merchants and robbing
apparent arms and armor. Selling metal items brings a guild businesses located in Outwall.
higher price as well. While the standard amount given is Also, unlike other gangs, one cannot simply seek out
usually 50% of resell value, metal items are purchased membership by approaching gang members. Members
at 60% of the resell amount. are sought out by the Thousand Faces and approached
secretly for recruitment. 
Despite the change of leadership in the city, the
Thousand Faces still conduct business as usual, but they
have avoided targeting Toth’s people or the Red Guard.

Each guild member is given a


small hammer crafted by Morley
that is usually worn visibly on
one’s belt. The hammers have
no distinguishing marks and
are simple in design, but Morley
and his sons can tell if it was his
craftmanship by simply looking
at them.

The Thousand Faces


The most powerful of the Outwall street gangs is the
Thousand Faces. The Thousand Faces got their start as a
small-time gang known for wearing white handkerchiefs
over their faces to hide their identities. They enacted
this precaution due to the gang’s indifference towards
targeting guilded or unguilded citizens. These earlier
members’ skills are undeniable as they were able
to avoid capture from the Talons and even privately
hired mercenaries by some of the guilds. The gang’s
reputation grew, and so did the intensity of the Congress
and guilds looking to put them out of action. Eventually,
a deal was struck with the Congress, and the Thousand
Faces were given the unprecedented freedom to target
whomever they wished, so long as it remained within

46
CHAPTER SIX: THE DISTRICTS
OF RAVENSROOK

R
avensrook is situated on a hill surrounded transported into the city from forests to the north and
by a sweeping plain. The city radiates out quarries to the east and south.
in walled rings from its axis, called The
Peak. While not high in elevation, only
a mere hundred and fifty feet at its highest point, it
The Peak
still provides a commanding view of the surrounding Less than fifty square city blocks in size, The Peak
country. The walls of Ravensrook are manned and contains the most important places in Ravensrook.
patrolled night and day, acting as an observation The Peak is home to the Palace of the Governor as well
platform for the Talons. The Talon’s Watchers keep an as the Council Hall. Other city buildings of note here are
eye out for flares that can be shot into the sky by the the old Governors Tower, which is now occupied by the
city’s patrols if (and when) additional help is needed. Red Guard officers, and The Crystal Palace - the most
Starting from The Peak, the city’s rings radiate elegant Tavern in the city. The Lords and wealthiest of
outward. Ravensrook becomes increasingly destitute Ravensrook’s influencers reside in opulent manors or
the further away from the Peak. There are three walled luxurious apartments.
sections of the city, The Peak, The Inner-City, and The The Peak has a special unit of city Talons made up of
Outer-City. The sprawl outside the walls is known as their best troops. Before the Lord-Marshal took control
Outwall, a shanty city with a barter and trade economy of the city these Talons were easily bribed. Since Toth
of its own. The total area of Outwall is larger than The reconditioned their ranks and instilled loyalty through
Peak, Inner-City, and Outer-City districts combined.v fear, they have become a reliable and nigh incorruptible
The materials used in constructing buildings change force.
from mostly stone in the Peak to a mixture of stone and Entry into The Peak is restricted to Guilded citizens
timber in the Inner-City. The Outer-City is mainly built of a certain stature, and the gate is manned by sharp-
with timber, while Outwall uses whatever can be found. eyed Talons that will stop and question anyone they
Suitable building materials are hard to find and must be think does not belong. After sundown, The Peak gates

48
are closed, and all traffic in and out of the district must
have the doors opened for them. A wicket door is inset
The Inner City
into the larger gate to accommodate this traffic without The Inner-City is the heart and soul of
having to swing the larger ones open. Ravensrook. This is where the bulk of
The Lord of Brick has laborers who work in the all the chartered Guilds have their
district around the clock, picking up and removing all Guildhalls. The average citizen
garbage, making it the cities cleanest. who lives within the Inner-City is
The Peak has its own well that exclusively services considered ‘well-off’ and makes up
The Peak. It features a manual pump station (operated the middle and upper-middle classes.
by the same clan of Kobolds in charge of Ravensrook’s The residents of Inner-City tend to be
Undercity) filling a complex system of aqueducts. This mid-level bureaucrats, Talons of the
pump station provides water for all the Peak buildings, Guard, successful business Owners
the only such system in the city. or other Guilded citizens who
With Lord-Marshal Toth and his Red Guard usurping are more than just common
power in the city, little has changed in the Peak besides workers.
the fact that the Governor’s mansion is now the Entry into the Inner-City is not
personal dwelling of Toth, and the Governors Tower has as strict as the Peak, but the guards
become a barracks for the Red Guard officers. here are equally vigilant about
who may come and go. Those that
appear out of place are profiled,
then stopped and questioned. A
few coins can still smooth over most
disputes with the regular city guards,
of course. Patrols are frequent inside
the district, and the Talons generally
move in squads of four as they make
their rounds. Crime is not as prevalent in
the Inner-City, at least not on the surface. While there
is little in the way of aggressive or destructive street
crime, the Inner-City is where the financial schemes and
confidence games of hucksters can be found.
The Inner-City has changed little under the
occupation of Toth and his forces. He wishes to keep the
city functioning as regularly as possible.

The Outer-City
The last ring of walls encompasses the Outer-City.
The inhabitants of the Outer-City are the common
workers and citizenry that don’t hold influential
positions within their guilds but are still guilded. The
second-largest district in Ravensrook, the Outer-City, is
where the lawlessness that is Outwall mingles with the
law and order in the cities’ guilded system. The Outer-
City is a mix of residential and guild shops and even a
few Guildhalls, along with the more high-end brothels,
gambling halls, and taverns that cater to the brigands

49
and bandits that the city is known for. to gather after the Bazaar, is where the city’s gallows
Most of the roads in the Outer-City are paved, and are also found. Cages for those sentenced to death by
four wells provide the district with its water, a full-time prolonged exposure dangling from hooks around the
complement of Talons on duty to make sure the water is perimeter of the square. Executions are carried out on
shared. Gangs of ruffians in the past used to shake down the weekends and serve as a sort of sick entertainment
the more genial citizens for a few coins for access to the with large turnouts. This is one of the few rare times
wells, forcing the detachments of Talons to be stationed that the Night Merchants of the city can be seen doing
there. That post is assigned to the lucky Talons that find their jobs during the day as they whisk away bodies of
themselves not in favor with their current commanders. those executed.
The large Ravensrook Bazaar is also situated here and Patrols of Talons are frequent in the district during
is where the bulk of the goods taken in raids are sold the day, usually in groups of four, with their main
to visiting merchants from neighboring lands from priority being to keep the flow of goods and commerce
late spring to early fall. Unlike the Inner-City and the from being interrupted. The gates in and out of the
Peak, the Outer-City has no sewer system, and refuse is district are manned by a garrison of Talons at all hours
thrown into the allies and the streets. During the spring of the day and is considered a choice assignment.
and summer, the stench here is nearly as putrid as in Those looking to enter the Outer-City must pay a tax
Outwall. It is prevalent for individuals to carry scented of one copper day or night, but in the evening, it’s not
handkerchiefs with them to block out particularly uncommon for the Talons on duty to be lax and or
strong odors. unwilling to confront large groups. Exiting from the
Raven’s Square, the cities’ largest place for the public Outer-City to Outwall has no fee, and those leaving are

50
rarely stopped. Those pulled aside can easily forgo any city are left alone (for the most part) if
sort of delay by paying a bribe or producing guilded they pay tribute to the gang currently
credentials. If neither is provided, then the unfortunate running their neighborhood. This
souls are in store for at least a good ten minutes of doesn’t have to be always in
pointless questions before being let go. coin - services and goods
Much like the Inner-City, the Outer-City remains will suffice. Not all gangs
mostly unchanged since the occupation. The only are ruthlessly oppressive,
difference here is that some of the army’s higher- either. Some are patrons
ranking officers bivouacked outside of the city can be and protectors of their
found in this district. However, none of them are in the neighborhood, creating
city for long as Toth makes sure to continually rotate out residents who are fiercely
those units into the field on various assignments. loyal to their gang
overlords.
Outwall One of the most
prominent structures
While many consider the districts inside the walls of
in Outwall is
Ravensrook to be the seat of power of the city, Outwall,
the Arena. The
the city that sprawls out all around it, is larger than all
Arena is where
three of the walled districts combined. Since the war
many different
and subsequent occupation, it has grown even larger
competitive
with waves of refugees coming to the city. Looking for
sports are
the most competent brigands for your raids? They can
held, but the
be found here. Looking for out-of-work craftsmen? Look
gladiatorial
no further. There is an old saying: “everyone ends up
fights are the
in Ravensrook, but not everyone leaves.” Outwall has
most popular.
always been full of brigands, bandits, humanoids, and all
Over the years,
manner of nasty people, but the bulk of those that live
it has become
here are just average citizens looking to make a living.
organized and
Parts of Outwall appear to be similar to your typical
several schools now train and recruit gladiators. These
city neighborhood, while other parts are full of hovels
professional gladiators mix with slaves that have been
and shacks and are little more than a shantytown.
brought back by raiders and sold to the Arena. There is a
The only Guild of any importance in Outwall is
lot of money that exchanges hands at the bookies for the
the Beggars Guild, where it exclusively operates.
Arena, and a series of marches are held twice a week.
Chaos is everywhere here. There is nearly no law or
The Arena has become so popular, and makes so much
infrastructure and because of it Outwall has experienced
money, that the City stepped in and took control of it. A
several major fires over the years. Entire, large sections
full-time regiment of Talons are now stationed there to
of the district have burned to cinders. Only those
ensure the peace, and to transport revenue directly to
buildings situated in and around the irrigation canals
the city coffers.
that bring in water diverted from the Armory River have
Also located in Outwall, and another of the city’s
survived.
main revenue streams, are the Slave Pens. Slaves are
Outwall is a wild and semi-lawless area because the
brought back regularly from raids and are caged with
Talons are only present in a select few places, and they
offenders from the Ravensrook courts. Those who find
do not patrol the district except to make sure the roads
themselves unable to pay off fines or debts through
leading into the city remain clear for traffic. Gangs of
the courts are often sold into slavery. This happens if
mercenaries, bandits, brigands, street thugs, and street
there is no room for them in the forced labor gangs or if
urchins are plentiful in Outwall. Few people move about
their sentences were life imprisonment. Gaining one’s
the district on their own. Outwall is a patchwork of
freedom happens in one of two ways; the owner lets
different gangs claiming territory in a constant chess
them go, or the owner dies before they are sold off to
game to stay on top. Regular citizens who live in the
51
another party - creating a lapse of ownership.
Of all the districts in Ravensrook, Outwall has
Undercity
changed the most since the war. The bulk of the refugees The hill upon which Ravensrook was built is
that flooded into Ravensrook ended up here. These honeycombed with a labyrinth of ancient tunnels,
refugees injected new blood into all levels of the city’s passages, and secret rooms. From the Congress, to
social structure, but the majority of them were not smugglers, to assassins, and a host of others looking
skilled enough or had nary enough coin to join most to make their way about the city unseen, the secretive
Guilds. Even the Beggars Guild, the traditional Guild of tunnels have long been an invisible highway. The first
the poor, found themselves inundated with membership tunnels were part of the earliest sewer system, but
applications. The shantytowns in the poorest sections others quickly added onto them, creating the tangled
doubled in population overnight. This influx of strange mess of vacant cavities beneath the city. The digging
races, cultures and opinions inevitably led to violence, of tunnels became so common, in fact, that buildings
and the traditional lawlessness of Outwall was put to have collapsed due to a lack of proper foundations on
the test. more than one occasion. Eventually, the Council of Lords
The number of angry, armed, and desperate passed laws banning the digging of new tunnels, and
hooligans was turning the streets into chaos. The bricked up most of the original ones they could find. An
city had to do something about it as the violence was agreement was worked out between the Council and the
affecting the legitimate businesses that contribute Congress, allowing them to continue using some of their
most significantly to the city’s coffers - mainly tunnels, so long as they helped Ravensrook to police
the Marketplace, the Arena, and the Slave Pens. what was now being called Undercity.
Detachments of Talons were increased at all of these After bricking up old tunnels, a clan of Kobolds was
places. Even the main thoroughfares saw regular introduced into the sewers to be their custodians. In
patrols for the first time in the city’s history. Despite exchange, the Kobolds were allowed to declare the
this increased presence of Talons, their job remains Undercity their official domain. The Kobolds keep
the same: to protect the city’s interests and property of the sewers clear enough so that when the spring
Guilded Citizens only. thunderstorms occur, the sewers can handle the runoff.
Several large riots have recently erupted in Outwall. The Clan has a love-hate relationship with the Congress
These riots were so large, in fact, that Lord-Marshal which has erupted into small turf wars. Occasionally, the
Toth deployed his own Red Guard to put them down. sewers are blocked or re-routed, forcing the Council of
Even the Congress has found it harder to ply their Lords to intervene and negotiate a peace between them. 
trade in Outwall since the war - too many unaffiliated Besides the Kobolds, the Undercity is also the home
swords looking to make quick coin have taken work at of Ravensrook’s Ratlings. Unlike wererats, the Ratlings
a discount rate. Outwall had always been a dangerous of Ravensrook are unique to the city and only a handful
place, but it has become even more so since the end of of surrounding areas. They are small, halfling-sized,
the war and the beginning of the occupation. intelligent creatures. The Ratlings have their own
language, which sounds like nothing more than clicks,
growls, and squeaks to the untrained ear. They are
master scavengers that pilfer the city at night, and have
evolved into surprisingly skilled tinkerers. The Ratlings
have worked out an unofficial agreement with the
Kobolds and while they still fight each other from time
to time - they mostly live in peace. All the sewers and
official city tunnels are under the Kobolds’ supervision
and control. The Ratlings live in small tunnels systems
they have dug out themselves. Their warrens are littered
with traps.

52
FESTIVALS & HOLIDAYS
Ravensrook is home to many Gods, and while they each have holidays and days of celebration,
only two holidays are observed in the city - Darkest Night and Unity Day.

Darkest Night
Celebrated on the 11th of Goodmonth, at midnight, the Darkest Night was one of the city’s most frightening
times. As the name implies, the festival is held on the longest and darkest night of the year. Traditionally, Darkest
Night, was an evening for settling scores and taking out rivals. The celebration soon got out of hand. Setting fire
to homes and businesses of competitors became common on the Darkest Night, leading to several district-wide
infernos. The open violence convinced even the Talons to stay indoors.
Seeing this as a problem, and needing a public solution - the Council of Lords began organizing neighborhood
bonfire gatherings with free beer and the burning of effigies to help stem the violence. The Talons came out in full
force during the celebrations to help moderate a more orderly chaos. Eventually, the night turned into an all-night
celebration with most of the population too intoxicated to cause trouble.
There is still a fair amount of violence and chaos on Darkest Night, but it’s more easily managed now. The oldest
local traditions of scanning the stars for portents have returned, and getting one’s future revealed by an exotic seer
is once again big business for local fortunetellers. 
Many religions also consider this night a holy time. Several can be found conducting rituals on the Darkest Night
(in public or secret depending on the rights). While followers of these Gods are worshiped on this night, their
celebrations are not sanctioned by the city.

Unity Day
The only other legally-observed holiday in Ravensrook is an organized celebration of Ravensrook’s victory
over the forces of the Kingdom of Deca. Started by a Governor who wanted to stoke the population’s loyalty to
Ravensrook, he chose a date at random when all of Ravensrook’s past achievements should be celebrated. Today it
is nothing more than an excuse for the populace to get drunk while the rich and influential people of the city hold
exclusive parties.

53
54
The Jeweler’s Guildhall looks
5 like nothing more than a large manor house.
It is heavily defended, and a keen eye will be
able to pick out the security beyond the bars
over the windows and the walled and gated entrance.
It’s doors are sturdy and made of metal, and its walls
are several feet thick. The grounds and the interior are
also patrolled by armed guards and packs of Ravensrook
Hounds.

Alara’s Mansion is large - three


6 stories all told, with a rooftop garden.
Patrolled by at least twelve thieves guild
members at all times and two packs of
Ravensrook Hounds. The mansion is a mix of elegance
and practicality. Alara spends surprisingly little time

Places In The Peak here though, instead preferring to be mixing among her
fellow members of the Congress in the field.
The Governor’s palace is more of a
The Council Hall is a small mansion
1 fortress than a traditional palace. The Palace
is by far the oldest building in the Peak, and 7 that was converted into a hall for the Council
of Lords when the city was still young. The
possibly the entire city, as it was the first stone
most impressive part of the council hall is its
fortress constructed on the hill that would become the
grounds, a lavish garden with a hedge maze, fountains,
center of the city. Being the sitting Governor’s residence
and groves of trees. The entire compound is walled and
going back to the founding of that position, Toth lives
patrolled by a special detachment of Talons.
here in keeping with tradition.

The Mulden Arms (Tenement) is The Governor’s tower is a small


2 currently considered the most lavish place in 8 fort with a large tower. The tower itself is
shorter than Uhltrix’s tower, but older. The
the city where those who are not part of the
Council of Lords can live. Governor’s tower housed the officers’ quarters
of the Army of Ravensrook and their staff. Since the
Uhltrix’s tower (Guild of army was dissolved, the Red Guard has taken up
3 Wizardry) is the tallest structure in the
Peak and has a rather dull appearance to
residence there now.

it. A large tower, it is rumored to have many


The Crystal Palace is a massive Inn
entrances into pocket dimensions inside, as well as 9 and Tavern that caters to all the district’s
high-class people. Four stories with the top
several magical defenses. Despite it being the Guild of
floor reserved for the most opulent of the city
Wizardry’s home, none of its members are ever seen
visitors.
using the entrance to the tower, except when they are
The common rabble are not allowed into the
escorting visitors in and out of the tower.
Crystal Palace, the front door is guarded, and entry is
The Cartographer’s and by reservation only. The Crystal Palace gets its name
4 Academic’s Guild is by far the most
stunning of all the buildings in the city. Made
from the dozen crystal chandeliers that hang from the
common room’s rafters, which doubles as it’s dining
of rose marble, the only building in the city area. The establishment has many private chambers,
made of such material and decorated with engravings meeting rooms, and a lavish garden rivaled only by the
and statues. The guild is proud of its hall and ensures it one found in the city’s council hall.
is kept in the best of conditions.
55
The Ravensrook Courts are a
11 series of drab buildings always in need of
repair, adding to the somber atmosphere
around them. Open only three days a week, the
courthouse is shuttered and locked the rest of the time
with a handful of guards on duty to dissuade theft. A
small dungeon can be found under the main courthouse,
where those found guilty and in need of being
transported to other facilities await their departure
date. These dungeons are guarded around the clock as it
can take up to several weeks for those convicted to labor
to be taken away. The courtrooms themselves are small,
stuffy, and have several benches for witnesses and the
judge’s seat, placed upon a dais. Those presenting cases
to the court are expected to stand.

The Temple of Iztul houses more


12 than two dozen priests, with only a fraction
of them able to cast any kind of divine magic.
While the city is home to several temples, only
two of them have grand buildings of consequence, the
temple of Iztul and the Temple to Torex. The building is
large and cathedral-like, but with simple architecture
and designs. The main chapel is divided into several
Places In The Inner City private rooms for sacrifices, which is the temple’s
primary stock in trade. Those wishing to gain the
The The Merchant’s League goddess’s blessing come to the temple to donate to her
10 Guildhall is by far, the biggest Guildhall
in the city. It not only functions as a typical
church and make sacrifices on consecrated grounds. All
forms of sacrifices are permitted to the goddess, even
guildhall but also as an inn and tavern for human sacrifices, but those are conducted in private
traveling merchants. A vast staging area for merchants chambers.
preparing caravans for departure dominates its inner
compound ringed by warehouses for arriving caravans Temple of Torex. Torex the god of war
to store goods. The entire complex takes up more than 13 and plunder, is by far the most popular god
worshiped in the city, and the temple to the
four city blocks, is walled with towers, and dotted with
guard stations. Red God as he is often called, is proof of that.
The Merchant’s League employs a small army of The temple itself doubles as a fortress, but the doors
workers that stay in dormitories on the grounds itself or and compound are open day and night for visitors.
live in nearby tenements. In addition to the dormitories, The chief Battlemaster is an imposing half-orc called
there are barracks located on the site for the nearly one Graxton. In addition to two dozen priests, there is a
hundred men-at-arms hired from the Mercenary and small army of zealots that act as the church’s acolytes
Free-Sword’s guild that guard the entire compound. and double as the temples own personal guard.
In addition to the living quarters, there are stables The clang of steel and the grunts of fighting can often
for horses and pack animals. A blacksmith, cartwright, be heard from the temple as followers in good faith
and several other craftsmen needed to help keep the can come to the temple to train with the Battlemasters,
caravans operational. Behind the stables are the kennels the highest-ranking non-priest position in the religion.
housing more than three dozen Ravensrook Hounds These Battlemaster’s practice martial arts, study tactics,
that are also bred onsite. and conduct mock battles outside of the city. Inside

56
the temple the priests use miniatures, sand tables, and with healing potions, herbs, and other medicines.
complicated rules to simulate wargames. While smaller shops can be found throughout the city,
the guildhall is where all the severely wounded and ill
The Bank (Moneychanger’s and people are taken. There are some alchemists, druids,

14 Pawnbroker’s Guildhall), called
the Bank because it is built like a vault and
and priests of various deities that are part of the guild.
While the building is locked up during the night, those
contains the third-largest concentration of in need can come to the front gates and gain entry if the
wealth after the City Vault and the Jeweler’s Guildhouse. guards allow them to pass. They will often simply tell
It is also the only bank open to the public. While the those who bring wounded or sick people to the entrance
bulk of Pawnbrokers transactions are conducted at to leave them there with a payment, and the guards will
satellite locations throughout the city, exceptionally then open the gates and gather the individual after they
large transactions occur at the Bank itself. believe the coast is clear.
The Bank is staffed round the clock even though it is The Messengers Guildhall is a
only open for business during the day. A compliment of
fifty guards hired from the Mercenary and Free-Sword’s 18 small building that is merely a collection
point where those who need to have a
guild are always on duty. The vault is rumored to also be message delivered will come, meet with a
guarded by several gold golems. representative, and leave their message and payment.
How the message gets from there and into the hands of
The City Sewer Works is located an actual messenger is unknown, but no messengers are
15 in a tucked-away corner of the district is the
maintenance entry into the sewers and the
seen leaving the building.

control station. All of the mechanical valves Mercenary and Free-Swords


and levers controlling the diversion of the city’s runoff 19 Guildhall Despite its name, the
Mercenary and Free-Swords guildhall is
and waste. The Inner-City and the Peak are the only
parts of the city fully serviced by the sewers and a small not a large fortress, keep, or tower as some
portion of the Outer-City. A kobold clan operates the would suspect; instead, the Guildhall is a three-story
sewers and can be found here, but they rarely roam building that looks more like a tavern or inn. Used as a
about the district. They are only found in the streets meeting place for members to mingle with prospective
when repairing the sewers many runoffs. employers and fellow members. The place is called the
Hall by locals and is usually packed with guild members.
Greyman’s Arms and Armor is
16 by far the most famous weapons dealer in
the city and is well known for dealing with
the most exotic and even magical weapons.
The shop is unaffiliated with any guild in the city and
functions off a private writ it has arranged directly
with the city. All the city’s elite shop at Greyman’s,
and Greyman, the owner from which the shop gets its
name, is said to have a network of adventurers that
bring him his stock. While past his prime, Greyman and
his employees are all masterful warriors, and only the
foolhardiest of thieves would attempt to steal from his
shop.

Barbers and Dentist’s Guildhall


17 This large and simple Guildhall also doubles
as the cities only official hospital. Staffed with
a guards’ detachment, the Guildhall is stocked

57
Raven’s Square is the city’s main
22 square and gathering place. The square is
decorated with statues and a graffiti-covered
fountain, but is still an impressive place.
Permanent scaffolding is erected at the center of the
square, where commoners condemned to death are
hanged. Around the perimeter are large posts over
fifteen feet tall with cages dangling from hooks. This is
where those not fortunate enough for a quick death die
slowly from starvation and exposure to the elements.
The square is where all major announcements are made,
and all city-sanctioned festivals are held.

The Black House is an unassuming


23 two-story house that blends perfectly into
the street where it is found. It doesn’t get its
name from the color of the stone from which
it’s made but from the nature of the deeds purchased
inside. The Black House is the home of Ravensrook’s
assassin’s guild. No assassin can be found at the house,
at least according to those inside, all of whom appear
to be unassuming clerks. If a commission is desired, a
customer leaves a description with a representative.

Places In The Outer- The information is then passed onto the associates (as
the assassins are called). Once the associate reviews
City the commission, a message is delivered to the customer,
letting them know if the commission was accepted. If so,
The Nest (City Keep) is the main
the commission’s final cost, and where payment can be
20 base for the city’s watch. It is officially called
the City Keep, but called the Nest by most. It
delivered is also included. Once the final payment has
been delivered, no further contact is made between the
is a small keep outfitted with a dungeon, and
associates, the Guild, and the customer.
swarming with Talons at all times. Connected to the
Nest is a stable, blacksmith, and a barracks to house The Kitchen is the nickname given
up to 300 Talons. The Nest used to keep provisions on
hand in the event of a siege or major riot, but the stores
24 to the Guild House of the Bakers, Butchers,
and Cooks Guild. There is no kitchen on
haven’t been refilled in recent history. the premises. In fact, the entire Guildhall is
nothing more than a clerical office for keeping track
Bernard’s Lucky Trading of paperwork and members. A common joke is that
21 Company serves two distinct purposes,
the first being it is the largest General store
someone stops and asks a stranger where they can find
the Kitchen, and often enough - they are standing in
in the city. (They carry everything that can be front of it.
found in the player’s handbook, and if they do not have
it in stock, then no one has it in the city.) The second Smith’s and Armorer’s
is being a front for the Congress, the city’s Thieves 25 Guildhall, the house that Morley built, is
more a factory than a traditional Guildhall. It
Guild. By outfitting bands of bandits and brigands, they
can find out where and when they are planning on is also the personal forge of Morley Clanless,
marauding, and they can even foretell the plans of some head of the Smith’s and Armorer’s Guild. The Guildhall’s
of the other Guilds by what they are stockpiling. entire bottom floor is home to four active forges with all
58
of the offices located on the second floor of the facility. Wila’s Apothecary and Specialty
In addition to the two floors visible above ground, it is
known that there are several sub-levels to the Guildhall,
29 Shop is the weirdest shop in the whole city.
The three-story wooden house looks more
mostly used for storage of their creations - and a vault like an aged, haunted house with its weathered
for their most prized creations. iron fence and gate. The sagging house is rumored to
be animated and said to defend Wila if the need arises.
Those who shop in the place can hear low breathing and
Leatherworker’s and Mason’s feel a slight change in the wind as if a giant monster is
26 Guildhall is another Guildhall that,
thankfully, has no manufacturing on-site. The
just in the next room and breathing in and out. Doors
open and close on their own accord, or even simply
Guildhall is strictly an administrative office
vanish and appear on other walls. Windowsills, railings,
that helps coordinate work and sets up jobs for its
and molding detach and move about on its own, and
members. There is no foul-smelling tannery here. The
holes can appear on the floor, allowing items to rise
Guildhall is easily identified by the leather-covered and
from lower floors. The wood is not flammable, although
studded door, and its temple-like columned building.
it can be hacked apart.
There have been instances where some customers
have entered the house and have never been seen again.
The Apothecary and Herbalist’s People have talked in the past of destroying the house
27 Guildhall is one of the most unique and
readily identifiable Guildhalls in all the city.
and Wila, and if her wares were not so strange and
wonderful, they might seriously consider it. The number
The building is made of white marble and of stories of customers finding rare and amazing magic
has the look of a sanitarium, except for the garden inside her house for sale far outnumbers the stories of
that dominates its entire roof with vines and creepers people disappearing.
growing down the building’s side. Even more impressive Wila is a very unassuming woman, with long dark
than the garden is a huge tree, over one hundred feet hair who favors dark clothes, but not just black. She is
tall, growing in the middle of that garden, towering over soft-spoken, polite, and petite. She is also known to be
everything around it. a spell caster, but what kind or how potent her magic is
The garden is not just for show but is full of rare no one knows. Where she gets all her wondrous items is
herbs and plants used in poultices, salves, and potions. also unknown as the only people seen coming and going
Like most everything else in the city, the guildhall is only from her place are customers.
open for business during the daytime, even though it
has people working there around the clock.

The Green Egg Inn has the reputation


28 of being a fine Inn accepting everyone
who can behave themselves but is widely
considered the best restaurant in the city. The
place is packed from sun-up to sun-down and it, like
most common houses, remains open for business after
hours, but the front door is heavily guarded.
The Green Egg’s main claim to fame is its menu,
which has the widest selection of things to order.
Ravensrook imports nearly all its foodstuffs, and
because of this, stocks are never reliable or the same
day to day. Because of this, cooks at the Egg have been
experimenting with new dishes for thirty years, which
is how long the Crabden family, a wily family of gnomes,
has owned it.

59
Places In The Outwall
The City Bazaar is crawling with that the Bazaar is the lifeblood of Ravensrook’s
30 Talons during the day, and the Congress has
made it well known that they will accept no
economy.
Many were unsure how the new overlords would
pilfering, or untoward skullduggery in regards treat the Bazaar. During and after the war the foreign
to the merchants. By night it is an empty plot of land. merchants had stopped coming. A few years later it was
The Bazaar predates the city itself and is where the evident that the minions of the Old One, or at least Toth,
ill-gotten goods of bandits and brigands were bought had no intention of interfering with it. With regular
and resold. You cannot find everything for sale here all tribute needing to be sent back north to feed the horde
the time, but what you do find will always be at the best and the evil empire that belongs to the Great Old One,
prices. great pains have been taken by Toth to ensure that the
In the beginning, wares were sold by the same Bazaar continues to thrive.
bandits and brigands that stole them, but men of action The grounds upon which the Bazaar is held is a great
are ill-suited to such work - which lead to the rise of the expanse of open land that, each dawn, erupts into a sea
merchant class to take on that trade. These merchants of tents where merchants and the guilds are open for
bought their goods, then stockpiled them to haul to business. Then, as quickly as it is erected every morning,
foreign markets. Today the Merchants League has a the entire thing is pulled down an hour before nightfall,
stranglehold on the local merchants. It is fully supported as the merchants and guild members hurry back home
by the city council and the other guilds - it is understood before darkness falls.

60
The Slave Pens One of the most finest guides and scouts in all the Free Lords available
31 lucrative trades in the city is the slave trade,
especially since the war - which has has
for hire. These rangers can lead your caravan or your
marauding party or your off-trail adventure. Seltin
driven up demand. Each morning slaves are is also one of the most informed men, outside of the
marched out of their stockades and holding cells into messenger’s service, as his guides and scouts regularly
the slave pens to wait their turn on the auction block. bring back news to him. Seltin knows so much that he
During the day, the Slave Pens are packed with people. periodically supplies information to the Congress for a
At night it is empty, the pens are for temporary holding small fee and added protection.
only and the stock is the responsibility of the owner.
A detachment of Talons is stationed here during the Last Chance Tavern and Inn is on
day, but not to protect citizens from the slaves, rather to
ensure the rowdier slavers do not disrupt the market.
35 the Western Road, out of Ravensrook heading
into the heartlands. Run by a personable ex-
Slavers are notorious for shaking down rivals. Some adventurer named Chance Lucas, his place
even make a practice of waylaying slave trains and is considered the last chance to turn around before
seizing their stock before it reaches Ravensrook. heading into Outwall. Many merchants stay here while
conducting their business at the Bazaar so they do not
have to stay in the city. In addition to merchants, many
The Fish Mongers While Ravensrook adventurers making their way to Ravensrook stop at the
32 does not have much in the way of local
produce, the fishmongers bring in wagon
Last Chance. Chance is known for being on good terms
with nearly everyone in Ravensrook and is a friend of
loads of fish from the nearby Armory River
Alara Morningstar. Chance’s connections are usually
daily. The fishmongers have a regular spot just outside
enough to keep the riffraff out of his place, that, and the
of the Bazaar where they sell their fish, but it is rarely
guards he has on the payroll.
fresh unless it is winter or autumn. During warmer
months, the fish that is brought up is already salted and
or dried. Sometimes, it is still alive and in barrels.

The Black Swan Inn is the most


33 notorious inn and tavern in the city. The Black
Swan is the place to go when you’re looking
to either join or recruit a marauding band
for a raid into the neighboring kingdoms. Even before
the refugees and the war, the Black Swan was a place
to find the roughest and meanest bandits and brigands
in the city. The Black Swan is owned by a former half-
orc brigand named Beltran and his partner; a half-ogre
named Gevin. They employ a squad of roughnecks, in
addition to the regular staff, and are known for their
extra-durable custom furniture.

Seltin’s Livery Stable is located


34 on the outskirts of Outwall and is the one-
stop-shop for all your horse and tack needs.
They sell horses and repurchase them at a
discounted price if they are still serviceable. They sell
wagons, and all your caravan necessities as well. In
addition to horses and wagons, Seltrins also has the

61
The Dregs has always been where the The Slab is a prison on Outwall’s
36 poorest of Ravensrook’s citizens end up. Even
in Outwall, the division between the haves
39 outskirts. Imposing, brooding and unadorned
by statues or embellishments, the prison’s
and the have-nots is apparent. The lowest of exterior reflects the hopelessness within.
these citizens live in the Dregs. This shantytown has no Besides the main keep, there are four large stone
real borders as its growth and population is in constant barracks and a dungeon below for prisoners not
flux. Fire, disease, and the hard living of the Dregs assigned to forced labor.
keeps it that way. Talons never patrol here, and the only Columns of chain-gangs are led out of the Slab to
authority recognized there are the gangs. The gangs work surrounding fields or loaded into wagons and
of the Dregs are the least influential in Outwall and taken to locations throughout the city to work. These
Ravensrook. gangs are heavily guarded by the Talons.

Cemetery and the House of the


40 Dead Just north of the Outwall district lies
the Ravensrook cemetery and the House
of the Dead. The cemetery has been in this
location nearly as long as Ravensrook has been a city.
The House of the Dead started out as nothing more than
a shack where Death Priests lived, and has grown into
an underground cathedral dedicated to death in all its
forms. Most people from Ravensrook never visit the
Fountain Number One Besides cemetery, and the rumors about the place are many.
37 bars, taverns, and drug dens, Outwall has little
in the way of clean water except for Fountain
Number One. All the fountains in the city have
The Arena is home to the city’s most
a number designation to them, Number One in Outwall
being the largest. The fountain is more than just a place 41 popular entertainment; the gladiator fights. It
is said that the Arena began as a way for the
to gather water, of course, it is also a place to relax and
gangs of bandits and brigands to settle their
catch up with neighbors about the latest gossip.
disputes. As the city evolved, so did the gladiator pits,
Because of the importance of Fountain Number One
growing from simple holes dug into the ground, into
to Outwall, it is the only place in the district that has
a stone arena with seating for thousands. Beneath the
round-the-clock Talons stationed there. The Talons’ job
colosseum is a maze of living quarters for gladiators,
is to ensure that no one attempts to foul the water or
and holding pens for monsters to be used in the arena.
use it as their personal bathroom. Being stationed at
Like any good theatre, it also has trap doors and trick
the Fountain is considered a punishment assignment, or
walls.
reserved for those new to the Talons.
Besides gladiatorial bouts, The Arena also holds
exhibition matches, public executions and trials. Trials
The Beggars Guild There is only one are public matches where two sides can enter the Arena

38 large institution in Outwall. The hall of the


Beggar’s Guild is often described as a perfect
to settle a disagreement, just like the city’s founders
used to do. These can be to the death or first blood, and
reflection of the Guild itself, large and run- can be fought between the two disgruntled opponents
down. The building is brimming with people at all hours or professional stand-ins. While not an officially
of the night and day - members taking advantage of the sanctioned form of justice through the magistrates,
services they provide. Violence among members here is most in the city honor these matches’ results and public
one of the few reasons for expulsion from the Guild that opinion looks down on those that do not.
accepts all.
62
63
64
65
CHAPTER SEVEN: IMPORTANT
PEOPLE OF RAVENSROOK

Dramatis Personae Alara Morningstar


▶ Alara Morningstar Leader of the Congress
▶ Arnol Marsh Alara appears as an elf, but her features are not
▶ Arun Toth distinct enough to discern what kind of elf. If ever asked
▶ Baenor Borralis this question, she responds with a wry smile and a
▶ Beltran comment about a girl not giving away all her secrets.
▶ Berda Brae Tall for an elf, at 5’8” in height, Alara has raven hair,
▶ Bertrum Glitterstone green eyes, and a dancer’s build. Many speculate that
▶ Cedric Valest she is really a half-elf with dominant elven features. Of
▶ Chief Rugga course, the truth is that Alara is actually a dragon that
▶ Graxton Battlemaster has assumed this form to interact with the lesser races.
▶ Gunseli The Spider Alara dresses for the occasion and is never seen wearing
▶ Harald Grimm the same thing twice - as she enjoys new clothes and
▶ Harmaz being fashionable.
▶ Karst Alara has been a fixture in Ravensrook for over
▶ Kostana 100 years now, and the Congress leader for 70 of
▶ Mauldren Borrow those years. Before she assumed the Alara persona,
▶ Morley Clanless she had lived in the city as a human warrior whose
▶ Neros name has been lost to time. She used this persona to
▶ Pinder Peddlequick get accustomed to her new home and then laid it to
▶ Riziln rest and took up Alara’s identity. Of the inhabitants of
▶ Seltin Ravensrook, only Riziln, and Neros (her sometimes
▶ Serinar lover) know of her true identity, but even they do not
know her true Draconic name.

66
Alara stands out with her lighthearted demeanor and they wouldn’t have any contact with her. As adventurers
personality in a city full of bravado and hard men. She gain levels and reputation, or if they are already of a
is always smiling and polite to all those that she meets. high enough level, usually tenth level and above, she will
She has ordered assassinations and war upon other request an audience with them when they arrive in the
guilds, all the while smiling as if it was nothing. Alara city. The reason for this is so that Alara can size them up
enjoys her position as the most powerful person in the and get her own opinion of them. If she likes what she
city, and all the excitement it gives her. Like all dragons, sees, she will more than likely try to employ them, and
she lives for the small moments and the interactions if they are amiable to the idea, maybe even try to recruit
between these lesser beings. them into the Congress.
Alara is protective of her city and her people, and Of course, if the characters are already members
has genuine affection for them, much like one has for a of the guild, Alara will start paying attention to the
beloved pet. She is concerned about the current state of characters by the time they become 5th level. She may
affairs since the war, and she is working hard to form a directly interact with them at that time as she believes
lasting bond between herself and Toth. in being a hands-on leader.
Alara is a mature Dragon, and an accomplished
swordswoman and caster in her Elven form. She never Arnol Marsh
wears armor; instead, she relies on her abilities and
the fact that she is far stronger, faster, and tougher than Leader of the Verondian Rebels
nearly all that she encounters (even in her Elven form). Arnol is a middle-aged man still in his prime, and his
If Alara is said to have a weakness, it is her affection posture and demeanor speak volumes even when he
for Neros. Even though she does not know what it is not saying a word. Being a man of few words, when
is about this human male that fascinates her, she Arnol does speak, he is direct and to the point. Despite
spends what free time she can in his company. Their his imposing nature, Arnol is of average size and height.
relationship is a well-known fact in the city, and His greying hair is thin, and his hard face has several
some foolish individuals have tried to use Neros to small scars from a lifetime as a Paladin of Thereon. His
get to Alara in the past, only to wind up dead by the armor and weapons are of good quality but not flashy
swordsman’s own hand. or flamboyant, and he looks every bit the mercenary he
claims to be.
Arnol has been leading the Verondian rebels in
Ravensrook for three years. During that time, he has
been able to hamper that city’s ability to supply goods
and resources to the Great Old One’s Empire, but only
minimally - as he refuses to waste his men on plans that
do not have a high chance of success. Arnol realizes that
he can do far more good in the long run if he fights a
battle of attrition. He waits for the day when the cold
war turns hot once again.
Arnol dislikes what Ravensrook stands for and hates
his time here, but knows it is for the greater good. Even
though he hates Ravensrook, he hates the Empire of
Magna Vestus even more, and the knowledge that they
continue to fight against him is what allows him to carry
on.
In the city, Arnol is known as a mercenary, and is
Tips on Running Alara: Adventurers might be openly a member of the Mercenary and Free-Sword’s
able to catch glimpses of Alara from time to time at a Guild. While he and his cell make plots against the
distance, but until they are substantially high enough minions of the Old One they also work in the city,
level to have a reputation that warrants her attention, usually as guards.
67
is not your typical minion of Magna Vestus and is far
less chaotic in his style and demeanor than expected.
After scheming his way into the political scene, he has
enacted many changes to strengthen Ravensrook.
Toth, like the Old One, is a half-fiend, and because of
his infernal blood is a large and imposing figure with
scarlet skin, jet black hair, horns, and cloven-hooved
feet. Dressing in dark crimson clothes and armor, he
wields a spear and a wicked morning star in battle. His
natural fiendish abilities and freakish strength make
him more than a match for any foe he has met on the
battlefield. Unlike most of the Old One’s commanders,
he also sees the value in strategy and loyalty. His
personal troops, the Red Guard, well are fanatical in
their devotion to him and obey him over even the Old
One. He has been known to fly off into rages but only
in battle. Toth despises the Old One and his realm. He
inherited his father’s holdings after killing him, not a
Arnol currently has a group of half a dozen under simple task as his father was a demon bound to the Old
his command. Despite his cell members’ insistence, he One’s service.
refuses to recruit or use locals, seeing it as too much of a Toth knows he was assigned to occupy Ravensrook
security risk. because he has the temperament to manage it and not
Arnol does not lie, ever, but he will not be forced into turn it into a pile of smoldering cinders. He also knows
divulging information either. He will simply refuse to he gained the position to test his loyalty and tempt him
answer a question or respond with information that into betraying the Old One. Toth looks forward to doing
means nothing to the question. Grumbling under his
breath is a favorite answer when he can think of nothing
better to say.
Tips on Running Arnol: It is possible that the
characters have been sent to Ravensrook to help Arnol,
but only if the party is not full of loose cannons and
can be trusted. Even if that is the case, Arnol will be
reluctant to use them for significant assignments until
they have won his trust, which comes slowly. Arnol is
cautious and always keeps a stone of masking on his
person to hide the fact he is a Paladin. Arnol will never
reveal that he is a Verondian agent unless a character
has documentation of some sort that he can verify. If the
characters are sent to work with Arnol, he would have
already received word before they arrive in the city and
will be watching for them, but he will never approach
them.

Arun Toth
Governor of Ravensrook
After Ravensrook signed their treaty with the Great
Old One, none thought any good would come of it. It
might not have seemed like it to the conquered, but Toth
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just that when the time is right despite the Demi-lord’s He is lucky in battle and with everyday encounters, be
anticipation of it. it barely missing an enemy patrol, or stumbling onto a
Treason has been on the Lord-Marshal’s mind crate of flame pots when storming an enemy fortress
since before the war when he went about building guarded by trolls. Baenor himself believes that he is
his personal army. Even when in the Old One’s capital destined for greatness; what this greatness is he has
of Dorakhan, Toth was respectful, only to the Great no clue, but greatness none the less. The fact that he is
Old One. This attitude has made Toth many enemies not pious enough to be blessed with a paladin’s abilities
who scheme to topple him out of the Old One’s favor, does not even phase the man, as he simply states that he
where he remains even to this day. Krazner, the overall is gifted in other ways.
commander of the Old One’s forces in the Lands of Since arriving in Ravensrook, Baenor’s luck has held
the Free Lords, hates Toth with a passion. He would out through his daring raids and foolhardy sabotages,
be scheming to bring down Toth himself if he wasn’t but he remains uncaptured. He has eluded assassins and
so busy with trying to stomp out rebels in the Veerfell the best efforts of the Talons to find him and capture
Forest and the Great Canyon. him. His reputation has grown to the point that Toth
Tips on running Toth: Adventurers in Ravensrook himself has noticed him and has assigned a special unit
will find it hard to meet with Toth, but not as hard as of his Red Guards to the task. The few men he brought
meeting Riziln, Serinar, or Alara. The Lord-Marshal with have all died but he easily replaces them from the
is continually looking to recruit as many competent disenfranchised of Outwall. Everyone feels that it is only
swords as possible into his Red Guards for the inevitable a matter of time before his legendary luck runs out and
war he will need to fight. If adventurers with sufficient is killed, but so far, he has eluded them all for over a
reputation seek an audience with him, he will most year.
likely grant it if he thinks there is a chance that he might
recruit them. Toth runs a tight ship, and Ravensrook has
seen many positive changes since he has become the
Governor. Those changes have won him some respect
amongst the common folk, especially those not of the
guilded elite. These changes have also won him many
enemies among those very same guilded elites. Toth is
working hard to forge alliances with those elites that
he can while quietly trying to replace those that remain
defiant.

Baenor Borralis
Leader of the Divine Bastion Rebels
Baenor is the flamboyant and dangerous leader from
the Divine Bastion in Ravensrook. Baenor is young,
handsome, and quick-witted. Before the war, he was
a squire but quickly proved his mettle and became a
knight. Physically, Baenor appears to be torn from a
storybook of heroes with his athletic build, winning
smile, and chiseled good looks, but he is rash and
Tips on Running Baenor: Baenor is dashing, gallant,
impatient. It is believed that these qualities are why he
and jolly at the worst of times. At the best of times,
was given the assignment in Ravensrook, so they could
he might be considered insufferable because of his
get rid of him and still possibly have him do some good.
positive attitude. If approached, he will gladly accept the
Baenor is by far luckier than competent, and many
adventurers to his banner, and to prove their loyalty, he
feel that he must be blessed by the goddess of luck
will have them conduct a raid of some sort, a raid that
herself. Baenor has been in many situations that seemed
he will gladly join. Baenor rarely thinks things through,
utterly hopeless and has prevailed with only scratches.
69
but when flaws in his plans are pointed out, he is willing plenty of fun, but he’s been getting the itch to go raiding
to change it even on the fly if he thinks it’s better. Baenor once again, but he doesn’t trust anyone to watch his
truly does think he’s untouchable, and characters tavern while he’s gone. He cannot leave Gevin behind
should witness this firsthand, but whether it’s true or because he’s his right-hand man, and too stupid to do it.
not remains to be seen. Baenor’s superiors in the Divine Tips on Running Beltran: Beltran is a brute and
Bastion are as stunned by the man’s inability to die as used to getting what he wants through intimidation and
everyone else is. They have recently been sending some violence. Despite his tendency towards violence, Beltran
more assistance his way as they cannot deny that he is is not stupid, and he knows when to try and keep his
producing results. Baenor does not like to sit idle and is bravado and temper in check, but he struggles with it.
constantly hatching one scheme to hamper the troops
and attempt to disrupt the tribute shipped out of the Berda Brae
city to the Old One, a feat he has yet to accomplish. Brae Clan Elder
Beltran
Owner the Black Swan
A place like the Black Swan has existed in one form
or another since before Ravensrook was a city. The
owners of those past taverns and alehouses were mean
and tough, but none have been as mean and tough as
Beltran. Before taking over the Black Swan Inn, Beltran
had a fierce reputation as one of the most notorious
marauders to raid into the neighboring kingdoms.
His The bounties on him were so high that his fellow
bandits were eyeing him for the reward. Knowing he
had to lay low for a while to let things cool off, he set
down roots in Ravensrook and took over the Black Swan
Inn after killing the original owner.
Beltran is a big, burly, and mean half-orc with plenty
of scars and a short temper. Fortunately, he does not
run the inn but is just a go-between for those looking to Since the Brae Clan set up shop in Ravensrook, there
outfit marauding bands and those looking for jobs. have been three different heads of the family. Commonly
Since Beltran has owned the Black Swan, he has had referred to as either a matriarch or patriarch. The Clan
is divided into smaller groups called families, and these
families have their own power structure, and each
led by a family elder. The collection of all the elders is
simply called the heads of the family, and amongst them,
they elect one overall elder that leads the whole clan.
The current Brae Family elder is Berda Brae. 
An older halfling, Berda was never one for padding
across rooftops or second-story work. She was only
a passable cutpurse, and her lock picking skills were
adequate at best. However, where she did excel was in
the planning, and it was because of this, she was able to
make her way to the top elder position in the Brae Clan.
Soft-spoken and polite, many people have mistakenly
thought that they could intimidate her. A mistake that
few live to regret. Berda is ruthless, cunning, and highly
intelligent. She has worked hard to maintain the Clan’s
70
independence from the Congress while at the same never travels outside of the Peak if it can be avoided.
time making them invaluable to Alara. The Clan means The truth of Bertrum’s past is that he was a member
everything to her, and if necessary, to ensure its survival, of a Thieves Guild somewhere outside the lands of the
she will say and do anything. Free Lords, and his fortune was made at the expense of
Tips on Running Berda: It is unlikely that a party of others and he has powerful enemies abroad. To counter
adventurers will ever meet Berda, unless one of them this, Bertrum has made it a point to become an associate
is a halfling and high level. While the Brae’s try to keep and friend of Alara Morningstar. The two are spotted
track of any halfling coming into the city, if any with a often at the Crystal Palace dining or having drinks and
reputation comes to Ravensrook, they are often invited chatting.
to meet Berda. This meeting is for Berda to feel out the Tips on Running Bertrum: Bertrum welcomes
character and see why they are in the city and see if they all new customers warmly, provided they fit the
might work together in the future. She is rarely alone requirements to stay or eat at the Crystal Palace. He
and usually is accompanied by three to four bodyguards. does not allow roughhousing, overly loud, or boisterous
conversations, and customers must be adequately
Bertrum Glitterstone dressed. Wearing armor is frowned upon but can be
overlooked depending on the guest. Bertrum hires
Owner of the Crystal Palace Inn
only the best guards that don’t mind wearing the house
and Tavern uniform while on duty, but there is rarely an opening as
The first impression most have when meeting the it is a highly sought-after job. Adventurers might know
strikingly handsome and lavishly dressed Bertrum is about Bertrum’s past, which would mean that they
that he is out of place in Ravensrook. Rumors abound know where he is from and his real name. Those who
that Bertrum is royalty from a nearby land that fled would attempt to use this information to blackmail him
to Ravensrook to escape a murder or treason charge. would soon find the Congress looking for them.
If there is any truth to these rumors, Bertrum will not
say. The truth is that he took over an old guildhall in
the Peak and turned it into the most decadent place in
Cedric Valest
Mercenary and Free-Sword’s
the city some five years ago after appearing from out
of nowhere with a lot of coin to spend, establishing his
Guild Master
new life in Ravensrook. Cedric is a man of many talents and has served in
Bertrum is approaching middle age for a gnome, but several other organizations and guilds in Ravensrook.
has not lost a step and is often said to be blessed with He was a Talon for a short period of time, served in the
the grace of an elf. He is always elegantly dressed and now-defunct Ravensrook army, and has been a guard
and on the payroll for the Merchant’s League and the
Lord of Brick. Eventually, he settled in as a member of
the Mercenary and Free-Sword’s Guild and soon found
himself rising up the ranks quickly until he became head
of the Guild. Cedric is not the best swordsman, but he is
smart and knows when opportunity knocks and how to
take advantage of situations, a skill that has served him
and his guild well.
Cedric is a middle-aged man with thinning hair and
a pudgy midsection. It is also a well-known fact that
Cedric has little faith in most of the Guild’s high-ranking
members to be able to run it competently. There are
even rumors that Cedric is looking at possibilities
outside of the Guild for a successor.

71
Tips on Running Cedric: Cedric is always looking The Kobolds take great pride in their work and
for recruits to bring into the fold of his Guild, but now have kept the Undercity and sewers clean and running.
that he is looking to retire, he is taking closer looks at They report anything out of the ordinary immediately
to the Lord of Brick’s office. The odd monster and
infestation of the undercity are usually handled by hired
adventurers. Still, their constant competition with the
Ratlings has traditionally been their responsibility.
Nevertheless, under Rugga’s control, the Kobolds
have lost ground to the Ratlings, and he has had to go
to the Lord of Bricks requesting help several times now
since he has been in control. Usually, the monsters that
turn up in the undercity are found in the main passages
or sewer tunnels, which are accessible for adventurers
to get at. However, the Ratlings use smaller tunnels,
limiting those who can fight properly in them other than
halflings and gnomes.

the adventurers that pass through Ravensrook. Cedric is


no fool, and even has the ear of Toth and will not think
twice about reporting anyone that he feels is a threat
to the tumultuous peace in the city. Cedric often will
solicit those he sees on the street that he thinks could
be an excellent addition to the guild, but he also believes
that everyone needs to work their way up the ladder
as he did. The Mercenary and Free-Sword’s Guild is a
great way for characters to get work in the city, leading
to adventure hooks for later. Members of the Guild are
offered contracts on how well they perform their duties, Tips on Running Rugga: Rugga will only be
but if the characters are busy with other endeavors, encountered in and around the sewers or the sewer
they can turn down the contracts. But turning down too works in the Inner-City. If adventurers do meet Rugga
many contracts will lead to less work being offered. he will try to hire them into helping with his Ratling
problem. He will make promises of letting them keep
whatever they find, but if this is not enough, he will offer
Chief Rugga a bounty of 2gp per Ratling tail that is brought to him.
Kobold Tribe Chief
The current Chief of the Red Scale tribe, the Kobolds Graxton Battlemaster
who are in charge of the Ravensrook sewers, hasn’t been Head Battlemaster of the temple of
Chief for long. Rugga is large for a Kobold, which isn’t Torex
saying much, but it was enough for him to bully his way
into becoming Chief. Never one for hard work, he leaves The War God Torex is worshiped by warriors,
the running of the sewers to his subordinates and only especially warriors that lust for the thrill of combat and
makes an appearance when dealing with the topsiders overcoming their foes. Second, only to the priests of
is called for. Torex are the Battlemasters. Battlemasters are teachers

72
attempt to lure his enemies closer. Graxton has a very
dry personality and only seems to have a passion for
war and combat.
Tips on Running Graxton: Graxton’s no-nonsense
attitude does not make him a likely source for
interaction, as he does not frequent taverns or spends
time wandering the streets, enjoying other forms of
leisure. If a character wishes to train, they can do so
at the temple for a fee, but he is not available for hire
and does not partake in subterfuge acts. If some of the
characters are worshipers of Torex they could run into
him at the temple where he would be training, reading
about war, or inspecting and improving the temple’s
defenses.

Gunseli The Spider


Chief Assassin
Those of the assassin’s guild take painful steps to
make sure that their identities are not well known.
Popularity works contrary to an assassin’s goal of
of tactics and martial skills, and the Battlemaster of the moving about the city unknown and unobserved. The
temple of Torex in Ravensrook is Graxton. chief Guilded assassin is a shrouded figure with no
Graxton lives for the fight, and when he is not dependable description of what they look like. There
training warriors at the temple, he can be found in the have been sightings of Gunseli, on those rare occasions
field, fighting in any skirmish, battle, or combat that where the assassin meets with their employers, but
he can find. Graxton, much like the church, does not all those reports are contrary to one another and lead
choose just one side; they choose the side where they many to believe that these are simply stand-ins playing
can most likely see combat. The destruction of the main the part of the real assassin. No one knows if Gunseli is
temple of Torex in the Heartlands and the complete human, elf, dwarf, or some other race, male or female.
disregard for the edicts of combat has left a bitter taste
in Graxton’s mouth. The forces of the Old One have
become his enemies, and he has sworn to see them
pushed back to their own lands. Graxton was dismayed
when Ravensrook signed the peace treaty with the Old
One and would have left if the head priest at the temple
in Ravensrook had not ordered him to stay. Despite
his hatred for the Old One, Graxton has a begrudging
respect for Toth and his Red Guard.
Graxton is a large man with a long reach. He carries
a wide array of weapons and wears highly stylized full
plate armor. He is trained in the use of bows, and they
serve a purpose, but he prefers to be up close and will
take the opportunity to close ranks whenever he can to
fight in melee. While he has a passion for the fight, he
is not stupid and posseses a mastery of tactics. He will
not rush a group if it will leave his flank exposed but will

73
Many theorize that Gunseli is a Drow because of their Harald is a competent swordsman and has no
love of using spider poison, and thusly they must be a illusions about what he is and is not capable of. Still in
female Drow. This, too, is just conjecture surrounding the prime of his physical life, Harald trains regularly
the mystery of Gunseli. The Guild officials are just as in with his men. Grimm has the full respect of the Talons.
the dark as everyone else as they work with the assassin Grimm’s philosophy is simple, they protect Ravensrook,
through intermediaries. Gunseli poisons food and drink, and without Ravensrook, he has no career anymore.
and will often use contact poison on doors and items
which the assassin knows their victim will use.
Poison is a prevalent method of disposing of
adversaries in Ravensrook, however, Gunseli uses only
the most exotic spider poisons. This is how they earned
the name “The Spider”. Many of these poisons have been
studied by Wizards from the School of Wizardry and
have been determined to originate from the Underdark.
Many have tried to find the assassin by tracking the
import of such rare ingredients, but none of them have
been found entering the city. 
Tips on Running Gunseli: Gunseli is like the
boogieman of Ravensrook. Despite many efforts by a
good many competent people, the assassin remains an
enigma, which has turned Gunseli into a favorite for
conspiracy theorists. The assassin’s fees are double the
going rate and she has yet to leave a contract unfulfilled.
Gunseli is also no fool, and has turned down contracts
to kill the council Lords and the Governor in the past. Tips on Running Harald: Adventurers might meet
This handful of people seem to be the only ones safe Harald as he goes about his work in the city, and he is
from her, and only so long as they are in office, as constantly looking for competent men and women to
she has killed several former council Lords. It should add to the ranks of the Talons. He is no-nonsense and
also be impressed upon adventures that angering the seems to care for little else besides his job. Attempts
Ravensrook elite could cause Gunseli to be hired to take to bribe or intimidate him will fall flat, and while he
care of them. might not attempt to arrest anyone who tries it when
it happens, he will make a mental note of it and do so
Harald Grimm when it’s more to his advantage.

Commandant of the Talons


Harmaz
Harald Grimm, often referred to as Harald the Grimm Gravediggers Guild Master
behind his back, is a dower man that never seems happy
and is constantly scowling. Harald is an imported man While Harmaz does not volunteer the information, it
that came to Ravensrook a few years before the war is a well-known fact that he is a necromancer of sorts.
from lands unknown, but it is believed to be from Deca. A worshiper of, Necral, Harmaz is considered a scholar
Not long after arriving in Ravensrook, he found work in when it comes to his religion. Harmaz has spent his
the Talons, which he took very seriously. Unfortunately, entire life in the Ravensrook cemetery, having been
he was relegated to the worst details as he was not adopted by the priests when he was just a street urchin
willing to partake in bribes. However, his reputation with a fascination with death. 
served him well, and since the reordering of the Talons Harmaz is mild-mannered and sees death as just a
by Toth, Grimm rose through the ranks quickly until he part of the great cycle. He does not wear armor or wield
became the Commandant. weapons but instead relies on his god’s gifts to help in

74
times of need. Most would take Harmaz for a librarian dwellers and most in the Underdark, hiding is a way of
or an accountant if it weren’t for his black robes life for any half-drow. When moving about the city, he
decorated with skulls. usually wears a disguise.
Karst prefers to engage in combat at a distance with
a short bow or throwing daggers before closing the gap
where he uses light weapons to make pinpoint strikes.
When not in combat, Karst relies on his silver tongue
and mind-altering magic to get his way in hopes that he
can avoid violence. 
Karst is loyal to the Sovereign Host and is their top
agent in the city. Unlike the others who oppose the
forces of the Old One, Karst’s main duty is to gather
information from the region and funnel it back to the
remaining Hierarchs. This does not exclude him from
the odd assassination if the opportunity presents itself,
but like most of the city’s rebels, his main goal is to
intercept the tribute sent from the city north to the Old
One.

As the head of the Gravediggers Guild, Harmaz also


controls the cities cemetery and works directly with the
Night Merchants in the collecting of the dead. If forced
Harmaz and his fellow priests would gladly unleash
their undead servants upon the Great Old One’s minions
to ensure their ability to continue to worship as they
saw fit.
Tips on Running Harmaz:  The only way that
adventurers would meet Harmaz would be to venture
into the cemetery where the Gravediggers Guildhall
is located as he rarely ventures into the city, and even
then, it is in a windowless black coach. However, if
there are characters interested in death or are possibly
worshipers of Necral, Harmaz will always have time
for them. While Harmaz is sympathetic to fellow
worshipers of Necral, his generosity will only go so far,
and requests for undead or other spell like abilities will
be politely turned down. Tips on Running Karst: Karst tries not to engage
with people directly. Instead, he relies on intermediaries
and go-betweens. Most of them think that they are
Karst helping the Congress as Karst often pretends to be
Leader of the Sovereign Host Rebels one of their members to interact with others. The
adventurers could come in contact him when he tries to
Karst is, unfortunately, easy to spot no matter where
employ them for a job as he prefers to use those new to
he goes, and he takes caution to hide his heritage of
the city and unfamiliar with those in charge.
being a half-drow. Universally hated by nearly all surface

75
Kostana Mauldren Borrow
Second in command of the Old One’s Guild Master of the Apothecaries
Horde and Herbalists guild
Mauldren stands out in a city like Ravensrook, not
Kostana is a fierce fighter and loyal to the Great Old
because he is a powerful druid, but because he is a
One. Her loyalty is not based out of love of the half-
genuinely nice and caring person. In a place full of
demon but simply because she feels that she can gain
cutthroats and evil people, he is out of place. Mauldren
far more within t he Old One’s power structure than
is also afforded great respect because he is considered
in the human-dominated lands that treat half-orcs like
one of the most powerful people in the city. 
herself poorly. Kostana hates Toth and will do anything
to usurp his command of the host of humanoids that he
commands for the Great Old One.
Kostana is a superb fighter, clever as she is strong
and agile, unlike the stereotype of most half-orcs. She
wields two longswords as a whirlwind of steel. She has
survived numerous wounds that would have ended
lesser warriors, but her iron will and determination
endures. Kostana is a shrewd and to the point type of
person, but she can behave herself a bit if she needs to. 

While a caring and friendly person, he is more


concerned with the world’s balance and is a devoted
follower of the old religion. The fact that he lives in a
garden atop the Apothecaries and Herbalists guild is
strange unto itself, but he sees cities as just another
extension of nature through man. That being said, it’s a
common belief that he’d burn the place to the ground if
he thought he needed to. 
 The host of humanoids commanded by Toth Mauldren cares about people and helps whomever
encamped outside the city are far more loyal to Kostana he can, but he is very selective as to who he will help
than they are to the Lord-Marshal, but they all fear with his own magic. Bandits and brigands can purchase
opposing the Great Old One’s will to openly defy him. healing through the Guild, but there is no free healing
Tips for Running Kostana: Against Toth’s wishes, for them or other guild members, even the guild
Kostana frequents Ravensrook instead of staying in the masters. If asked why he is in the city, he simply ignores
horde’s camp outside the city. She tries to make new the question. If asked if he is part of a circle, he ignores
contacts and build her network of spies inside the city. the question as well. One of the most popular rumors
Adventurers could be recruited by her, but they will about Mauldren is that he often travels to the Veerfell
need to be cautious as she will slay them without a forest, where he is friends with the ancient green
second thought to keep her secrets. dragon there named Venmiriax. Some stories say that
76
he is even the dragon in disguise, but that is not true The Clanless family is not large, but they habitually
because Alara would know about it if it were true. buy any dwarven slaves that come into the city. These
Physically, Mauldren is a small old man with flowing slaves are put to work in Morley’s personal forge and
gray hair and beard who dresses in earth-colored robes. allowed to work for their freedom. Those that gain their
He walks with a staff that appears to be nothing more freedom tend to stay with the Clanless family as those
than a gnarled stick. Soft-spoken, he refuses to raise his that seem too uppity or think that they are too good
voice to be heard, forcing those who wish to speak with to be a Clanless usually end up dead from an accident
him to listen and come in close. before they ever gain their freedom.
Tips on Running Mauldren: Getting to speak with Tips for Running Morley:  Getting to meet Morley
Mauldren is not easy, and unless an adventurer is a is easy; all adventurers have to do is visit his forge.
druid or priest of nature, the chances are slimmer still. He has no time for those with no coin to spend and
He does not seek out others but instead keeps his own will remember those who have wasted his time in the
counsel and is a mystery to nearly everyone in the city, past and will refuse to see them again. Special items
even Alara. can be commissioned from Morley, but the cost is five
times normal and takes twice as long to complete, but
Morley Clanless the results are worth it. Armor and weapons crafted
by Morley, his sons, or apprentices are ready for
Guild Master of the Smith and enchanting and are twice as strong as other similarly
Armorers Guild crafted items. Morley cares little for the city’s politics
The Clanless dwarf family is well known in but is concerned about the place being destroyed by an
Ravensrook, and they have been doing business in the invading army. If a battle that could destroy the city did
city for centuries in one form or another. Morley is the occur, Morley would reluctantly open his stores to be
latest in a line of greedy, yet skillful smiths that make used in the city’s defense. Of course, he would expect
fine weapons and armor. Morley’s personal forge is a them all back afterward if not paid for.
masterpiece and responsible for most of the weapons
used but those in the city that can afford them. 
Morley is in his prime and is a stereotypical example
Neros
Best swordsman in Ravensrook
of a dwarf with thick thews and a barrel chest. His fiery
red beard is bushy and tucked into his belt, and his head Ravensrook has a long history of hard and deadly
always clean-shaven and covered in tattoos.  men. Those who live and die by the sword choke the
streets, and one’s reputation means a lot. The title
of “the deadliest person in Ravensrook” is currently
held by a rangy man named Neros. His easy-going
nature hides a deadly disposition. Originally from
the Heartlands and never one to take things from the
defenseless or the poor, Neros began a lucrative career
of killing those that had already done the dirty work
and taking it from them. This deadly trade quickly made
him a target of others, and when this lone swordsman
was able to defeat all challengers, his reputation began
to grow. Neros never started the fights, but instead put
himself in a position to rub the bandits and brigands of
the city the wrong way; either by beating them at cards
or leveling some choice words at the right bandit to get
his ire up and force him to draw first.
As the bodies stacked up, so did his renown to the
point that no one in Ravensrook would dare challenge
him to a fair fight. Then came the waves of assassins

77
and daggers in the night looking to score a quick blow head of the Thieves Guild makes the idea of bothering
and end him, but they too soon came to realize that him even less appealing. How long the two have been
Neros was far smarter than most gave him credit. After dating is unknown, but they have been a couple for the
surviving no less than twelve assassination attempts, past two years. The truth is that the two have been a
the word on the street was simple, don’t mess with couple for far longer, having met not long after Neros
Neros if you want to stay alive. came to the city. Alara is also behind the potions and
One of Neros’ most straightforward tactics was the magics that have drastically extended his life span,
sharing of his loot to win friends and allies. He would which has not gone unnoticed by some of Neros’ rivals.
give away half his loot to street urchins, bartenders, Tips on Running Neros:  Neros is an exceptionally
and shop keepers asking them to keep him informed talented warrior and is considered to have no rivals
of possible threats and scores. By doing this, Neros has within the city and possibly all the Lands of the Free
remained well informed and able to stay one step ahead Lords. Neros thinks it is a bunch of nonsense, and often
of his adversaries.  says there is always someone better or luckier. He is
Neros’ has always stayed clear of the guilds, never a fair man, but merciless against those he deems his
joining one, and never picking a fight with a high- enemies. He is quick-witted and full of dry, morbid
ranking member. When he did run afoul of a guild humor and one-liners. 
member, he would simply go to the guild master and The adventurers could run into Neros anywhere
ask for them to stop it or get permission to kill the in the city because he has business in all the districts.
guild member before doing anything. To emphasize He can be found in Outwall watching the games to the
his stance, Neros cultivated non-lethal methods of Peak where he might be visiting Alara. He is not Resse
besting his opponents, as well. While being dead was or boisterous when confronted, but he will not allow
no state that a person wanted to be in, being a cocky some two-bit punk to give him a hard time either. If the
guild member that was beaten down and left alive was a adventurers’ insult Neros, he will most likely attack
severe blow to one’s reputation.  them but will do non-lethal damage. Neros carries a
Today, Neros simply makes a living off his reputation vorpal sword and wears fine mithril armor, but his
and his presence. He is often hired to attend parties dress and style are not flashy or expensive. Neros can be
and escort the highest-ranking individuals to important hired, but his price is steep. Very steep.
meetings as a personal bodyguard. 
If there were not already enough reasons to not Pinder Peddlequick
bother Neros, the fact that he is openly involved with the Guild Master of the Beggars Guild
Pinder was once little more than a halfling cutpurse
living in Outwall, then he had an idea. Like most in
Outwall, Pinder was not a guilded citizen and had little
prospect of ever becoming one because he had no real
skills besides stealing, and even that he did poorly. In all
fairness, Pinder’s idea should have never succeeded, but
Pinder is persuasive and lucky.
Pinder’s idea was simple: he’d start his own guild
and reap the benefits of being guilded, like access to
other parts of the city where the purses are fatter, and
the people are less paranoid than they are in Outwall.
Surprisingly, Pinder’s plan worked. To everyone’s
astonishment, a large number of the poor in Outwall
did what they had to do in order to scrounge enough
coin to join the Beggar’s guild. If it had been anyone
else, it would not have worked, but in Outwall, Pinder
was known as the rouge with a heart of gold. Eventually,

78
Riziln
Guild Master of the Guild of
Wizardry
Riziln has been a member of the Guild of Wizardry
since the days of Elshore and was his apprentice before
rising in skill and becoming a member of the guild
herself. Her appearance has changed little in nearly
two hundred years, and the only sign of getting older
are streaks of gray hair at her temples. Many have often
mistaken her as a servant when visiting the Guild of
Wizardry. She rarely smiles or shows any emotion,
which has gained her the nickname the “Cold Hearted
One.” She favors plane robes and wears only magical
jewelry.
Riziln has held her Guild Master position for over
fifty years, and during that time, the guild has become
the strongest it has ever been. Organizing the guild into
Pinder had enough to apply for guild membership, a safe place where wizards can experiment without
and after he had submitted the request, he packed and government interference or overly interested parties
waited to see if he had more work to do or would need snooping into their business has drawn many wizards
to leave as soon as possible. to the guild. Membership has plummeted since the
There are many theories about how and why the war, but with a semblance of stability coming back to
Beggar’s Guild was approved, but the real reason was Ravensrook, many of those who fled are returning. 
the Council of Lords saw it as another source of revenue. Before the Arrival of Toth, the Guild of Wizardry
Even if it was to go belly up after achieving guild had a stranglehold on magic in the city and performed
status didn’t matter. Despite the odds and everyone’s many minor magics and some advanced magics for the
expectations, the guild has survived now for nearly ruling elite and high ranking guild masters. By making
twenty years. themselves indispensable to business in Ravensrook,
Pinder is a middle-aged halfling that is not as spry as Riziln ensured their position of power within the city.
he used to be. While he no longer cuts purses or helps When the wizards perform these tasks, they often
in any heists or other nefarious business, he still knows weave backdoors into all the spells. These secret
everything the Guild is involved in. In recent years, passwords disarm wards or turn them against their
he has become close friends with several Brae clan owners. The guild has also secretly cast many scrying
members, and the two groups share information and magics throughout the city, allowing them to gather a
employ one another when they need assistance. wealth of information.
Tips on Running Pinder: Getting to meet Pinder The Guild of Wizardry, particularly Riziln, has a
is easy; all an adventurer need do is visit the Beggar’s cordial relationship with the Congress and Alara.
Guild. Pinder lives in a suite on the buildings top floor Despite her best efforts to persuade and even intimidate
and is always busy about helping those that he can. the Guild, the wizards remain neutral towards the
His reputation of having a heart of gold is on display thieves. Riziln knows that becoming allied with any
every day, and the halfling rarely has more than a few faction would undermine their overall standing in
coppers to his name as he gives away his money to the city. Despite this, Riziln is afraid of the chaos that
others a quickly as he gets it. Joining the Beggar’s Guild could be unleashed on the city if the Old One wishes it.
is easy and a great place for making valuable contacts in Sensing Toth’s longing for independence from the Old
Outwall. One, Riziln has been secretly building a stable alliance
with Toth. 
79
Seltin is a middle-aged half-elf, and his once blonde
hair is now streaked with gray. His features are still
handsome, and his easy nature and quick smile hides
a dangerous man. He is skilled with a bow and is still
a deadly knife fighter. Never one to take a problem
head-on when he could ambush it, Seltin is still well
respected, especially among the bandits of Ravensrook. 
Seltin called it quits just before the war and sunk
all his money into his Stables and scouting business.
Seltin’s Stables sells and rents horses and guides for
marauding parties and merchant caravans year-round.
His inn and stables are a couple of miles outside of town.
Far enough from Outwall, he does not have to worry
about the riffraff that lives there. Seltin has become the
first stop for most caravans either entering or departing
Ravensrook. 
Seltin knows a lot of people, and not just in
Tips for running Riziln: Meeting Riziln will not
Ravensrook. He keeps in touch with all his contacts
be easy for characters as she does not meet with the
outside of the lands of the Free Lords and exchanges
public, and when she does, it’s only with wizards. A
information with them regularly. He does not sell
wizard would also have to show promise and have
the intelligence but uses it to help his scouts do their
already met with the wizards in charge of recruitment
job to the best of their abilities. Seltin’s scouts are so
first. Looking to hire the Guild’s wizards would not even
renowned that Governors in neighboring kingdoms
gain characters access to a meeting unless the amount
have attempted to bribe him to help plan possible
of coin involved was substantial. She might, however,
invasions into the Lands of the Free Lords.
hire characters to do an odd job for her. Still, even then,
Seltin realizes that the days of living like a king in
their reputation would have to be such that they would
Ravensrook are coming to an end. He has been hoarding
be considered better than what she could hire from the
local guilds. Riziln is calculating and cautious in her
actions. Her primary objective is to ensure that the guild
and her Guild members can survive the current crises.
She is even considering a possible movement of the
guild to a secret location outside of the Lands of the Free
Lords.

Seltin
Owner of Seltin’s Stables
Seltin the half-elf is the best-known scout in
Ravensrook. Having led countless bands of brigands on
raids for years, Seltin was in high demand up until his
retirement. Even after his retirement, this knowledge
has brought him much wealth as he recruits and trains
other scouts that he hires out to raiding parties. None
of the scouts he trains know all his secrets, and those he
does teach jealously keep what they’ve been shown a
secret. 

80
coin and grooming several his scouts as possible
replacements if they can afford it. Still, Seltin will most
likely sell his business to Serinar when he leaves.
Tips on running Seltin: It is easy for adventurers
to meet Seltin. All they have to do is stop by Seltin’s
Stables. He will be wandering the compound greeting
customers and pumping them for information while
being a gracious host. Besides the teamsters, scouts, and
other work hands Seltin, employs mercenaries to guard
his compound.

Serinar
Guild Master of the Merchant’s
League
Serinar, the head of the Merchant’s League, is a
relatively recent transplant to Ravensrook. A pompous
high elf, Serinar is a rare sight in the city. Rumors are he will be spending many years in the city and making
that Serinar is on the run from his folk and picked enemies while he is here will only hamper his agenda.
Ravensrook because of its location in lands inhospitable If he is said to be friendly with anyone in the city, it
to his kin.  would be Toth. He is Toth’s greatest advocate, openly
Serinar could have sought admission into the Guild and privately. Serinar’s realizes that his plans would
of Wizardry upon arriving in Ravensrook as he is a very be struck a severe blow if another of the Old One’s
accomplished wizard but elected not to. Instead, he set subordinates were assigned to rule Ravensrook.
himself up as a merchant and joined the Merchant’s Tips on running Serinar: Adventures will have a
League. Serinar’s hates inefficiency and is a master hard time meeting Serinar, unless of course they are
at organizing and streamlining procedures to suit the also merchants or posing as merchants. Serinar meets
situation. Because of these skills, he rose through the potential members in his office, which is heavily laden
ranks quickly. Then with some well-placed bribes, and with scrying and other magics to determine when
assassinations, he became Guild Master. The fact that someone is lying to him. He also has magical items on
Serinar did so during the turbulent years at the onset his person that allows him to see through illusions and
of the war and after the city’s occupation helped him other magical disguises, but not physical ones. Two of
tremendously.  his personally crafted Iron Constructs always guard him.
Tall for an elf, and always dressed in the finest
clothes, Serinar cuts a handsome figure and has no
end of suitors looking to draw his attention. However,
his cold manner usually turns those interested in his
company away. Serinar’s main goal is amassing as much
wealth as possible and working on his constructs. He is
extremely bitter about his banishment from his lands
in the West, and revenge against his family is a driving
force for him. 
Serinar’s has substantial influence as the Guild
Master of the Merchant’s League. Only Toth and Alara
Morningstar have more influence in Ravensrook than
Serinar. He will work with anyone, and while he drives
a hard bargain, he is not unfair. Serinar realizes that

81
CHAPTER EIGHT: PANTHEON OF
RAVENSROOK GODS

“I’ve angered divines aplenty and found


both their wrath and their forgiveness to be hollow
offerings. Yet seek your answers elsewhere for the
gods do love to meddle.”

T
he influence of the gods in the Ravensrook
runs deep. However, the city is not dominated
by any one specific god or pantheon, but
instead is a cherry-picked assortment of gods that suits did not turn against them during their raids.
the city. While the worship of gods in Ravensrook is Through the influence of Iztul herself, or by simple
common, actual temples to them are not. Most services dumb luck, those that donated to the priests seemed
are held wherever they can find space. Below is a list of to have better luck avoiding trouble. Contributing to
the most widely worshiped gods in the city, although the priests soon caught on and quickly became a well-
they are far from the only ones. established superstition that remains to this day.
The priests put their growing fortune to good use
and broke ground on one of the first temples in the city,
Iztul and there has been a Temple of Iztul in the city ever
since. Despite the temples’ wealth and influence, the
The Goddess of Fate priests did little to influence local government. They
Iztul found root in the city early on and is considered adhered instead to the doctrine that everyone’s fate is in
one of the most widely worshiped gods of Ravensrook, the hands of the goddess, and there is little that can be
but not in the traditional sense. Early in the city’s done to change that.
founding there was a cabal of Iztul Priests that found
their way there. One of the priests had the idea of
accepting donations from the bandits to ensure that fate

82
Krell Necral
The God of Jealousy and Revenge The God of Death
If there is one god that embodies the spirit of Necral is a wicked god of death who loathes of
Ravensrook, it is Krell. This god of jealousy, life and light. There have been temples to Necral in
revenge, and theft was worshiped amongst Ravensrook in the past, and there is a small one in the
the bandits that founded Ravensrook City of the Dead, the city’s cemetery, but there is none
far before the rise of the temple of within the city itself. In the past, the temples of Necral
Iztul. Krell is also considered seemed to follow the same pattern of attracting those
a more influential god than fascinated with the dead or malicious types that were
any other in the city. While more interested in seeing others suffer. Needless to say,
many worship Krell, the even in a city like Ravensrook, this eventually brings
church within the city is less them into conflict with those that wish for a more
influential than the Church orderly and stable city.
to Iztul or Torex because of its The last temple, located in
doctrine. Priests of Krell are often Outwall, was ransacked, and
too busy plotting against one another to organize the burned to the ground by
temple to influence local politics. several Outwall gangs in
Despite the church’s fractured state, they have the retribution for their
third-largest temple in Ravensrook as well as being stealing citizens of
a place where followers come to seek their god’s Outwall for sacrifices.
assistance in their mischievous deeds. The temple has This interfered with the
also become a place where likeminded individuals come gang’s business, so the
to make contacts. The temple is not a place to recruit temple was torn down, and
brigands, but instead for swapping information on who all the priests and acolytes
is buying what types of stolen goods and who is bribing killed.
whom.
Ress
Leichus The Goddess of Luck
The God of Money Ress, the goddess of
luck, is another widely
Leichus is the god of prestige, money, worshiped deity in
business, and influence. The temple of Ravensrook but has no
Leichus is a small affair and has moved temple dedicated to her.
inside the Merchant League compound Instead, there is a covered
at the blessing of Serinar since the alter to her in the Inner-
Old One’s invasion. Most of those that city. A handful of priests
worshiped at the temple were the to Ress tend the altar and
merchants that lived or traveled to collect the odd coppers
Ravensrook for business. The temple’s left behind by worshipers
use is permitted to guilded citizens for good luck. The
during business hours but is closed donations are then used to help maintain the altar, and
when the Merchant’s League compound there is talk of eventually erecting a proper temple, but
is closed for the night. this talk has been going on for nearly twenty years.

83
Waylee
Shalrez The Goddess of Magic
The God of Chaos Waylee is a goddess of magic, death and vanity. She
Shalrez is the god of chaos, misfortune, and insanity. has a small following in the city, and a temple exists
The worship of Shalrez is popular in the city. Many of to the goddess in the City of the Dead. The bulk of
the bandits and brigands pay homage to the god in those who work in the City of the Dead and the Night
the hopes to appease him so Merchants worship Waylee. The Council of Lords
that he might cause panic encourages this, as they are afraid of what might happen
and hysteria during if the City of the Dead fell under the total control of
their raids. There are priests of Necral.
a handful of priests Waylee’s temple in Ravensrook is a mysterious place
in the city, but as dedicated to the wonders of magic and the mysteries
expected of a god of death. While open to the public, the temple is
of chaos, there is no avoided by non-worshipers out of fear of the numerous
organization to speak superstitions surrounding it. One of the most popular
of dedicated to the rumors surrounding the temple is that you can even
god’s worship. bump into the goddess herself roaming the halls at
special times of the night.
Torex Whether you only stay within the foyer or enter the
The God of War temple, guests must appease the goddess’s vanity if they
wish the visit to be pleasant. Those fools who insult
The second most visible religion in Ravensrook is the goddess within her own home are rumored to be
that of Torex, god of war and battle. Many who conduct transformed into twisted beasts to guard the temple.
raids perform them like military operations instead of
marauding like a horde, these bandits gravitated toward
the worship of Torex.
While the worship of Torex is widespread and one
of the few religions with an actual temple, it was still a
small temple until the the Great Old One destroyed the
Midlands’ grand temple. While a significant number of
their followers died on the battlefield, there were still
sufficient numbers that escaped and made their way
to Ravensrook to swell the numbers of the priests and
acolytes in the city.
With the influx of the Torexians from the
Midlands, the temple has seen a drastic
overhaul. It has undergone renovations
turning the fortified temple into an
actual fortress in preparations for
the next round of fighting against
the the Great Old One.

84
Magna Vestus
The Great Old One
Unique among those who are worshiped in
Ravensrook, Magna Vestus is an actual figure that
lives on the earth. Born from a human mother and a
demon father. He is referred to as the Great Old One
because one of his forms is that of a withered old
man. His other form is frightful and demonic, and
he can freely change between them as he chooses.
Even before the war and his invasion of the Lands
of the Free Lords, there were a few worshipers of
Magna Vestus sprinkled throughout the city. Some
acted as spies, and others just identified with his
commitment to deceit, pain, and oppression. Since
the war, the worship of the Great Old One has risen
dramatically. 
A Temple to the Old One was erected and staffed
by priests loyal to him. These priests are in direct
communication with the Great Old One and keep
him informed of all the city’s goings-on. 
Despite attempts by the Priests of the Great
Old One, they have yet to win over many converts
from the local population. Lord-Marshal Toth
himself rarely deals with the priests directly unless
commanded to do so by the Great Old One himself.
The power of Magna Vestus cannot be denied.
His father is not just a demon but a Demon Lord
with a power akin to a god. Magna himself has a
portion of that same power, making him akin to
a demi-god. Despite all of this power, he cannot
conquer all of the world himself and must employ
hordes of humanoids and summoned demons.
These practices have gained him a long list of
mortal and divine enemies committed to stopping
and destroying him.

85
CHAPTER NINE: MONSTERS
MAGIC AND STORY HOOKS

Beasts & Monsters of Ravens


Ravensrook The Ravens of Ravensrook are a common sight
everywhere in the city. Flocks of the birds called either a
congress, an unkindness, horde, or a murder are found
› Ravensrook Ravens everywhere. The birds predate the city’s founding,
having lived upon the small hill upon which the city was
› Hounds built. A myth has even grown up around them, stating
that the city of Ravensrook will never fall so long as the
› Ratlings ravens roost there.
Living among these flocks is a larger, more intelligent
› Pipe Slugs breed of raven. A Ravensrook Raven has a normal
› Street Drifters human’s intelligence, capable of speack and the us of
rudimentary tools.
› Giant Chitterbugs Picking them out from among the hundreds of
thousands of regular ravens in the city is not too hard
› Skin Thief if you know what to look for but communicating with
them is difficult. Ravensrook Ravens are reluctant to
› Venomous Vagabond contact humans, demi-humans, or humanoids and keep
their distance. However, one can win the trust of them
› Rabid Street Cats by feeding them regularly and talking to them over time.
› Shadow Stalkers While Ravensrook Ravens live amongst the larger raven
population, they usually stay in small family units.
› Emberlings Ravensrook Ravens generally survive by scavenging
necessities, and their diet is the same as a normal raven.
› Tatterdemalions They love to play practical jokes like stealing small items
from one person and placing them in another persons’
home. Stealing laundry left out on a line to dry, or
86
A fishmonger swiped at the
Ravensrook Raven which had perched
on his stall. The Black Bird responded
by dropping a bottle of alchemist’s
fire - frying his catch, his cart and his
cloak.

heckling people in crowds to try and start fights.


Ravensrook Ravens pick up languages easily and
speak up to eight of them. Additionally, they can imitate
perfectly voices that they hear. Even if they only listen
to the person speaking for as little as a minute, they can
perfectly replicate it.
The Guild of Wizardry has many Ravensrook Ravens
that work for them as spies. These ravens will hang
out in places where they might overhear important
information. Thus, it is general practice to have all
conversations of a sensitive matter indoors Despite this,
many people forget because the city is crawling with
them, and they are just part of the background.

87
Hounds
In a town such as Ravensrook, protection is
something that does not come easy. With so many
rogues and cutthroats skulking about the streets,
finding good and affordable protection is a hard thing to
do. That is where the Ravensrook Hound comes in.
Originally, hounds were common amongst the raiding
parties that would spill over into neighboring lands. It
was common for a raiding party to have a pack to help
with hunting and herding targets that the raiders might
wish to take back as slaves. Back home in Ravensrook,
however, they served as guard dogs.
To be effective guard dogs, loyal and cunnning,
Hound Masters in the city bred these war dogs with
more reliable breeds. While cheaper than hiring a man-
at-arms to guard your home or business, Ravensrook
Hounds cost double the amount of a regular war dog.
Highly trained, Ravensrook Hounds know who their
masters are and what people they can trust. Ravensrook
Hounds will not eat food given to them unless they
are starving, or it comes from their master. Through
several weeks of training, Ravensrook Hounds learn to
recognize one human as their master and obey their
commands without question. Ravensrook Hounds will
willingly give up their lives to protect their master and
or follow their orders.
It is common for shop owners and merchants to have
one or two hounds guarding their businesses after dark,
especially if they do not live on the premises. Those who
can afford to might have a pack of them for guarding the
grounds of estates.

88
Ratlings
Ratlings are native to Ravensrook often gathering
in groups called a mischief, have begun turning up
further afield from the city. There are reports of them
appearing in the Veerfell, the Great Canyon, and as far
south as Redbridge. Generally accredited to the former
Archmage Asenneas, a member of the Ravensrook
Wizards Guild between 459-466 CY, Ratlings were
another of his creations.

Ratlings are
small halfling sized, rodent
humanoids. They are intelligent but have many of
the same characteristics as normal rats. A few of the
creatures escaped Asenneas’ laboratory and made their
way into the Ravensrook sewer. Once there, they began
multiplying at an alarming rate.
The lifespan of a Ratling under the best of
circumstances is 5 to 10 years. Still, average Ratlings in
the wild live from 1 to 3 years. With such short lifespans,
they do not really have much of a culture of their own
besides finding food and reproducing. They try and
steal what they need and can use rudimentary tools and
weapons, but they do not craft anything themselves.
Ratlings have developed their own language, but it
is little more than a sophisticated series of squeaks,
squawks, and hissing. The language is too rudimentary
to convey complex ideas. A Comprehend Languages
spell will not work on them, although a speak with
animals spell will.
After sundown, groups of Ratlings some out into the
city to scavenge whatever they can find before returning
to their homes under the city before dawn.
Ratlings dwell in clans with ever-changing dynamics.
Leaders are usually the strongest Ratling in the clan,
but this might only be for a few days, weeks, or months
before being killed by a rival, the kobolds, or ratcatchers.

89
Pipe Slugs
Pipe slugs are omnivorous mutations of the small and
benign garden slug. Their highly developed mouths are
capable of chewing flesh, and they spit a caustic acid on
their food. Most Pipe Slugs are pale green with white
underbellies.
 Pipe slugs can bite for 1d4 points of damage, but
their main attack is their acid spit. The acid spit targets
a single victim and corrodes nearly all mundane
material. The acid inflicts 1d4 points of damage
(successful saving throw vs. breath weapon for one-half
damage in the OSR version, Dexterity save vs. DC 13 for
5E) at a range of 3yards or 10ft. Pipe slugs can use their
spite attack every round. Note that both versions of the
pipe slugs are immune to acid, and the OSR version
is immune to poison damage, while the 5E version is
resistant to it.
 Pipe slugs lack bones and, because of their thick,
rubbery hides, are not harmed by blunt weapons or
spells that cause crushing or impact damage. Only edged
and pointed weapons and magical attacks can harm a
Pipe Slug.
 Pipe slugs can be found living in the sewers and
tunnels beneath the city, but they venture above ground
through pipes (thus their name’s sake) in search of
refuse to eat. They prefer damp and watery homes and
even swim at their standard movement rate.
 Pipe slugs are sometimes kept in pits to dispose of
garbage and won’t venture from the pit until the food
stops. They will eat anything from plants, carrion, and
rubbish and can even consume metals over time. Like
their smaller cousins, Pipe Slugs are susceptible to salt,
and every handful of salt thrown on a slug causes 3
(1d6) damage.

90
Street Drifter
Street Drifters are undead creatures who were once a
humanoid that practiced cannibalism during their lives.
After death, their bodies reanimate and continue this
ghoulish practice of feeding on the flesh of corpses and
the living. These simple-minded undead band together
into packs as they wander the city at night, looking for
prey. Street Drifters somehow can sense if a recently
buried corpse was a cannibal, and they will dig them
up and carry the corpse with them until it mysteriously
animates and joins the pack.
Street Drifters attack using jagged claws and rending
teeth that grow after becoming undead. They use their
powers of mimicry to lure victims into dark alleyways at
night. They also will use their ability to become lighter
than air and float to descend onto their victims from
above or to float away and escape if things are not going
their way.
Street Drifters prowl in and around the cities in
which they lived in life and rarely stray more than a
dozen miles from it. During the day, they will hide from
the sun, which they find unpleasant. During these hours,
they fall into a stupor. An abandoned cellar, building,
or well could hide a pack during the day. These hiding
places will often change as they constantly travel about
the city searching for prey.
Street Drifters delight in terrorizing and disgusting
potential victims as much as they do consuming them.
They have been known to scrawl graffiti on walls,
whisper foul things outside of shuttered windows,
killing pets and livestock to display their organs.

91
Giant Chitter Bugs
Ravensrook, like most cities, has its fair share
of vermin. One of these is the Chitter Bug, a type of
cockroach that can grow to a foot in length. The smaller
bugs gather in swarms in warmer weather and can be
just as deadly as the larger full-grown versions. They
are known for their painful bites with adults delivering
severe damage with their powerful mandibles. They are
found both above and below ground and are primarily
nocturnal. 
Giant Chitter bugs are as aggressive as their smaller
counterparts, attacking anything headlong when
they need to feed. Fortunately, this aggressive nature
prevents most of them from reaching a giant size. While
smaller ones are only a problem en masse, the larger
ones have been known to kill an adult human.
In the wild, chitter bugs are found around rivers and
swamps, but in a city, where there is plenty of garbage,
they can be found anywhere, particularly where filth
and refuse are the greatest. They are more numerous in
the warmer months but are more invasive in, the colder
months.

92
Skin Thief
Skin Thieves are small creatures about the size of
a thin halfling. Their skin is translucent and slimy. In
this form, they are sensitive to light. They have a long
tongue with a fang at the tip that delivers a paralyzing
venom. Skin Thieves choose medium-sized and larger
humanoids to burrow inside and wear. Once a victim is
paralyzed, they hollow out their chest cavity and wear
them like a flesh suit.
In combat, a Skin Thief uses their tongue like a whip
to try and paralyze their targets at a distance. They will
only use this attack if they’re found out. Instead, they
will use the weapons of their former victims—usually a
short or long sword. 
Creatures struck by its tongue must make a
paralyzation save for the OSR or a DC 13 Constitution
save for the 5E version. On a success, nothing happens,
but on a failure, the target becomes paralyzed for 1
minute. For the 5e version, the target can repeat the
saving throw at the end of each of its turns, ending its
effect on a success.
Skin Thieves live in and amongst other races, with
human settlements being their preferred place to settle
down. Unlike Doppelgängers, Skin Thieves do not try
to take the place of their victims but instead use their
skin as a tool to blend in. Skin thieves try to keep a low
profile because they cannot replicate human speech and
their language sounds like screeching.
Skin Thieves are dangerous parasites living off the
communities in which they live, and they look at these
communities the same way that a farmer does towards
their livestock. They are as clever and skilled at avoiding
attention and blending into the scenery. 

93
Venomous Vagabond
Venomous Vagabonds appear to be humans except
for jaundiced skin and yellow cat-like eyes. These
infectious creatures have taken to living among humans
in small groups and conceal themselves beneath linens
and rags, posing as lepers and beggars. They use their
diseased bodies to get people sick, then kidnap the
afflicted person who is too ill to fight back to consume
them. 
 Venomous Vagabonds prefer not to get into direct
combat and will flee instead of fight when possible.
When cornered, they will attempt to use their poisonous
spittle to make their opponents ill and try to escape. The
poisonous spittle for the OSR is a venomous cloud in a
15-foot cone and requires a save vs. poison. Losing the
save causes 1d4 hit points damage, and on a success,
the target loses 1d10 hit points and becomes violently
ill for 1d6 rounds on a failure. Touching a Venomous
Vagabond with the bare skin of your body will force a
character to make a saving throw as well. Venomous
Vagabonds are intelligent and can speak several
languages, and will attempt to bargain or plead for their
lives before fighting. 
These urban monsters live in small family units of
1d4 members. Venomous Vagabonds are found in large
urban settings, hiding amongst the inhabitants as sick
and disabled beggars. They
seek out victims that will
not be missed and prey
upon the elderly, sick, and
poor. 
Unlike other
monsters that prey
upon humanoids for a
food source, Venomous
Vagabonds are social
creatures that will readily
converse with those who
would speak to a leper.
Hiding in plain sight serves
them well as few would
suspect them when
people go missing.
While they enjoy
socializing with humanoids,
they still view them as their
primary food source. 
94
Rabid Street Cats
Within Ravensrook, stray cats can catch a strange
disease that turns them into rabid and hostile animals.
Their attitudes become sporadic, unpredictable, and
aggressive. It is commonly called Rabid Fever and can
be transmitted to humanoids, but fortunately, it is not
transferable from humanoid to humanoid. It is not
uncommon for the disease to spread to a whole clowder
of cats, forcing the neighborhood to exterminate any
cats that are acting odd or showing the frothing and
wild-eyed signs of the disease.  
Rabid Street Cats are hard to predict and are given a
wide berth unless you intend on fighting it. It is common
for a Rabid Street Cat to be acting fine one minute, and
the next become a whirlwind of spitting anger attacking
whatever is around it. They are not afraid of anything
and will attack anyone. Fortunately, when hurt, they still
have enough sense to flee if they can. 
Rabid Street Cats are just normal domestic cats that
have been infected and come in the same sizes and
colors that normal cats do. A Rabid Street Cat rarely
lives longer than a year or two after becoming infected. 

95
Shadow Stalkers
Shadow Stalkers are umbral creatures summoned
by wizards from the realm of shadows to the material
plane to kill a target. Shadow Stalkers encountered
outside the realm of shadow are either stalking their
target or stranded because their target died before they
were able to kill them. The summoning spell that brings
a Shadow Stalker to the Prime Material Plane will imbue
some knowledge of their target to help them track down
their victims.
The chilling touch of Shadow Stalkers inflicts slashing
and cold damage. Shadow Stalkers are predators who
use their ability to blend into shadows and stealthy
nature to ambush their targets. The OSR Version of the
monster is 90% undetectable in all but the brightest of
surroundings (continual light or its equivalent). Once
they are within striking distance of their prey, they will
allow their Freezing Aura to expand from its normal 5ft
radius and attempt to keep their target within its area
of effect. The OSR version of the Freezing Aura is also
a 20ft radius dealing 2d8 points of cold damage each
round a character is in the aura at the start of their turn.
Shadow Stalkers trapped on the Prime Material
Plane will take pleasure in inflicting pain on any of the
warm-blooded inhabitants of this plane. They will avoid
attacking wizards and clerics that wield power that can
harm them, but they are too malicious and evil to allow
perceived slights to go unavenged.

96
Emberlings
Emberlings are another local monster conjured to
the crazy mage Asenneas. It is said Asenneas created
them to keep in cages in each room in his house to keep
it warm. Unfortunately, they were far too clever and
soon escaped like many of his other creations. Loose on
the streets, many were killed, but those that survived
quickly learned to work with the common folk. It is not
uncommon to find them working in kitchens, forges, and
other places where they can use their flame abilities and
not burn things down. Among the rich, it is considered
a novelty to have one living in your fireplace as a type of
guardian.
Emberlings flare-up in a ball of flame when stuck for
damage, affecting everything in a 5ft radius. The OSR
version requires a save vs. breath weapon or take 2d6
damage on a fail, half as much on a success, while the 5E
version requires a Dexterity save vs. DC 12.
While Emberlings have been able to find a way to
survive in the city, they are feared in Outwall and the
Outer-City, where a fire is always a constant threat.
Because of this, Emberlings are always looking to make
friends that might be able to protect them.

97
Tatterdemalion 
Tatterdemalions appear to be corpses swathed in
tattered linen wrappings, leering with glowing red eyes.
The ritual that creates a Tatterdemalion also enchants
the wrappings making them a part of its body.
Tatterdemalions are used as guards, and assassins
to serve their master’s needs. They obey the priest who
creates them, but no one else. As intelligent undead,
Tatterdemalions will attempt to escape their master
whenever they can find a loophole in the instructions
given to them. While they do so begrudgingly,
Tatterdemalions must obey their masters. Following
their instructions literally. Tatterdemalions escaping
enslavement will find dark places to live where they can
hunt from after dark.
In combat, Tatterdemalions use their prehensile
wrappings to grab a target and pull them close or
immobilize them. Their claw and bite attacks cause
exhaustion on a failed DC 14 Constitution saving throw.
for the 5E version of the monster and drains 1d4 points
of Constitution on a failed Poison save for the OSR
version, in addition to the damage.

98
99
UNIQUE SPELLS OF RAVENSROOK
Save: Negates
Uhltrix’s Ray of Intellectual Casting Time: 2
Destruction Duration:  Special
Classes: Wizard, Illusionist
OSR Spell Stats
5E Spell Stats
Level: 5 2nd level
Components: V, S, M (Ashes of a burnt textbook)
Casting Time: 1 action
Range: 30 ft per level
Range: 90 feet
AoE: 1 creature
Target: 2 creatures or 1 creature and 1 object
Save: Special
Components: V, S
Casting Time: 5
Duration: Special
Duration:  Permanent
Classes: Wizard, Sorcerer, Bard
Classes: Wizard
Uhltrix’s Peculiar Fascination spell targets either two
5E Spell Stats
creatures or one creature and one item. In the case of
7th level
two creatures, one becomes the object of the fascination
Casting Time: 1 action and the other the fascinated. When casting on a target
Range: 150 ft and a creature, the creature is always the fascinated.
Target: A point you choose within range Both creatures get a WIS saving throw vs. spells unless
Components: V, S, M (Ashes of a burnt textbook) they willingly give into its effects.
Duration: Special On a successful saving throw, nothing happens. On a
Classes: Wizard, Sorcerer, Bard failed saving throw, the fascinated becomes enthralled
with the object of fascination. The fascinated creature
This spell targets one intelligent creature, forcing
is compelled to be close, within 5 feet of the object of
them to make an INT saving throw or a save vs. spells.
their fascination, interact with it, and protect it. This
Those who succeed on the saving throw are stunned
compulsion does not mean that they will pick up and
and unable to act for one round. Those who fail will
fondle another person but act like they are completely
suffer 2d6 of psychic damage and lose 1d4 points of
starstruck by the object of their fascination. However,
intelligence. If you roll a one on your saving throw, you
they will attempt to take and keep close to them any
lose 2d4 points of intelligence. The target remains in
item they are fascinated with. The fascinated creature
this state until a Remove Curse or Wish spell is used to
will follow the object of their desire around like a puppy
cancel the effects. The material component for this spell
and violently protect it against any perceived threat. If
is the ashes from burnt textbooks.
the object of fascination is an item, they will look to hide
it away and become extremely paranoid that people will
want to take the thing from them.
Uhltrix’s Peculiar The spell’s effects will persist until a Remove
Curse spell is cast upon one of the pair or the object
Fascination fascinating them. Another saving throw will be triggered
OSR Spell Stats anytime the fascinated is asked to perform a task that
will hurt them or goes against their moral code. If they
Level: 2 fail their save and perform the task, they will have a +1
Components: V, S to their save the next time they are asked to perform a
Range: 90 ft. task they usually refuse. This +1 is cumulative until the
AoE: 2 target creatures or 1 target creature and 1 object spell is broken.

100
Elshore’s Recharge 5E Spell Stats
3rd level
OSR Spell Stats
Casting Time: 1 action
Level: 3 Range: touch
Components: V, S Target: 1 target
Range: touch Components: V, S
AoE: 1 target Duration: Instantaneous
Save: No Save Classes: Wizard, Sorcerer, Bard
Casting Time: 3
Duration:  Instantaneous As part of casting the spell Elshore’s Siphon, you
Classes: Wizard, Illusionist must make an attack roll for OSR or a melee spell attack
for 5E to hit your opponent. With a successful hit, the
5E Spell Stats target must make an Intelligence saving throw for 5E.
3rd level For OSR, the spell takes effect with a successful hit. On
a successful save, there is no effect, but on a fail, the
Casting Time: 1 action
caster can siphon away one spell or spell slot from the
Range: touch
target. The target must have a spell or spell slot of 3rd
Target: 1 target
level or lower to steal. If a spell is stolen, it must be a
Components: V, S
spell that the caster can cast and on their class spell list.
Duration: Instantaneous
Stealing spells in this manner can not take you over the
Classes: Wizard, Sorcerer, Bard
maximum spells or spell slots you have for the stolen
Elshore’s Recharge allows the caster to transfer a level for the day.
spell slot or a spell from themselves to another caster.
First, the caster must cast the Recharge spell; then, they
can transfer one spell slot or memorized spell of 3rd Razohr’s Venomed Words
level or lower to another caster. The recipient of the
OSR Spell Stats
spell must be able to cast the spell being transferred to
them. If the spell slot or spell is of a level the recipient Level: 6
can’t cast or is not part of their class’s spell list, they Components: V, S, M
cannot receive the recharge. Recharge spells received Range: 15ft per 2 levels
in this manner cannot take the recipient over the AoE: 1 target
maximum spells or spell slots you have for that level for Save: Negates
the day. Casting Time: 6
Duration:  Instantaneous
Elshore’s Siphon Classes: Wizard
OSR Spell Stats 5E Spell Stats
Level: 3 6th level
Components: V, S Casting Time: 1 action
Range: touch Range: 60ft
AoE: 1 target Target: 1 target
Save: Negates Components: V, S, M
Casting Time: 3 Duration: Special
Duration:  Instantaneous Classes: Wizard, Sorcerer, Bard
Classes: Wizard, Illusionist
To cast Razohr’s Venomed Words, a wizard must
first know the target’s name. If they know the target’s
name, they can speak it in a curse directed toward the
101
target, forcing them to make a Wisdom saving throw or
Riziln’s Grasping Hands of
a save vs. spell. With the OSR version, a successful save,
the target takes 20 damage, and on a fail, they die. With Brimstone
the 5E version of the spell, the target creature suffers
OSR Spell Stats
4d12 poison damage and is paralyzed for a number
of rounds equal to the caster’s spellcasting modifier. Level: 1
On a successful saving throw, the avoid paralysis and Components: V, S, M (A piece of charcoal)
take half damage. The spell’s material component is Range: Touch
an adder’s stomach and a piece of parchment with the AoE: 1 target
target’s name written on it. Save: No save
Casting Time: 1
Razohr’s Disconcerting Duration:  1 rd./level
Classes: Wizard
Taunts
5E Spell Stats
OSR Spell Stats
2nd level
Level: 4
Casting Time: 1 action
Components: V, S
Range: Touch
Range: 60 ft
Target: 1 target
AoE: 1 target
Components: V, S, M (A piece of charcoal)
Save: Negates
Duration: Concentration, up to 1 minute
Casting Time: 3
Classes: Wizard, Sorcerer
Duration:  1 rd./level
Classes: Wizard, Illusionist Flames erupt from your hands to burn creatures
or ignite the items you touch. For the OSR spell, make
5E Spell Stats an attack roll and for 5E, make a melee spell attack
4th level against the target. Flammable substances are set afire
Casting Time: 1 action by contact with your hands, causing 2d6 of damage to
Range: 60ft the substance. Creatures touched by the flaming hands
Target: 1 target also suffer 2d6 points of fire damage. The target then
Components: V, S combusts, causing an additional 1d6 points of damage
Duration: Concentration, up to 1 minute until the target takes a full round to put itself out.
Classes: Wizard, Sorcerer, Bard Flammable nonmagical items can be destroyed in this
manner. For each round the target is on fire, one item in
When casting Razohr’s Disconcerting taunts, the
the target’s inventory will be destroyed.
target for the OSR version must save vs. spell. With
success, the spell is negated, but with a fail, everyone
At higher levels for the 5E spell: When you cast this
within 45 feet of the target appears to be enemies
spell using a spell slot of 3rd level or higher, the damage
threatening them as a veil of illusion covers the area.
increases by 1d6 for each slot above 2nd.
In addition to the illusion, the target hears taunting
whispers that distract them and gives them a -4 to their
attacks. For the 5E version of the spell, if the target
Riziln’s Flame Rejuvenation
makes a Wisdom saving throw, the spell is negated. On a OSR Spell Stats
failed saving throw, everyone within 60ft appears to be
enemies threatening them, and the taunting whispers Level: 4
cause all of their attacks to be at disadvantage for the Components: V, S, M (a piece of kiln fired clay)
duration. Also, the target can make a Wisdom saving Range: Touch
throw at the end of each of its turns. On a success, the AoE: 2 target
spell ends. Save: No save
102
Casting Time: 4 movement. If there are multiple locations of gold, you
Duration:  1 rd./level know which one has the highest value, but not by how
Classes: Wizard much.

5E Spell Stats
4th level Veil of Misdirection
Casting Time: 1 action OSR Spell Stats
Range: Touch
Level: 4
Target: 1 target
Components: V, S
Components: V, S, M (a piece of kiln fired clay)
Range: 300 ft
Duration: Concentration, up to 1 minute
AoE: 50yds
Classes: Wizard, Sorcerer
Save: Negates
As you cast the spell, you touch one willing target, Casting Time: 4
giving them the ability to be physically healed by fire. Duration:  10 minutes
After the spell has been cast and for the duration, you Classes: Wizard, Illusionist
are healed instead of taking damage for each point of
damage you would take from a source of fire. If you 5E Spell Stats
are at full hit points, you do not gain extra hit points if 4th level
you would take damage from a fire; instead, the flames Casting Time: 1 action
wash over you harmlessly. During the spell’s duration, Range: 300 ft
all of the items on your person at the time of casting are Target: 150ft sphere
impervious to fire damage.  Components: V, S
Duration: Concentration, up to 10 minutes
Gold Nose Classes: Wizard, Sorcerer, Bard

OSR Spell Stats You target an area up to 300 feet away from you
when you cast this spell. Each creature in a 150-foot-
Level: 1 radius sphere or entering that point for the duration
Components: V, S, M (a piece of gold or a gold coin) afterward must make a save vs. spell for the OSR version
Range: Special or a Wisdom saving throw for the 5E version. Those
AoE: Special who fail their saving throw have their senses garbled
Save: No save provoking delusions. The target must then make a
Casting Time: 1 Wisdom saving throw at the start of each of its turns.
Duration:  8 hours If it fails, it wastes its turn, stumbling about aimlessly.
Classes: Wizard While under the spell’s influence, those affected lose all
sense of direction and find it hard to move in a straight
5E Spell Stats line. All attack rolls under the spell’s influence are at -4
1st level for the OSR version and Disadvantage for the 5E version
Casting Time: 1 action to perform any attack, stat or skills check. Spellcasters
Range: Special are unable to cast spells while under the influence as
Target: Special well. On a success, the player can act as usual until the
Components: V, S, M (a piece of gold or a gold coin) start of their next turn, when they must make another
Duration: Concentration, up to 8 hours saving throw. 
Classes: Wizard, Sorcerer, Bard
After casting, you sense the direction of the closest
gold of at least 1gp value within 1,000 feet of you. If
the gold is in motion, you know the direction of its

103
MAGIC ITEMS OF RAVENSROOK

“I grabbed the chain ‘round my neck and slipped away into the safety of a faux
death. I woke to the surprise of the night merchants who had removed my body
from the gruesome scene, lucky not to have been boxed and buried.”

Bandersnatch

Corpse Chain Ress’s Dice of Fickle Fortune

A corpse chain appears as a simple iron chain in the


form of links of bone. It can be worn around a neck or
wrapped around a wrist or forearm. At dawn each day,
the chain is imbued with 1d4 charges that can be used
for that day as an action. The chain can be activated,
causing an illusion to envelop the wearer, making them
appear as though they were dead. Those who witness
the transformation, or those who have cause to believe These bone dice appear to be an ordinary pair of dice
that it is an illusion, can make a WIS saving throw at DC and can be used as such; however, you can roll them
13 or a save vs. Rod, Staff, Wand. at the dawn of each day for a special effect by saying a
You appear dead to all outward inspection and spells prayer to Ress as you roll them. After saying the prayer
used to determine your status. The duration of the and rolling them, if the total roll is an even number,
illusion lasts for one hour after activation. You must you get to add advantage or a +4 to any one roll of your
remain still while the illusion is in effect and take any choice over the next 24 hours. If you roll an odd number,
other actions beyond slight movements will cause the the GM can assign you disadvantage or -4 to one of your
illusion to dissipate. rolls during the day.

104
Dimensional Coin Purse the swarm disperses. They save as a fighter level 1 or
with no bonuses to their saving throws. 
1. A swarm of ravens flies around a target for
1d10+1 rounds, preventing them from being able
to cast spells that require a semantic component.
All other actions, such as attacks, skill, or
attribute checks, are done either at disadvantage
or a -4. The target of the ravens must be within
60ft of the wielder of the scepter. 
2. A swarm of ravens flies around a target for
1d10+1 rounds, attempting to steal items off
them. If the item is not worn or held by the target,
there is a 50% chance of it being taken. Items
taken are deposited at the feet of the holder of
This magical coin purse, manufactured for the the scepter. The target of the ravens must be
Merchant’s League, is explicitly designed for carrying within 60ft of the wielder of the scepter. 
large numbers of coins and is usually given only to the 3. A swarm of ravens flies around a target for
highest-ranking officials of the League, but over the 1d10+1 rounds and creates a screen preventing
years, a number of them have found their way to the you and anyone standing within 5ft of you from
general public. The purse can hold up to 10,000 copper being targeted by spells or ranged attacks. 
pieces, 8,000 Silver pieces, 6,000 electrum pieces, 4,000 4. A swarm of ravens descends upon a point of
gold pieces, and 2,000 platinum pieces.  your choice up to 120ft from you and covers a
60ft radius. The ravens cause general confusion
Raven’s Clawed Scepter and are a distraction flying about erratically and
cawing loudly. Creatures within the raven swarm
make perception checks with disadvantage or -4
to notice rolls. The general commotion makes it
the perfect diversion when looking to sneak away
or perform other tasks unnoticed.

A particularly nasty magical item created from the Spectacles of Sagacity


legs of dead Ravensrook Ravens. The scepters still
retain the look of a giant raven’s clawed foot that has
been dipped in gold, and many still have a tuft of raven
plumage at the end of it. These scepters can be used as a
+1 slashing weapon that causes 1d4+1 damage. 
The real power of the scepter is, as an action,
expending one charge to summon swarms of ravens
to perform one of the following tasks. At the dawn of
each day, roll 1d4 to see how many charges the scepter
holds for the day, or roll 3d20 for how many charges the These spectacles allow you once per day, for ten
scepter has until it needs to be recharged. minutes, to use the True Sight spell. You notice secret
The Ravens are magically conjured, rather than being doors hidden by magic for the duration and can see
drawn from the surrounding area. The swarm can be into the Ethereal Plane, up to 60ft. In addition, for the
attacked and have an AC 7 (13) and 30 hit points. When duration, you gain advantage on investigation checks, or
reduced to zero hit points or after the time has elapsed, +4 to INT checks for finding clues.
105
Oil of Necral’s Touch Uhltrix’s box of Dimensions
and Planar Travel

Oil of Necral’s touch is made by compacting the


remains of ghouls into a paste that is then mixed with This seemingly ordinary steamer chest can be used
oil while a priest of Necral murmurs sacred rites over as a regular chest for carrying items in, or, if the chart
it. The resulting oil can leech out the very soul of living on the inside of the lid is read and instructions followed,
creatures. The oil is usually applied to weapons which it can be a doorway to other planes and dimensions. On
will cause an additional 1d6 worth of necrotic damage the inside lid is a detailed chart written in infernal, the
as it sucks a portion of a living target’s soul when struck language of devils.
by the weapon.  The bottom of the chest is false and, if removed,
The highly volatile oil can be used in many other reveals a metal door with an inset handle. If opened, it
ways as it only needs to make contact with the victim’s reveals a ladder that heads down into a small 10X10
skin or be ingested to take effect. A vial of 4 doses can room. This room is extra-dimensional and exists out of
be made out of the corpse of one ghoul, and one dose space and time. On one wall in this room is
is enough to coat a weapon, a doorknob, or a pair of a hatch-like door with a handwheel to lock it and pull
gauntlets. The oil smells and tastes of rotting meat it open. The walls inside the 10x10 room are lined with
making it hard to pass off within food or drink. If a full lead. If people are in the room, the door can be closed,
vial was to be poured over someone, or if they had a and the chest can be used as normal without the people
vial smashed across their body, they would take 1d6 per in the room being jostled about.
does within it. Those using the oil must take care when Written in infernal on the lid are instructions of
handling it not to harm themselves. The oil does not places to take the chest to. These are specific places,
affect the undead, constructs, or elementals. and the destinations are up to the GM. One could be on
a lonely mountain top, while another could be in the
cellar of a local tavern. Placing the chest in an instructed
spot, then opening the hatch-like door inside the room
will reveal one of the planes of existence, a demi-plane,
alternate dimension, or even an extra-dimensional
space. The instructions inside the lid are never the

106
same, but you can always find the place you’re looking Those who fail will regard the wearer as a friendly
for. acquaintance as long as they remain in the wearer’s
Each time the vault door is opened, there is a 10% presence or until the wearer attacks them breaking the
chance that the door at the top of the ladder will lock, belt’s enchantment. After being away from the wearer
preventing anyone from escaping without the aid of for over twenty-four hours, the effects wear off, but
magic. When this happens, the vault-like door always those affected by the belt’s magic are unaware of its
leads into the office of Archdevil Neabaz. There is a influence.
60% chance that Neabaz is present in his office and will
greet anyone who comes through the door. Neabaz will
be polite and inform his guests that they can surrender
Black blades of Torex
their souls to return home or sign a contract to deliver
ten souls to him later. Neabaz is more than willing to
negotiate over the terms of the deal. 
Should anyone be foolish enough to attack Neabaz, he
will teleport away, and a company of devil guards will
come in to collect the offenders. The good news is if the
characters can stay alive for longer than ten minutes,
the door at the top of the ladder will unlock, allowing
them to flee. Chief among all the religious items that any follower
Uhltrix created this planar and dimensional gateway of Torex could possess is one of the religion’s famed
chest with the help of Neabaz. And the built-in glitch black blades. The exact numbers of these blades are
that would send users to his office was just one possible unknown, but how they are created is infamous. If a
payment that he had worked out with Uhltrix for his worshiper of Torex dedicates a battle to Torex, and they
help. are victorious, the Lord of Battle might smile upon them
and turn their weapon black as pitch and grant it unique
properties.
Krell’s Belt of Fascination Torex cares little for easy victories, even if the battle
is dedicated to him. Torex only grants the black blade to
those that fight against overwhelming odds. Only those
who can snatch triumph from the jaws of defeat will be
blessed.
A weapon that Torex has blessed becomes magical if
it is not already and gains a +1 property. If the weapon
already has a bonus, the +1 is added to the existing one
increasing it by one. In addition to this, the weapons
damage die is increased by one. So if the weapon was a
d4, it becomes a d6, a d6 becomes a d8, a d8 a d10, and
According to legend, Krell’s Belt of Fascination was lastly, a d10 becomes a d12. If the weapon is already
a gift to a one-time priest of the god of jealousy and a d12, it gets an additional +5 to the damage it deals
revenge. Since that time, the belt has had many owners, instead of rising to a d20.
and not all were worshipers of Krell. Some even say Black Blades of Torex would not lose their magical
that the belt is cursed and that whoever owns it will qualities if the owner were to perish. If another
eventually meet a gruesome death.  worshiper of Torex were to claim and use the weapon, it
Whoever wears the belt gains a +4 to their Charisma would retain its black as pitch appearance and maintain
attribute so long as they wear the belt. In addition to its magical quality and bonuses. The only property the
the bonus to Charisma, anyone in the presence of the weapon loses is its increased damage die until the new
wearer for more than one hour must make a Wisdom owner can win the favor of Torex for themselves. If
saving throw vs. DC 13 or a Rod, Staff, or Wand save. found by a non-worshiper of Torex, the weapon will still
107
be magical and retain its bonus but the black color will
fade. In addition to losing the blackness, the weapon ADVENTURE
fumbles on the roll of a 1,2, or 3 when rolling to attack.
If fumbles are not used in your game, then all attack HOOKS
rolls made with the weapon are at a -3. Even if wielded

1.
by a non-worshiper of Torex, these weapons will not The Council of Lords has a vacant seat, and the
register as cursed. notice has been posted. If not already affiliated
with a faction within the city, the characters are hired
to deliver bribes, rough up the competition maybe even
Rings of Still Life eliminate a popular candidate.

2. The party is approached by a known merchant


lord that dropped a key to his strongbox into
the sewers. He saw one of those cursed ratlings in the
sewer run off with it, and he wants you to find it!

3. Someone is killing high ranking officials of the


Old One. First is a priest of the Old One, then a
Captain of the Red Guard, and now a merchant. Alara
Morningstar and the Congress have had no luck finding
These powerful magical items are said to have been
out who it is. They want the player’s help finding the
created by either the wizard Uhltrix or Razohr, but no
murderers before Toth cracks down on the city for the
one is certain, not even the current Head Wizard of the
murders.
Guild of Wizardry. The rings come as a matching set of

4.
nearly identical rings, the only difference being that one
One of the Night Merchants approaches the
ring will have only one precious stone set into a gold
party, asking if they can investigate a string of
band, while the other has two. The controller of the
body thefts. A strange, winged creature has been seen
rings wears the ring with the two gems, and the other is
collecting corpses off the streets at night, and it’s cutting
either given to or left to be found by some unlucky soul. 
into their business.
At any time the wearer of the ring with the two gems

5.
in it is within 60ft of the wearer of the other ring, the
Dogs have been gathering in larger and larger
controller can activate the set, forcing the wearer of
packs in Outwall. If that was not bad enough,
the ring with one gemstone to make a Charisma saving
they have been systematically hunting down the gangs
throw vs. DC 13, or a save vs. Death Magic. On a failed
there. Some gang leaders have scrapped together some
saving throw, the person wearing the ring with one
coin and want to hire the characters to figure it out.
gem has their soul torn from them, and it flies into the

6.
second stone of the controller’s ring. Once this happens,
A friend of the party’s has come to them asking
the person is dead unless the wearer of the two gem
for their help. Bounty Hunters are after him,
rings releases the soul allowing it to reconnect to its
and he does not know why.
abandoned body. If the saving throw is successful, they

7.
take 6d6 of necrotic damage.
A friend of the Party’s turns up in leg irons at
Once a soul is securely within the ring, the controller
the auction block. The bad news is that they
can choose to hold onto it for over 24 hours, ensuring
were just bought and taken in a group back to the Old
that the victim dies. Release it to feed some hungry
One’s horde camp outside of town. The real bad news is
undead that consumes it, feed it to a phylactery, or use
most of the slaves bought by the horde end up in soup
the soul energy to power a spell that the controller
pots.
knows of 1st, 2nd, or 3rd level.

108
8. An old lady has shown up in every quarter
of the city selling pastries that are to die for.
Everywhere she goes, there are long lines of people
16. A group of wyverns brought to Ravensrook
for the gladiatorial games has broken free
and are terrorizing the city. The owner has paid off
waiting to get one. The oddest thing about it is that all the city to give him 24rs to collect his investment. The
the customers are polite and patiently wait their turn slaver wants to hire the party to capture them and bring
in line. When the pastries run out, the crowds merely them back…alive.
groan in polite disappointment.
17. A man condemned to die by hanging from
a gibbet cage in Raven’s Square is taking a

9. The party has angered someone with enough


funds to pay off the courts and the Talons. The
party finds out they are wanted by seeing a wanted
long time to die. In fact, he has been hanging there for
over a year now. Despite looking sickly and emaciated,
the man is still clinging to life. The Talons hire the party
poster with their images on it. to watch him at night for 4 days to help figure out how
he stays alive.

10. A famine has gripped the city, and the


characters have been hired to catch ratlings,
but not just for profit, but so they can be cooked up and
fed to the masses in Outwall.

11. The party is relaxing in a local tavern when


a bard starts singing a song. Quickly the
characters realize that the tale he is singing is about
them, and he is giving out details the party might not
want public. How does he know what happened?

12. The party is hired to help the kobold clan


that takes care of the city’s sewers. The
kobolds found something in the undercity that has
changed a few of them into dangerous and deformed
monsters.

13. As the night falls and the celebration of


Darkest Night begins, one of the characters
is a pickpocket victim. Still, they notice in time to see
the thief run off into the night. In its place is a note
challenging the characters to catch the thief if they can.

14. People recruiting bandits and brigands


for a raid into the surrounding
kingdoms is no big deal is Ravensrook, but this time
the Old One’s horde is doing the recruiting. Is this just a
raid, or do they have something else planned?

15. Several NPC’s that the characters are


familiar with have recently turned up with a
small scar on their right temple. Each has a simple story
explaining it away, like tripping and falling into cabinets.
Other than that, all seems fine.

109
18. Several street urchins have been caught
in the past two days with their hands in
the pockets of all kinds of Ravensrook residents. They
19. One of the Talons that works the Outer-City
gate approaches the players and offers to
let them know when the tribute shipments are being
are not stealing anything. Instead, they are giving away taken out of the city to the Old One’s horde. All the
one copper coin to these people, but why? None of guard wants is a cut of the profit if they can waylay the
the children know why they are doing it, even under shipment.
magical questioning.

20. The party is approached by one of the many


rebel factions within the city. It could be
Arnol Marsh with the Verondians, Baenor Borralis from
the Divine Bastion, or Karst with the Sovereign Host for
recruitment. To prove their sincerity, they will have to
undertake a simple mission, of course.

21. A street performance with a stage magician


and dancers has drawn a large crowd,
including a guild leader or two. During the show, a
demon pops into existence, seemingly summoned by
the stage magician. After appearing, the demon wades
into the crowd going after the guild leaders. One of
the characters notices that a spectator cast a spell just
before the demon appeared.

22. A Ravensrook Raven approaches the


players and asks for their help getting rid
of someone killing some regular ravens and one of its
extended family. The Raven promises to pay them with
trinkets pilfered in the city. When the party confronts
those responsible in Outwall, those responsible are a
gang of kids armed with slings.

23. The party is approached by the Congress,


and wants them to waylay an incoming
shipment destined to the temple of The Old One and
turn it over to them. If the party accepts and captures
the wagon, they find out the cargo is a half dozen slaves.

24. The party is hired to take a shipment of


supplies secretly to rebels in the Veerfell
Forest. They will have to avoid, bluff, or bribe their way
past an Old One’s checkpoints along the way.

25. The party is hired to kidnap an important


official in the city and turn them over to
one of the rebel groups. The deal was set up through
intermediaries, but when the party brings the official to
drop off, the Red Guard are waiting to accept the official.

110
111
CHAPTER TEN: EXPENSES
IN RAVENSROOK

Ravensrook was founded by brigands and bandits


and a healthy portion of its population are still Equipment Availability
categorized as such. Because of this there have never
been enough artisans to satisfy the demand for well-
Chart
cratfed items and merchandise. When it comes to
manufacturing of goods and services, Ravensrook
produces very little, relying heavily upon imported
goods. Within the city the cost and availability of goods
and services varies greatly depending upon which
district of the city you are in.
The table on the right shows the possibility of item
availability by each district of the city. It should be
assumed, however, that there is always enough food
and beverages available for all, unless of course the GM
wishes for it to be otherwise. Besides food and beverage
items even the most mundane of equipment should be
rolled upon the table to determine availability within
the city
The result of an availability check lasts for one week.
So, if you make a check for a particular item, and it is
currently unavailable, it will not be available in that
district of town for one full week. Likewise, if an item is
available and a week of game time passes, and you want
to purchase more, another check will be required.
It is important to remember that access to The Peak
and the Inner City is for Guilded members of the city
only.

112
Lifestyle Expenses In
Ravensrook

Lifestyle Expenses provide you with a simple way to people.


account for the cost of living in Ravensrook. They cover There is a 20% chance that some of your items or
your accommodations, food and drink, and all your goods will be stolen, no more than 10 gp in value, and
other necessities. Furthermore, expenses cover the cost a 10% that you will catch some form of disease that
of maintaining your equipment so you can be ready you will need to seek treatment for. Until you receive
when adventure next calls. treatment you will receive a -1 to all attack, saving
At the start of each month, choose a lifestyle from the throw and skill rolls until it is cured. GM’s can feel free
Expenses table and pay the price to sustain that lifestyle. to insert their own or other diseases as well.
The prices listed are per day, so if you wish to calculate There is a 5% chance that you have made some
the cost of your chosen lifestyle over a thirty-day period, contacts in your same Lifestyle that you could contact
multiply the listed price by 30. Your Lifestyle might for information of help, but there is a 30% chance that
change from one period to the next, based on the funds you can’t trust them and that they are just as likely to
you have at your disposal, or you might maintain the try and take advantage of you.
same lifestyle throughout your character’s career. Squalid: You live in a leaky stable, a mud-floored hut
Your Lifestyle choice can have consequences. just outside town, or a vermin-infested boarding house
Maintaining a wealthy Lifestyle might help you make in the worst part of town. You have shelter from the
contacts with the rich and powerful, though you run the elements, but you live in a desperate and often violent
risk of attracting thieves. Likewise, living frugally might environment; in places rife with disease, hunger, and
help you avoid criminals, but you are unlikely to make misfortune. You are beneath the notice of most people.
powerful connections. The majority in this Lifestyle level have suffered some
Wretched: You live in inhumane conditions. With terrible setback. They might be disturbed, marked as
no place to call home, you shelter wherever you exiles, or suffer from disease.
can, sneaking into barns, huddling in old crates, and There is a 10% chance that some of your items or
relying on the good graces of people better off than goods will be stolen, no more than 10 gp in value, and a
you. A Wretched Lifestyle presents abundant dangers. 5% chance that you will catch some form of disease that
Violence, disease, and hunger follow you wherever you you will need to seek treatment for. Until you receive
go. Other Wretched people covet your armor, weapons, treatment you will receive a -1 to all attack, saving
and adventuring gear, which represent a fortune by throw and skill rolls until it is cured. GM’s can feel free
their standards. You are beneath the notice of most to insert their own or other diseases as well.

113
There is a 10% chance that you have made some for information of help, but there is a 15% chance that
contacts in your same Lifestyle that you could contact you can’t trust them and that they are just as likely to try
for information of help, but there is a 25% chance that and take advantage of you.
you can’t trust them and that they are just as likely to try Wealthy: Choosing a Wealthy Lifestyle means living
and take advantage of you. a life of luxury, though you might not have achieved the
Poor: A Poor Lifestyle means going without the social status associated with the old money of nobility
comforts available in a stable community. Simple food or royalty. You live a Lifestyle comparable to that of a
and lodgings, threadbare clothing, and unpredictable highly successful merchant, a favored servant of the
conditions result in a sufficient, if unpleasant, royalty, or the owner of a few small businesses. You have
experience. Your accommodations might be a room in a respectable lodgings, usually a spacious home in a good
flophouse or in the common room above a tavern. You part of town or a comfortable suite at a fine inn. You
must contend with violence, crime, and disease. People likely have a small staff of servants.
at this Lifestyle level tend to be unskilled laborers, There is a 30% chance that you have made some
costermongers, peddlers, thieves, mercenaries, and contacts in your same Lifestyle that you could contact
other disreputable types. for information of help, but there is a 25% chance that
There is a 5% chance that some of your items or you can’t trust them and that they are just as likely to try
goods will be stolen, no more than 10 gp in value, and and take advantage of you.
a 2% that you will catch some form of disease that Lavish: You live a life of plenty and comfort. You
you will need to seek treatment for. Until you receive move in circles populated by the most powerful people
treatment you will receive a -1 to all attack, saving in the community. You have excellent lodgings, perhaps
throw and skill rolls until it is cured. GM’s can feel free a townhouse in the nicest part of town or rooms in the
to insert their own or other diseases as well. finest inn. You dine at the best restaurants, retain the
There is a 15% chance that you have made some most skilled and fashionable tailor, and have servants
contacts in your same Lifestyle that you could contact attending to your every need. You receive invitations
for information of help, but there is a 15% chance that to the social gatherings of the rich and powerful, and
you can’t trust them and that they are just as likely to try spend evenings in the company of politicians, guild
and take advantage of you. leaders, high priests, and nobility. You must also
Modest: A Modest Lifestyle keeps you out of contend with the highest levels of deceit and treachery.
the slums and ensures that you can maintain your The wealthier you are, the greater the chance you will
equipment. You live in an older part of town, renting a be drawn into political intrigue as a pawn or participant.
room in a boarding house, inn, or temple. You don’t go There is a 35% chance that you have made some
hungry or thirsty, and your living conditions are clean, if contacts in your same Lifestyle that you could contact
simple. Ordinary people living Modest Lifestyles include for information of help, but there is a 30% chance that
soldiers with families, laborers, students, priests, hedge you can’t trust them and that they are just as likely to try
wizards, and the like. and take advantage of you.
There is a 20% chance that you have made some
contacts in your same Lifestyle that you could contact
for information of help, but there is a 10% chance that
you can’t trust them and that they are just as likely to try
Self-sufficiency
and take advantage of you. The Expenses and Lifestyles described here assume
Comfortable: Choosing a Comfortable Lifestyle that you are spending your time between adventures
means that you can afford nicer clothing and can easily in Ravensrook, availing yourself of whatever services
maintain your equipment. You live in a small cottage in a you can afford—paying for food and shelter, paying
middle-class neighborhood or in a private room at a fine townspeople to sharpen your sword and repair your
inn. You associate with merchants, skilled tradespeople, armor, and so on. Some characters, though, might prefer
and military officers. to spend their time away from civilization, sustaining
There is a 25% chance that you have made some themselves in the wild by hunting, foraging, and
contacts in your same Lifestyle that you could contact repairing their own gear.
114
Maintaining this kind of Lifestyle doesn’t require
Food & Drink by Region
you to spend any coin, but it is time-consuming. If
you spend your time between adventures practicing
a profession, you can eke out the equivalent of a poor
lifestyle. Proficiency in the Survival skill lets you live at
the equivalent of a comfortable lifestyle.
Keep in mind that the region surrounding
Ravensrook is a hostile landscape and there is potential
of running into an encounter that a solitary person
might not be able to deal with. Instead of using
traditional random encounters for time spent traveling
in an area, instead simply roll once per week.

Food, Drink, and


Lodging
The Food, Drink, and Lodging table gives prices for
individual food items and a single night’s lodging per
sector of the city. These prices are included in your total
lifestyle expenses.
Keep in mind that while the cost of certain items are
less in The Outer-City and Outwall, that is because the
quality of goods and services that can be found there are
noticeably inferior to other sectors of the city. Portions
are smaller, ale and wine are watered down, meat is old
and slightly spoiled etc.

Meal Price/Day by Region Lodging/Day by Region

115
CHAPTER ELEVEN: RANDOM
ENCOUNTERS IN RAVENSROOK

The danger one finds within Ravensrook is segregated like everything else by the
districts where you find yourself. Things that are tolerated in Outwall are often
not permitted in The Peak. Each city district has its own feel, and the level of
response from authorities and residents varies greatly.

The Peak help a fellow guild member. People on the streets of the
Outer-City will call for the Talons to break up a violent
The whole of the city’s elite, the Peak is patrolled
crime but most likely won’t get involved.
by the best Talon guards the city has, and they are
ever vigilant. Patrols here check every alley and street.
In addition to the signal flares, Talons in the Peak
Outwall
Outwall is chaotic, and anything goes there. There are
also carry signal whistles and respond quickly to any only a handful of locations where there is any authority,
disturbance. In addition to the Talons, many bodyguards and the guards stationed there do not interfere in
and Red Guards can be found in the district. Peak the affairs of others. Residents of Outwall keep to
residents will not get involved in helping others on the themselves and only get involved when it’s necessary
street, but their guards will if ordered. for their own survival. People on the streets of Outwall
move around a murder in progress and do not get
The Inner-City involved.
The Inner-City district is the heart of the city and is
the home of most guild halls. There are more Talons on Using The Chart
patrol here than anywhere else, and this keeps most The chart on the next page provides you with a
crime off the streets and in the back alleys and indoors. selection of random encounters that the characters
Residents of the Inner-City will get involved to help can encounter while in the city. To determine if the
others on the street in need. People on the streets of the possibility of an encounter occurs, roll 1d6. If a 1 or 2 is
Inner-City will call for the Talons to break up an assault rolled, roll on the random encounter chart, and compare
in progress and get involved themselves. your result to what section of the city the characters are
at. If an X result is rolled, there is no encounter. If there
The Outer-City is a listed encounter, look it up in the description below.
Once you are through the gates of the first official
district of the city and into the Outer-City, you will see a
semblance of order for the first time, here Talons patrol
the streets, even if it is sporadically. Residents of the
Outer-City keep to themselves, but will get involved to
116
117
Angry Mob 3. Sports rivals. The victim was the owner, trainer,
or local bookie of sporting events in the arena.
While making your way through the city’s streets, They were killed to help fix or punish them for
you hear the shouts of angry people around the corner not fixing matches.
or down the street, and soon see a mob of people milling 4. Political hit. Often within the larger guilds of the
about. city, competition and rivalries for ranking within
In a city like Ravensrook, especially in the Outwall the organization are fierce, and some people find
section of the city, running into a mob of people is not it simpler to just eliminate rivals. Information
uncommon. Roll 1d4 and find out the reason for the about the assassin might be rewarded by the
mob below. guild the victim was a member of.
1. Rival gangs are brawling in the streets, and
a crowd has gathered to watch the free
entertainment. Bagmen
2. A street vendor has just been outed overusing The Bagmen are the enforcement arm of the
faulty weights and shaving coins, causing angry tax collection for the Lord of Brick. They can be
customers to begin ransacking the vendor’s encountered anywhere within the city where the
goods as the vendor and his employees attempt valuables of a citizen delinquent on their taxes exist.
to fight them off. Still, they are mostly seen forcibly collecting taxes in the
3. A wagon has broken down in the street loaded Inner and outer city.
with goods that people are attempting to pilfer When the Bagmen forcibly collect taxes, they drive
while the driver and a fellow coachman try to up a wagon or cart to the location and swarm the place
fend them off. collecting anything of value, shoving it into their ever-
4. Fans of rival gladiator schools have started a present bags before piling back into the wagon and
brawl in the streets to prove which school is racing back to the Lord of Bricks Headquarters.
superior.

Assassination/Murder Beggar
While managing your way through the city’s streets, Beggars are common throughout Outwall and
you witness a person killed in apparent cold blood the Outer-City, but less so in the Inner-City and not
by stabbing, magical fire, or even contact poison. The tolerated in the Peak. Beggars in the Inner-City are
attacker flees the scene.  highly mobile, panhandling in a selected spot for only
Killings on the streets of Ravensrook are common a short time before moving on before they draw the
in Outwall, not so much in the Outer-City, and unheard attention of a Talon patrol. 
of in the Inner-City and The Peak. Attackers in these Members of the Beggars guild ply their trade in
types of killings are rarely a Member of the Congress, Outwall and the Outer-City only. The peace they have
but might have been hired by them. The Assassin’s worked out between the Beggars and the Congress is a
Guild never kills a target so visibly. Roll 1d4 to find out tenuous one. No member of the Beggar’s Guild wants
possible motives for the killing. to be responsible for causing any trouble between the
1. Settling a score - The murder was a personal two. That being said, 50% of all beggars on the street
matter between the individuals involved. The are setups for possible muggings and shakedowns. The
reason could be anything from a lover’s quarrel, beggar will watch closely to gauge the amount of wealth
family rivalry, or a robbery gone wrong. anyone who donates to them might have. If they deem
2. Business rival - The assassination was on a rival them a likely mark, they will notify street thugs waiting
merchant to eliminate competition. The victim’s nearby to follow them.
body will quickly draw a crowd of scavengers
because the victim was lavishly dressed and wore
expensive jewelry.
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Broken Down Wagon Regardless of which member of the Council of Lords
is encountered, the characters will be expected to
Ravensrook has a steady flow of wagon traffic coming yield their progress and allow the council member to
and going from the city. Merchants bring in empty proceed before them. Those who do not will be instantly
wagons looking to load up with stolen goods to take accosted by the accompanying guards. Nonviolently at
back out of the city. Streams of empty marauder wagons first, but it will escalate quickly if weapons are drawn.
regularly leave and return piled high with stolen goods.
This traffic leads to wagons breaking down on the
streets of the city.  Dead Body
Wagons that break down in Outwall and, to a lesser
extent, the Outer-City, become instant targets for Coming across a dead body is common in Outwall
enterprising and daring individuals. Sometimes they and the Outer-City. You can come across one tucked
will be part of a larger caravan that will wait and guard away in an alley or out-of-the-way place, even in the
their wares, other times it could be a single wagon, Inner-City. The only place you would not encounter a
which is very vulnerable to being sacked.  corpse is in the Peak. How fresh the kill is depends on
It is possible for character to loot a broken-down how large of a crowd might have gathered around the
wagon, but if they want to make some quick coin, they body, and if there is any possible loot still on the body.
could help guard or repair it. Roll a 1d4 to determine how fresh the corpse lying in
the street is.
1. The body has been dead for hours, and there is a
Chamber Pot 10% chance of there being anything of value on
the corpse. 
Plumbing is only a sure thing within the Peak and 2. The body has been dead for about an hour, and
most of the Inner City. This means that all the Outwall there is a 20% chance of there being anything of
and most of the Outer-City use the streets and alleys value on the corpse.
for waste removal. Because of this, there is always a 3. The body has been dead for under an hour, and
possibility that a stream of filth can come tumbling out there is a 30% chance of there being anything of
of a window into the streets.  value on the corpse.
Most people make an effort to ensure that they 4. The characters have just missed the altercation,
don’t throw their waste onto passersby, but not always. and there is a 50% chance of there being
Sometimes it’s an honest mistake, but sometimes the anything of value on the corpse.
person just doesn’t care. 

Drunken Trouble
Council Member Makers
Within the Peak and the Inner-City in particular,
characters can come across the procession of one of the Some drunks are involved in an open brawl within
Council of Lords. These processions are never a small the street or come tumbling out of a nearby tavern.
affair, usually involving a carriage or a litter to bear They might only impede the character’s progress or
the council and their entourage. The minimum guard inadvertently mistake them for their opponents and try
detachment accompanying a council member is twenty- to attack them with bare knuckles. This should not be
four. treated as a deadly encounter, and let the players know
If this encounter is rolled, it could also be none other that the damage being done by the drunks is non-lethal
than Lord-Marshal Toth. Toth is always accompanied damage. Depending on your ruleset, you might also
by a detachment of fifty Red Guard troops. These Red want to have the drunks attack at a disadvantage or at a
Guard troops are usually mounted, as will be Lord- -4.
Marshal Toth.

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Duel forbids any illegal activity within the Peak
without being fully cleared by Alara Morningstar
A crowd of spectators has gathered to witness a herself.
duel between two combatants. This can be a spur-
of-the-moment affair, or selected to happen on a
particular spot for some significance. Whether the duel Gang War
is spontaneous or preplanned, betting will break out
immediately over who might win. Dueling is not illegal In the sprawl that is Outwall, one means of survival
within Ravensrook, and Talons will not attempt to stop is joining a gang. Being part of a gang gets you security
them. If a patrol of Talons is nearby, the more likely will and better access to necessity. It also comes with the
stop to watch it. Of course, suppose one participant responsibility of defending your territory or the need
doesn’t want to participate in the duel. In that case, the to expand it. Outwall has hundreds of gangs, from
Talons will check whether those involved are Guilded or small bands of three to four to medium-sized gangs
not and only stop things if the one refusing the duel is controlling several blocks. Even a handful of large gangs
Guilded, and the other participant is unguilded. like the Thousand Faces have become a force to be
reckoned with within the city.
Roll 1d4 and check to see the size of the engagement
and how many gangs are involved.
Fleeing Cutpurse 1. The gang war is between two small rival gangs
and is not a deadly encounter between the two
As the characters make their way through the city,
groups. They are brawling, causing only nonlethal
shouts of “Stop, thief!” erupt as a cutpurse weaves
damage to determine the dominance of an area.
their way through traffic attempting to get away
Characters can either go around the fight or try to
from pursuers. The response to what happens varies
dash through the combat by making a DC 10 DEX
according to the district of the city in which it occurs.
or a Breath weapon saving throw. 
1. Outwall: Thievery is widespread in Outwall, and
2. The entire street is clogged with combatants of
people care little about someone getting stolen
two minor to medium-sized street gangs. They
from and won’t interfere with the cutpurse. Even
are using weapons and attempting to kill their
if the crime happens in one of the few places
opponents. They are not looking to involve others
where there are Talons, they will not get involved. 
like the characters, but if characters get too close,
2. Outer-City: While this section of the city has far
they might be accidentally attacked. There is a
more patrols of Talon guards, crime is still an
25% or a random attack if the character gets
obvious problem. There is only a 50% chance
within 5 feet of the action.
that Talons will attempt to apprehend a cutpurse
3. The entire street is clogged with combatants of
in the Outer-City, and the general populace is
two medium to large-sized street gangs. They
indifferent here as well.
are using weapons and attempting to kill their
3. Inner-City: Crime within the Inner-City of
opponents. This melee has gotten into a frenzy,
Ravensrook is treated differently than in Outwall
and anyone who ventures within 5 feet of the
or the Outer-City. Any crime that is witnessed by
action will be attacked by both sides.
citizens here is usually reported. Patrols of Talons
4. The street has exploded into chaos as multiple
will always pursue possible thieves to the best
gangs, 1d4+1 small to medium-sized gangs,
of their ability. Everyone within the Inner-City is
have started a gang war over who dominates
believed to be guilded citizens, and the Council of
the area. The gang war has erupted into a
Lords takes the protection of this part of the city
riot involving nongang members and other
seriously.
citizens. Enterprising scoundrels are using the
4. The Peak: Crime within the Peak is not tolerated,
opportunity to loot local shops and are fighting
and punishments for performing illegal acts
against shop owners.
are stiff. The presence of Talons is common
throughout this district of the city. The Congress
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Guild Recruiter Outer-City. Still, most prefer the chaos and lawlessness
they find in Outwall. They always travel in groups, as
Ravensrook is a city dominated by its guilds. They they quickly found out that traveling alone is a good
make up the Council of Lords and are the driving force way to get themselves killed. These groups range from
behind the laws and functionality of the city. Because six to ten at the most, as they are not permitted into the
of this, the guilds are always looking to increase their city in larger numbers. The Hordlings are rude, crude,
numbers, and by extension, their influence. Because belligerent, and more than willing to start trouble with
of this, many guilds employ recruiters who wander anyone they think they can bully, especially in Outwall.
the Inner and Outer-City districts of the city looking
for potential members to recruit. Recruiters are not
discreet because they know they provide an entry into
being a Guilded member and its benefits. 
It is not uncommon for citizens of Ravensrook to be Insect Swarm
a member of more than one guild at a time. Some guilds
The waste generated by a city the size of Ravensrook
work closely together, but there are rivalries between
is substantial. Since most of the city lacks running water
some guilds where it is frowned upon and could get the
or sewers, the filth is a breeding ground for vermin
member thrown out.
and insects. Because of this, swarms of Chitter Bugs
(See Ravensrook Monsters) congregate into ravenous
swarms that fly about devouring everything they can.
Gamblers Individually, they are of little threat, but they can take
down even a fully grown man when hundreds of them
Gambling is legal and unregulated throughout the come together. Fortunately, they disperse as quickly as
city. Gambling halls and parlors can be found in every they form, and there are rarely more than two deaths
city district, from smoke-filled card dens in Outwall attributed to any one swarm.
to lavish establishments with carpeted rooms and a
waiting staff up in the Peak. Nearly every inn and tavern
within the city will have at least one table for gambling,
either encouraged or sponsored by the house.  Plague Victim
With so much gambling to be had, professional
Like all major cities where cleanliness is a significant
gamblers are common. The Congress even employs
issue, diseases are a problem. It is not uncommon to
some of the very best to fleece the marauders out of
find poor souls afflicted with some disease roaming the
their coin while waiting to go on another raid. When
streets. These poor souls are usually wrapped in loose
encountered in the city, gamblers will look to lure
robes and turbans they use to hide their ailments. A
the characters into a game of chance, cards being the
stench of decay usually permeates the air surrounding
favorite.
them, letting those around know that this is an afflicted
individual.
These people are typically not killed outright for fear
Hordlings of contracting whatever they are afflicted with. Over the
years, a superstition has arisen where it is believed that
After surrendering to Magna Vestus, Ravensrook if you give a coin to one of these poor souls, you will be
didn’t realize that an occupying army would be blessed for the day. If this is true or not, no one can say,
camped outside the city, and some of its soldiers, called but there are stories of it being so. 
Hordlings, would be visiting regularly. These Hordlings If you come within 5 feet of a plague victim, there is
are mainly orcs, goblins, and a few ogres. Humanoids a 5% chance you will contract their ailment, with the
have always lived in Ravensrook, but they did not have percentage rising to 20% if you touch them.
the swagger and arrogance that these invaders do.
By order, they are only permitted in Outwall and the

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Marauder Recruiter of the city’s many gangs. There will always be 2 muggers
for every potential victim for group muggings. If this
 The business of raiding surrounding kingdoms encounter is rolled, roll 1d6 again with the muggers
is once again in full swing. Those marauding groups targeting the party on the roll of a 1.
and bands of brigands that survived the invasion of
Magna Vestus are anxious to get back to earning wealth
through plunder. However, the war was not kind to these Night Merchants
marauders, and many of them were slain, enslaved, or
hired by the forces of the Great Old One. The marauding Night Merchants are only seen at night when they
groups have turned to recruiting from the crowds of make their rounds to collect the dead bodies that
refugees now inhabiting the city to fill their ranks. gather in the streets and alleyways throughout the
Recruiters target adventurers as they appear to be day. As a rule, Night Merchants play into their dark
capable of swinging a sword or perhaps even casting and mysterious reputations to keep people from
spells. Recruiters will attempt to entice potential interfering with them as they work. Most will not talk to
recruits by bragging about the band’s size that will adventurers but that does not mean they won’t respond
be raiding and who the leader is. The reputations briefly if pressed.
of the most successful bandit leaders are renowned Night Merchants might ask a few questions about the
throughout the city. Compensation is seldom any form corpse if the adventurers are present when they show
of payment upfront, but a share of the loot. With the up. Night Merchants peddle this information to several
size of the share, their cut is usually dependent upon guilds, mainly the Congress. 
the reputation of the bandit. First-time recruits typically If attacked, Night Merchants will defend themselves
receive 1% of the total haul, with the bandit leader to the best of their ability, but they will attempt to flee
having the final say. if they can. Powerful Night Merchants will put up more
These days, traditional raiding spots are slim of a fight, and end up adding the adventurers to their
pickings, having been decimated by the recent war. This corpse cart. A group of Night Merchants will generally
has forced many marauding parties to travel further be one leader and two assistants with a cart or wagon
afield into lands they have not ventured into before. for hauling off dead bodies.
Raids farther south across the Armory River have
become the most lucrative and dangerous. These lands
were untouched by the recent war, and their armed Pack of Dogs
forces patrol their border in force.
Dogs have been a part of the culture in Ravenrook
since its inception. Dogs are considered the best alarms
and guards in a city full of cutthroats and brigands. If
Muggers trained properly, they are the most loyal of servants, but
unfortunately, not all masters care correctly for their
Crime is prevalent in the Outwall and Outer-City dogs. Some even die, leaving the dog without a master.
districts of Ravensrook, muggings probably being the Because of this, stray dogs are common in the city, and
most common. Therefore, those with guild affiliation these dogs often assemble into packs. 
always wear a visible sign of their guild affiliation when Chief among these dogs is the renowned Ravesrook
in these districts. The most common is an armband Hounds. These large dogs are explicitly raised to be
with a symbol of their guild. The best protection is still guard dogs, and many of the strays are either purebreds
traveling in a group of course. or mixed breeds with partial hound in them. 
If this encounter is rolled, it is more likely that the These packs of dogs usually don’t target humans
characters will come across a mugging in progress. but instead, go after the rodents and even the ratlings
Adventurers would not be an inviting target except for of the city. However, there are cases of them attacking
the largest and most well-equipped groups of muggers. lone people, especially the smaller races like gnomes,
Such a large group would most likely also be tied to one halflings, goblins, and even children. A pack of dogs
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would avoid fighting a party of adventurers unless
backed into a corner.

Pickpocket
Peddler
If this encounter is rolled, the pickpocket has chosen
While plenty of brick-and-mortar shops are found to try and lift some valuables from one of the characters.
throughout the city, peddlers with pop-up stalls or If in a party, then roll randomly to determine which
simply standing on street corners trying to hawk their party member it is, and then have the pickpocket
wares are common in all city districts besides the Peak. attempt to swipe something. The most common way
Many of these peddlers are also thieves, posing as of doing so is accidentally bumping into them and
street merchants to get in close to a possible target and attempting to lift a coin purse of a visible item. Not all
pick their pockets. These thief-peddlers usually sell pickpockets are masters, and you should roll 1d4 to
common goods at low prices, little baubles, or simply determine their skill level.
sell back to others what they have already stolen. On 1. Novice – This pickpocket has little to no skill
rare occasions, they sell precious items, which are at picking pockets and is just starting out. They
almost always stolen. have no backup and flee blindly to get away if
When confronting a peddler, roll d100. With a result necessary. If caught, they will beg for mercy and
of 1-65%, it’s a thief. There is a 25% chance they will give a hundred excesses of why they should be let
attempt to pickpocket one or all the characters. These go.
brazen thieves are expert pickpockets and should have 2. Intermediate – This pickpocket has some skill
skills to match. If caught, they will try to run. If unable but is a loner like the novice. They will flee if
to, they will return everything to the characters and detected and beg for mercy if caught.
even the goods they are selling if it will prevent violence. 3. Skilled - This pickpocket is skilled at their job
There is, however, a 25% chance that the peddler is and a professional. If detected, they will flee, but
a member of the Congress and, therefore, a Guilded might (50%) have back-up that will try to get in
Citizen. Characters should tread carefully and not just the way of pursuit. Their backup will not fight.
kill these peddlers with finding out first. 4. Expert - This pickpocket will have a crew that
After determining if the peddler is a member of the helps them. These are the most professional
Congress roll 1d4 to see what kinds of items the peddler and potentially deadly pickpocket encounters.
is selling.  Usually, one person will distract the target while
1. Common goods found in the player’s handbook. another person lifts the valuables. In addition,
Usually a small assortment of 10 items. The cost there are usually two thugs around for protection
of these items is 50% of the listed value. in case things get dicey. If detected, the thief will
2. 1 to 10 regular weapons of suitable quality. None dash off and, if followed, head into a dead-end
of the weapons will be heavy or large weapons. alley. After the party shows up, his crewmates
The cost of these items is 50% of the listed value. will come in from behind. These pickpockets
3. Baubles, perfumes, spices, drugs, and trinkets. will fight until one of their numbers fall before
The quality of these items can vary. Roll another attempting to flee for real. 
1d4, and the quality is expensive on the roll
of a 4, passable on the roll of a 3 or 2, and low
quality on a 1. To determine the item’s value, roll
a number d6 equal to the quality number you Prostitutes
rolled on the d4 and x10.  Brothels can be found in every section of the city
4. 1 to 4 (1d4) magic items. These magic items will with different degrees of luxuriousness. The Peak has
be randomly generated and exclude artifacts and the most exclusive and decadent brothel, while the
intelligent weapons. The asking price for them lowest end brothels are little more than shacks with a
will be 70% of the listed price.  pimp in Outwall. The prostitutes that the characters will
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meet are streetwalkers when this encounter is rolled. time they will flee.
Streetwalkers can be found in all city districts, excluding These swarms will attempt to kill any people or
the Peak. They are frowned upon in the Inner-City, but creatures they encounter to drag them back as food.
so long as they ply their trade discreetly, they are not Besides food, they also desire weapons, tools, and metal
hassled by the guard, who happen to be some of their items that they can fashion into tools.
best customers.
Streetwalkers will approach characters and
proposition them. This could be done by a sole
individual targeting one of the characters or multiple
Ravensrook Ravens
prostitutes. While they appear to be by themselves, When people think of the city of Ravensrook, one of
there is always muscle close by, ready to spring to their the first things that come to mind is its ravens. Since
aid or to waylay unsuspecting customers to rob them.  before the city’s founding, these birds have roosted in
If a character engages with a prostitute in this this area and have remained and grown with it. While
manner, there is a 25% chance that they will try to they can be seen everywhere at all times of day, it is the
rob the character. They can do so by simply looking to much larger ravens that the population has learned to
perform some sleight of hand trick or by keeping them be suspicious of. These large ravens are the notorious
distracted while someone slips into their room to steal Ravensrook Ravens. 
from clothes hurriedly discarded to the floor. There is Ravensrook Ravens are highly intelligent, can speak,
the odd chance that their pimp will attempt to knock and have even been rumored to cast minor magic
the character out so they can make off with all their and use magical items. They are busy-bodies and love
property. listening in on conversations. They are also notorious
There is also a 25% chance that when the prostitutes thieves. Like so many other criminals within the city,
approach the characters, they will attempt to pick their they are excellent pickpockets and will distract their
pockets if they turn down their services. targets while an accomplish steals their valuables. They
also employ regular ravens as accomplices to aid them
in their nefarious endeavors. It is a well-known fact that
Ratling Swarm all the ravens in Ravensrook will follow the commands
of a Ravensrook Ravens. It is also well known that you
Beneath Ravensrook, intelligent rat creatures inhabit never discuss secrets within earshot of ravens because
the sewers and caves under the city. The carcasses of they might sell them to your competitor.
these ratlings caught by city rat-catchers can be seen When encountering a Ravensrook Raven, there is a
hanging up in Raven’s Square to remind others not to 50% chance that they will attempt to steal something
venture out of their holes. This, of course, doesn’t work, from the characters, but the other 50% chance they
and only succeeds in making them angry. The truth is will try to simply engage in conversation with them and
that the dead rattlings hanging in the square are put learn something new. Friendly characters can gain a
there to make the city’s population they are doing reputation amongst the Ravensrook Ravens as a trusted
something about the problem. person and could even be considered someone not to
These ratlings scurry out of their underground steal from. This, of course, takes some time and acts of
homes at all times of the day to grab valuables and generosity by the characters. If they get on good enough
then hurry back underground. These excursions are far terms with the Ravensrook Ravens, they might even be
more common at night than during the day. The most able to turn them into a source of valuable information.
terrifying is when they swarm topside in force to raid They are very fond of sweets and will take that as
for food. The ratlings will burrow up, emerging in an payment and try and steal them before gold or jewels.
area from several different locations. These swarms
consist of 3d20+4 ratlings that surge over a particular
building or area, grabbing whatever they can to take
back with them. These swarms will last 1d4+2 rounds
or until ¼ of their numbers have been killed, at which

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Rebel Assault When Arun Toth took over the city, he commanded
the hordes of the Great Old One to stay out of the city
The war that brought Magna Vestus and his hordes and only allowed the Red Guard in. Toth established
to the lands of the Free Lords is over, but the city of that he was separate from Magna Vestus in conducting
Ravensrook is still an active war zone. The armies of business. 
the great kingdoms involved in the struggle still wage The Red guard has taken up position in the Peak,
a covert war against the Great Old One. In addition to supplanting the now-defunct Ravensrook army. They
the covert spies waging war against Magna Vestus, the occupied the old army’s fortifications and barracks so
remnants of the Free Lords that resisted the Great Old they could be a visible presence of Arun Toth’s power
One wage a rebel war against their new overlord.  within the city.
At least a dozen active rebel cells are conducting When Red Guards are encountered in the city, they
attacks against Magna Vestus’s troops within the city. In will be en route to another location or on leave. They are
Ravensrook, this takes the form of Marshal Arun Toth, not a law enforcement organization and will not attempt
who is currently the acting Governor of the city.  to stop or prevent crime. If asked to help intervene in
These attacks occur around specific installations a situation, they will decline as they are under strict
deemed necessary to Toth’s forces or the city itself orders to not get involved. The only time the Red Guard
now that he is in charge. The rebels look to disrupt the is seen taking part in any action is if a rebel assault
stability in the city but, more importantly, disrupt the occurs where the extra muscle is needed.
tribute that flows out of the city north to Dorakhan.
When this encounter is rolled, you’ll need to pick a
target. If there is no target close by when this encounter
is rolled, you can have the attack target a caravan or
Refugees
procession of supplies or slaves making its way out of The war destroyed entire kingdoms, and the land
the city or into the city.  of the Lands of the Free Lords was no exception. A
The rebels employ several different forms of magic collection of petty lords and small kingdoms, the lands
and even explosives to achieve their goals. Depending of the Free Lords had no chance of defeating the Great
on the group conducting the attack (See the Rebel Scum Old One’s hordes. Those kingdoms that resisted and
entry in the Power Brokers section), they might not care were destroyed, producing thousands of refugees that
about civilians getting killed, and the adventurers could fled to neighboring kingdoms. Ravensrook became the
get caught in the crossfire.  primary target of many of these refugees. 
These groups consist of half a dozen up to two The primary landing spot for these refugees was
dozen rebels. They will ignore the adventurers and Outwall. Those who could bring their wealth with them
concentrate on their target unless the adventurers get in ended up primarily in the Outer-City, with only a few
the way. able to settle in the Inner-City. Those allowed into the
These attacks are almost always to destroy goods, Inner and Outer-City were mostly the displaced ruling
not capture them, but sometimes the attacks are to free elite from those now-destroyed lands. The refugees
slaves and captives.  encountered by the characters will be those located
within Outwall and the Outer-City. 
Outwall: The refugees encountered in Outwall are
gangs of homeless people that made it to the city but
Red Guard now have few prospects. They beg for food, coin, or
anything that can be spared. There is a slight chance
With the city’s occupation by the forces of Magna (10%) that there will be agitators amongst them that
Vestus came Marshal Arun Toth and his personal army. can whip them up into an angry mob that will then try
Toth is unlike any other of the Great Old One’s generals. to rob the characters of their belongings.
He is a half-fiend like Magna Vestus himself. He is Outer-City: Refugees found within the Outer-City
also highly organized and demands the same from his have some means of providing for themselves but have
personal army.  not been able to find a position or job yet. With the
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influx of people into the city, the guilds have become or a pack of fifty dogs. One of the central tenets
more selective with those they are looking to employ. of Shalrez is randomness. Priests of Shalrez are
These refugees are mostly encountered in small groups likely to cause a scene just because it’s fun.
of 3 or 4 who will ask the adventurers for work. There 7. Torex – Priests of Torex are very orderly. When
is a 50% that they are skilled in some form of trade or traveling, they are accompanied by their lesser
profession.  subordinates; fortunately, they are always trained
warriors. Priests of Torex will not bully or force
their way through the streets unless they are
Religious Procession blocked from progression, which will cause them
to push aside lesser individuals. 
Ravensrook is home to many different gods. Their
8. Waylee – Priests of Waylee will always have
temples can be found usually in the Inner and Outer-
bodyguards with them in the form of minor
City, but their business takes them to all districts. When
elementals, animated armor, or human warriors.
these religious delegations move about the city, they do
The higher level of the priest, the more likely it
so in force. Priests rarely travel the city by themselves,
will be that their bodyguards will be summoned
with priests of Iztul being the lone exception. 
creatures. While they will not resort to violence
When a priest travels, it will be with one to two
to move through the streets, they are not above
bodyguards. If it is a high priest or the head of the
having their bodyguards intimidate others.
religion, it will be with a company of guards, lesser
High Priest (5-6): High priests will travel with at
priests, and attendants. Roll 1d6 to find out what kind of
least 6 guards and 2 to 3 attendants, usually clerics of
procession it is.
1 to 3rd level. Normally, a group of guards clears the
Solitary Priest (1-4): A lone priest and two
street ahead of the High Priest, followed by guards, and
bodyguards move through the streets. They will
the High Priest and his attendants in the middle.
attempt to avoid causing a scene and generally move
1. Iztul – High Priests of Iztul are rarely seen
with purpose. Roll 1d8 to see what type of priest is
outside of the temple. Those who venture forth
encountered.
do so with an entourage of only a few guards,
1. Iztul – A priest of Iztul moves freely through the
making it hard to tell them apart from other
streets with little fear, as it is widely known to
priests who might venture forth with an escort. 
harm a priest of Iztul brings a bad fate upon you.
2. Krell – When a High Priest of Krell travels from
2. Krell – Priests of Krell are braggarts and boatsful.
their temple, it is always in a grand procession
They will attempt to bully anyone they can. Their
of laborers carrying a litter or riding in a gilded
guards are always armed and ready for action.
carriage. The High Priest will be escorted by
3. Leichus – Priests of Leichus do not dally when
fifty guards and half as many attendants when
traveling through the city because time is money,
being transported via a litter. The escort will be
and any delay is frowned upon. They will only act
of mounted guards and attendants riding in less
violently when threatened, although they might
decadent carriages when traveling by carriage.
throw coins to disperse a crowd.
They will clear the streets violently of anyone in
4. Necral – Priests of Necral are just as likely to
the way, Talon guards, Red Guard, and members
travel with undead bodyguards as they are living
of the Council of Lords being the only exceptions. 
ones. They are not above using violence or magic
3. Leichus – A high Priest of Leichus travels in
to clear a path.
much the same fashion as a High Priest of Krell,
5. Ress – Priests of Ress do not have a temple, and
with fifty or more guards and half as many
they blend in with regular average-day people,
attendants. The main difference is that they will
but they will have a holy symbol somewhere.
not resort to violence to clear a path. Fortunately,
Priests of Ress will not have bodyguards as they
such a large procession usually clears the streets.
prefer to play the odds.
4. Necral – High Priests of Necral usually head their
6. Shalrez – Priests of Shalrez are just as likely to
processions atop a vile monster or undead beast.
have a humanoid as a bodyguard as they are to
The scarier and more vicious-looking, the better.
have a human. A priest might have no guards
126
A High Priest has a company of guards of either intention of robbing them as well.
human warriors or undead. The High Priest’s Outer-City – In the Outer-City, the threat of Talons
attendants will be a handful of priests whose job coming to a shop owner’s rescue transforms the tactics
is to keep the undead in line. from a shakedown to a smash-and-grab scenario. In
5. Ress – The worship of Ress in Ravensrook is these situations, a group of robbers will usually smash
not organized, and there are no High Priests of windows and display cases, grab what they can, and
the deity per se, just higher-level ones. These then dash off before the shop owners or their guards
priests travel the same as the lower-level priests, can catch them.
incognito.  If adventurers get involved in stopping one of these
6. Shalrez – High Priests of Shalrez are just as likely robberies, the robbers will not attempt to engage them,
to have a humanoid as a bodyguard as they are to but flee instead. The robbers will only fight if cornered
have no guards or a pack of fifty dogs. One of the or given no other option.
central tenets of Shalrez is randomness. Priests Inner-City – Unlike Outwall or the Outer-City,
of Shalrez are likely to cause a scene just because robberies conducted within this district are planned and
it’s fun. efficient affairs. Most of these robberies will have the
7. Torex – High Priests of Torex often ride in a war approval of the Congress as well. 
chariot flanked by a dozen mounted warriors. If adventurers get involved in trying to prevent one
Their subordinates, who are also trained of these types of robberies, the robbers will not hesitate
warriors, generally will be part of their guard to engage the adventurers, but only to make sure their
detail. A High Priest of Torex demands that lesser partners can escape with the loot or until they have an
individuals clear a path for them or get ridden opportunity to flee themselves.
down in their passing.
8. Waylee – High Priests of Waylee generally are
not found traveling in the streets. They tend to Stray Dog
fly or use other forms of magical travel. If they
are encountered on the streets, they might be Ravensrook is famous for its Ravensrook Hounds,
riding upon a floating cloud or upon the back of and dogs have been used for defense and raiding
some amazingly colorful flightless bird. They are since the founding of the city. Unlike the Pack of Dogs
generally guarded by more fantastical creatures scenario, this encounter is with a solitary dog that will
who follow their orders. A High Priest of Waylee shadow the characters for a brief period in the hopes
will most likely use magic to bypass traffic if they that one of them will take pity on it and feed it. 
are even found on the streets. If the party attempts to befriend the animal (Without
the assistance of magic), there is a 50% chance that the
animal will approach. 
If they treat the dog kindly, there is a 50% that the
Robbery in Progress dog will follow them, and if they feed the dog, that %
jumps up to 70%. 
Robberies are common in Outwall but less common
If they feed the dog again and are kind to it, there is
in the Outer-city and rare in the Inner-City. 
an 80% chance that the dog will continue to follow them
Outwall – In Outwall, where there is no threat of
for up to 1d4 days. 
the Talons breaking up a robbery, the scene characters If the dog is fed and treated kindly three times in a
come upon will be either an open melee between store
row, there is a 90% chance that the dog remains a loyal
owners and the robbers or a complete massacre of companion to those who showed it kindness and fed it.
a shop owner. A robbery does not have to be deadly,
Keep in mind that if the characters for some reason
but most shop owners make it a life-or-death struggle
stop feeding the dog but are still kind to it, there is a
rather than give up their goods.
25% chance per day that it will leave them. For every
If adventurers get involved in trying to stop one of
day that the dog remains but is not fed, it will have to
these robberies, the robbers will consider them just an
hunt for itself for 6 hours every day.
added bonus to their robbery and attack with the full
127
Street Performers The price of a squalid meal from a vendor in Outwall
is never more than two coppers for a full meal and will
make them sick only 15% of the time.
In the streets of Ravensrook, excluding the Peak,
Outer-City – Food vendors in the outer-City are a
street performers are a common occurrence. Groups of
bit more specialized than those in Outwall. However,
jugglers, acrobats, musicians, and other performers will
you can still buy a full poor meal from these vendors for
often set up shop off to the sides of roads or in Raven’s
only 3 to 4 copper pieces and with only a 10% chance of
Square to perform for the public and collect what coin
getting sick.
they can. They always perform in groups or troops to
Inner-City – Food vendors in the Inner-City only
better help defend themselves and watch each other’s
specialize in unique and specialized fares as there are
backs. 
plenty of proper taverns and Inns to buy food from.
Roughly half of the street performers are legitimate
The inhabitants here have enough money to buy their
performers, but the other half usually work in
own food from the market and are not reliant upon
conjunction with 1d4 thieves that will navigate the
them. Prices from the vendors are still cheaper than in
crowds of spectators looking to pickpocket them. 
a tavern with a modest meal running only 1 silver piece
If characters stop to watch these performances roll
and with only a 5% chance of getting sick.
1d4, and on a 1 or 2, they are legitimate, and on a 3 or 4,
there will be thieves amongst the crowd. You can then
either roll for their skill level or simply choose one.
Roll 1d4 for Thief Skill Level:
Street Gang
1. Novice
Ravensrook has always had a problem with street
2. Respectable
gangs in the Outwall district of the city, but after the
3. Skilled
war and the flood of refugees, it became even more
4. Expert
intense. Gangs in Outwall can range from a handful of
Thieves caught attempting to pickpocket a character
individuals claiming a solitary block to the Thousand
will immediately run and try and get lost in the crowd.
Faces, the largest and most organized gang in the city.
If caught, they will not immediately give up that they
Regardless of the gang’s size, they all have one thing in
are working with the performers, but if threatened with
common, they claim and defend their territory.
violence, the thief will reveal that they were working
Outwall – Gangs can be found everywhere here.
with them. 
The lack of Talons or Red Guards being present except
If a thief is apprehended, the performers might offer
around the City Bazaar, Slave Pens, Fountain Number
to hold onto them until the Talon’s show up to collect
One, and the Pits, there is no one to contest them. The
them, claiming that the performers are part of a guild. If
rest of the district is divided up into the territory of
that doesn’t work, they might even claim to be members
various gangs. 
of the Congress, and they will take care of the thief.
The chance of gang members approaching a band
Regardless, if pushed, the performer won’t turn violent.
of adventurers depends on how badly they outnumber
them and how well equipped they are. When this
encounter is rolled, roll 1d6; on a result of 1 to 4, the
Street Food Vendor gang will only verbally threaten the adventurers. On
a roll of five, they will attack them numbering 2 gang
Stalls and wandering vendors pushing barrels members for every 1 adventurer. If a 6 is rolled, they
of various so-called delicacies can be found all over will attack, outnumbering the adventurers 3 to 1. 
Ravensrook, excluding the Peak, of course.  If the adventurers wish, they can buy their way out
Outwall - Food vendors in Outwall usually pay of the situation at the cost of 1 gold piece per gang
protection money to the local gangs, and it’s rare to member.
see a food vendor getting shaken down for coin. These Outer-City – Gangs in the outer city are far
vendors actually provide a valuable service in Outwall less brazen than in Outwall. They will not attack
as their food feeds nearly half of that district. adventurers; instead prefer to do such things out of

128
sight in an alley or perhaps even in the adventurer’s for them to follow, at which point they lead them into
home if they follow them there. the ambush. 
When this encounter is rolled, roll 1d6, on a result If the attack lasts for more than five rounds, there is a
of 1 to 4, the gang will only verbally threaten the 30% chance that a detachment of 4 Talons will arrive on
adventurers and usually follow them, insisting on being the scene to break up the fight and arrest any unguilded
paid to leave them alone at the cost of 1 gold piece per participants. If everyone is Guilded then those part of
gang member. They will have at least one gang member the least influential guild will be arrested, or whoever
per adventurer. On a roll of five, they will follow them to gives the smallest bribe.
possibly attack them if the opportunity is right. If a 6 is
rolled, they will outnumber the adventurers 2 to 1 but
won’t attack them unless the opportunity is right.  Street Urchins
These gang members can be paid off too at one gold
piece per gang member. Still, they will also remember Orphaned children can be found all over Outwall and
where they encountered the adventurers and hang Outer-City districts. Urchins can even be found in the
out there in the future in the hopes of pestering the Inner-City, but they are far fewer in numbers and have
adventurers into paying them off again. to be fleet of foot to stay ahead of patrols of Talons. 
Outwall – When this encounter comes up, roll 1d4 to
determine what type of urchin encounter the characters.
Street Toughs 1. A solitary child will approach and ask for food,
clothing, or coin. 
Unlike street gangs, Street Toughs are groups 2. Two urchins, possibly siblings, will approach and
of criminals looking to shake down unsuspecting ask for food, clothing, or coin.
individuals. These ruffians and thugs usually will plan 3. A group of urchins approaches, asking for food,
an ambush where they can lure adventurers into an clothing, or coin. There will be 2d6 +2 urchins in
alley or simply attack them in the streets. the group.
Outwall – There will be one tough per character, and 4. A group of urchins approaches, asking for food,
they will simply attack out of the crowd, not wasting clothing, or coin. There will be 2d6 +2 urchins
time luring them anywhere. Checks should be made in the group. One or two Urchins will attempt
for surprise before the combat begins. If the fight turns to pickpocket the characters while they are
against them, they will attempt to flee and scatter in distracted by the other urchins. 
different directions. Outer-City - When this encounter comes up, roll
Outer-City – Street toughs might try to lure 1d4 to determine what type of urchin encounter the
adventurers into an alley or building but will most characters encounter.
likely simply wait and attack when there are no patrols 1-2. A solitary child will approach and ask for food,
of Talons around. Checks should be made for surprise clothing, or coin. 
before the combat begins. If the fight turns against 3. Two urchins, possibly siblings, will approach
them, they will attempt to flee and scatter in different and ask for food, clothing, or coin.
directions. 4. Two urchins, possibly siblings, will approach
If the attack lasts for more than five rounds, there is a and ask for food, clothing, or coin. While two
20% chance that a detachment of 4 Talons will arrive on urchins distract the characters by begging, a
the scene to break up the fight and arrest any unguilded third will attempt to pickpocket them. 
participants. If everyone is Guilded, then those part of Inner-City - When this encounter comes up, roll
the least influential guild will be arrested, or whoever 1d4 to determine what type of urchin encounter the
gives the smallest bribe.  characters encounter.
Inner-City – Street Toughs will always attempt to 1-2. A solitary child will approach and ask for food,
lure adventurers into an alley or building to attack them. clothing, or coin. 
Favorite tricks are having someone scream for help or 3-4. Two urchins, possibly siblings, will approach
having a child approach the party asking for help and and ask for food, clothing, or coin.

129
Talons their opponents fairly and will employ whatever
underhanded technique they can to win.
Throwing dirt into their opponent’s eyes, paying
Talons can be found throughout the city, but only in
people in the crowd to throw things at their
specific locations in Outwall. Talons travel in groups
opponent, and tossing caltrops at their
of 4 to 8, but groups over 6 are rare. Each group will
opponent’s feet are just some of their tricks.
have a ranking member in charge, either a corporal or
These sellswords deflect any objections by
a sergeant. There will be a lieutenant on duty when
saying that war isn’t fair. 
encountered at specific locations where they are always
4. The Sneak - These sellswords are cowards at
on guard, like the city gates, Fountain Number One, or
heart and look for opportunities to make a quick
the Slave Pens in Outwall.
kill when their target isn’t paying attention.
When patrolling in the Outer-City or Inner-City,
Afterward, they claim that they had been
Talons will stop all crimes they see in progress. They
challenged by their opponent.
will also attempt to break up all fights using non-lethal
Outer-city - Roll 1d4 to determine what type of
means. However, the moment they are attacked, they
Sellsword encounter the characters encounter when
will change their tactics to protect themselves. 
this encounter comes up.
Once a crime is broken up, or combat stopped, the
1. Brash Sellsword - This sellsword is young and
next order of business is determining who is Guilded
looking to make a name for themselves. They
and who isn’t. In cases where one side is Guilded
will challenge any melee character to a duel and
and the other isn’t, they will simply let the Guilded
are not above using threats and taunts to get
participants go. Otherwise, they will have to follow the
the adventurer to cross blades with them. If the
laws outlined in the Guilded and Unguilded Law section.
characters refuse to fight them despite their hot
temper, they will eventually leave the characters

Wandering Sellsword alone. 


2. The Cheat - This sellsword will not fight their
opponents fairly and will employ whatever
In a world full of hard people that live and die by
underhanded technique they can to win.
the sword, those who are masters of the blade gain
Throwing dirt into their opponent’s eyes,
well-earned reputations. These warriors quickly rise
paying people in the crowd to throw things at
through the mercenary ranks, and as their fame grows,
their opponent, and tossing caltrops at their
so do their fees. These Wandering Sellswords are
opponent’s feet are just some of their tricks.
like gunfighters from the Old West. Their reputations
These sellswords deflect any objections by saying
precede them, and there is no shortage of new and
that war isn’t fair. 
upcoming contenders for the deadliest sellsword.
3. The Dandy - This sellsword is all flash and style
Currently, that title belongs to a Neros.
and will challenge a melee character to a duel,
When this encounter is rolled, roll 1d4 and check to
but only to first blood or as a nonlethal duel. This
see the result for the city’s district in which you are.
means mechanically, they will use the flat of their
Outwall - Roll 1d4 to determine what type of
blades, causing regular damage amounts, but
Sellsword encounter the characters encounter when
75% of the damage is recovered after 1 hour of
this encounter comes up.
rest, while the other 25% is healed normally for a
1-2. Brash Sellsword - This sellsword is young
nonlethal duel. For a duel to draw first blood, the
and looking to make a name for themselves. They
first combatant to lose 5 hitpoints loses. 
will challenge any melee character to a duel
4. Local Champion - These Sellswords usually
and are not above using threats and taunts to
claim a local tavern, brothel, or gambling den
get the adventurer to cross blades with them.
as their spot. They will sit prominently in this
If the characters refuse to fight them despite
establishment, generally being waited on by the
their hot temper, they will eventually leave the
staff and acting as a type of security. If anyone
characters alone. 
of reputation enters the establishment, they will
3. The Cheat - This sellsword will not fight
130
challenge them to a duel outside in the street.
Inner-city - Roll 1d4 to determine what type of
Sellsword encounter the characters encounter when
this encounter comes up.
1-2. The Dandy - This sellsword is all flash and style
and will challenge a melee character to a duel,
but only to first blood or as a nonlethal duel.
This means mechanically, they will use the flat of
their blades, causing regular damage amounts,
but 75% of the damage is recovered after 1 hour
of rest, while the other 25% is healed normally
for a nonlethal duel. For a duel to draw first
blood, the first combatant to lose 5 hitpoints
loses. 
3-4. Local Champion - These Sellswords usually
claim a local tavern, brothel, or gambling
den as their spot. They will sit prominently
in this establishment, generally being waited on
by the staff and acting as a type of security. If
anyone of reputation enters the establishment,
they will challenge them to a duel outside in the
street.
The Peak - Roll 1d4 to determine what type of
Sellsword encounter the characters encounter when
this encounter comes up.
1-3. The Dandy - This sellsword is all flash and style
and will challenge a melee character to a duel,
but only to first blood or as a nonlethal duel.
This means mechanically, they will use the flat of
their blades, causing regular damage amounts,
but 75% of the damage is recovered after 1 hour
of rest, while the other 25% is healed normally
for a nonlethal duel. For a duel to draw first
blood, the first combatant to lose 5 hitpoints
loses. 
4. Local Champion - These Sellswords usually
claim a local tavern, brothel, or gambling
den as their spot. They will sit prominently in this
establishment, generally being waited on by
the staff and acting as a type of security. If
anyone of reputation enters the establishment,
they will challenge them to a duel outside in the
street.

131
RAVENSROOK & SURROUNDING COUNTRYSIDE

132
133
Index
Church to Iztul, 83
City Bazaar, 60, 128

A
City Districts, 44, 116, 121, 123–124
Academics Guild, 41, 55 City Keep, 58
Adventurers in Ravensrook, 69 City Sewer Works, 57
Alara Morningstar, 9-10, 21, 27, 55, 61, 66, 71, 77-81, City Vault, 57
108, 120 Commandant, 15, 24, 74
Apothecaries and Herbalists guild, 76, 37 Confederation, 31
Archmage Asenneas, 89 Congress, 9–10, 13, 15–16, 20–24, 27–29, 38–40, 44,
Arlund, 45 46, 52, 60–61, 66–67, 71, 118, 120–123, 127–128
Armorers Guild, 45, 58, 77 Cooks Guild, 39, 42, 58
Armory River, 51, 122 Council of Lords, 9–18, 20, 22–23, 29, 40, 45,
Arnol Marsh, 30, 66–68, 110 52–53, 55, 79, 84, 119–121, 126
Arun Toth, 13, 52, 66, 68-69, 76, 79, 125 Crystal Palace Inn, 48, 55, 71
Assassin’s Glove, 36 Currency, 44

D
Assassins Guild, 38, 73, 118

B
Dandy, 130–131
Baenor Borralis, 30, 66, 69-70, 110 Death Magic, 108
Bagmen, 17, 22, 118 Death Priests, 62
Barbers and Dentists Guild, 40, 57 Deca, 53, 74
Battlemasters, 56, 72–73 Deca invades Ravensrook, 11
Bazaar, 50, 60–61 Demon Lord, 85
Beasts & Monsters, 86 Dentists Guild, 42
Beggar’s Guild, 40, 78–79, 118 Dimensional Coin Purse, 105
Beggars Guild, 40, 42, 51-52, 62, 78, 118 Districts of Ravensrook, 48
Beltran, 66, 70 Divine Bastion, 11, 25, 30, 44, 69-70, 110
Berda Brae, 66, 70-71 Dorakhan, 30, 69, 125
Bernard’s Lucky Trading Company, 21, 58 Dramatis Personae, 66
Bertrum Glitterstone, 71 Dregs, 62
Black Bird, 87 Dueling, 120

E
Black blades of Torex, 107
Black House, 39, 58
Blacksmith Guild, 43 Egg, 59
Black Swan Inn, 61, 70 Elshore, 26, 79
Bounty Hunters, 108 Elshore’s Recharge, 101
Brae Clan, 20–21, 70-71, 79 Elshore’s Siphon, 101
Brash Sellsword, 130 Emberlings, 86, 97
Brick’s office, 72 Empire of Magna Vestus, 29, 67

F
Butchers Guild, 39, 42, 58

C
Fish Mongers, 61
Cedric, 71–72 Food & Drink, 115
Chief Ambassador, 20 Food vendors in Outwall, 128
Chief Assassin, 73 Fountain Number, 62, 128, 130
Chief Rugga, 66, 72 Free Lords, 8–12, 14, 25–26, 29–31, 42, 44, 69, 71,
Chief Ulgun, 14, 29 78, 80, 85, 125
Chitter Bug, 92, 121 Free Swords Guild, 43, 56–57, 67, 71–72

134
G
Iztul, 17, 29, 56, 82–83, 126
Gamblers 121

J
Gangs of ruffians, 50
Gates, 48, 50, 57, 59, 116 Jewelers Guild, 55, 57
Gemcutters Guild, 42 Jorhaos, 31
Giant Chitter Bugs, 92
Gladiators, 51, 62

K
God of Chaos, 84
God of Freedom, 30 Karst, 31, 62, 75, 110
God of Justice, 30 Kingdom of Deca, 11, 53
God of Money, 83 Kobold Tribe Chief, 72
God of War, 84 Kostana, 14, 25, 66, 76
Governor, 9, 10, 13–15, 16, 28, 48-49, 53, 68-69, 74 Krazner, 10, 25, 69
Gravediggers Guild, 41, 74-75 Krell’s Belt of Fascination, 107
Graxton Battlemaster, 56, 66, 72-73

L
Great Canyon, 10, 25, 69, 89
Great Old One, 9–11, 13–14, 21, 23, 25, 29–31, 60, Laborers Guild, 42
67–69, 75–76, 84–85, 122, 125 Lartavian, 8, 12, 26
Green Egg Inn, 59 Last Chance Tavern, 61
Greyman’s Arms, 57 Leatherworker, 42, 59
Guilded Begging Bowl, 36 Leichus, 83, 126
Guilded citizens, 14–15, 18, 20, 23–24, 27, 42, 48–49, Lifestyle Expenses, 113
52, 78, 83, 120, 123 Local Champion, 130–131
Guilded Jeweler’s Loupe, 36 Lord of Arms, 16
Guilded Law, 28 Lord of Battle, 107
Guilded Members, 14, 18, 24, 112, 121 Lord of Brick, 17, 22, 39, 42, 49, 71–72, 118
Guilded Participants, 130 Lord of Letters, 9, 17, 26–27
Guild of Wizardry, 7, 17, 26–27, 33, 41–42, 79, 81, 87, Lord of Temples, 17, 29
108 Lord of Tradesmen, 17
Guild Recruiter, 121

M
Guilds in Outwall, 36
Gunseli, 66, 73–74 Magic Items, 6, 123
Magic Items of Ravensrook, 7, 104

H
Magna Vestus, 9–11, 13–14, 25, 29, 31, 67–68, 85,
Harald Grimm, 66, 74 121, 125
Harmaz, 66, 74–75 Mauldren Borrow, 76–77
Hierarchy of Ravensrook, 7, 12 Mercenary and Free Swords Guild, 43, 56–57, 67,
High Priest of Krell, 126 71–72
High Priests of Waylee, 127 Merchants League, 13, 28, 42-43, 56, 60, 71, 81, 83,
Hinterlands, 25 105
History of Ravensrook, 7–8 Messengers Guild, 44, 57
Horde of Magna Vestus, 25 Midlands, 84
Hordlings, 121 Monsters of Ravensrook, 121
Morley Clanless, 46, 58, 737

I
Mulden Arms, 55
Inner-City, 14, 18, 48–51, 57, 72, 116, 118–
120, 124–125, 127–131
invasion, 13, 83, 85

135
N
Ravensrook’s merchants, 28
Neabaz, 107 Ravensrook’s Undercity, 49
Necral, 24, 29, 31, 74–75, 83–84, 106, 126 Ravensrook Tax Collectors, 22
Neros, 66–67, 77–78, 130 Ravensrook Timeline, 7, 11
Raven’s Square, 15, 23, 50, 58, 109, 124, 128

O
Razohr, 26, 108
Office of Arms, 16 Razohr’s Disconcerting, 102
Outer-City, 18, 32, 39, 42, 48–51, 57-58, Razohr’s Venomed Words, 101
97, 116, 118–122, 125–130 Red Guard, 10, 14, 23, 46, 48–49, 42, 55, 68–69, 108,
Outwall, 18, 36–37, 39–40, 46, 48–52, 60–62, 78–80, 110, 116, 119, 125–126, 128
83, 108–110, 115–116, 118–121, 123, 125, 127–130 Residents of Outwall, 116
Ress, 83, 104, 126–127

P
Riziln, 26–27, 66, 79–80
Pawning Items, 45 Rugga, 72
Peak, 17-18, 23, 41–42, 48–50, 55, 57, 71,

S
116, 118–121, 123–125, 128, 131
Pervein, 13 Second Lord of Merchants, 16
Power Brokers, 20 Seltin, 61, 66, 80–81
Priests of Ress, 126 Seltin’s Stables, 80–81
Priests of Shalrez, 126–127 Serinar, 66, 69, 81, 83
Shadow Stalkers, 86, 96

R
Shalrez, 84, 126–127
Rabid Street Cats, 86, 95 Silent Death, 9–11, 39
Rally Period, 13 Skin Thieves, 93
Random Encounters Chart, 7, 116 Slave Pens, 51–52, 61, 128, 130
Random Encounters in Ravensrook, 7 Smith and Armorers Guild, 77
Ratlings of Ravensrook, 52 Sovereign Host, 14, 25, 30–31, 75
Ratling Swarm, 124 Spectacles of Sagacity, 105
Raven’s Clawed Scepter, 105 Spellcasters of Ravensrook, 26
Ravensrook Army, 9, 14, 16, 43, 55 Spells, 100
Ravensrook army fortress, 23 Stonecrag, 10
Ravensrook by Day, 18 Street Drifters, 86, 91
Ravensrook cemetery, 62, 74 Street Food Vendor, 128
Ravensrook City Guard, 23 Street Gang, 128–129
Ravensrook Council of Wizardry, 11 Street Toughs, 129
Ravensrook Courts, 51, 56 Surrounding Countryside, 132
Ravensrook Gods, 7, 29, 82

T
Ravensrook Hounds, 32, 55-56, 88, 127
Ravensrook imports, 59 Talon Guards, 15, 17–18, 23–24, 28, 30, 40,
Ravensrook Law, 18 45–46, 48–53, 55, 58, 62, 74, 109-110, 116,
Ravensrook Map, 54 118, 120, 126–130
Ravensrook Ravens, 86–87, 124 Talons patrol, 116, 118, 120
Ravensrook residents, 110 Targin, 45–46
Ravensrook’s citizens, 62 Taverns, 36, 48–49, 55–57, 61–62, 70–71, 114, 121,
Ravensrook’s defunct army, 27 128
Ravensrook’s economy, 60 Temple of Iztul, 56, 82–83
Ravensrook sewers, 72, 89 Thousand Faces, 46, 120, 128
Ravensrook’s Lord of Arms, 9 Torex, 23, 56, 72–73, 83–84, 107–108, 126–127

136
Toth loyalists, 9

U Uhltrix, 11, 26, 107


Uhltrix’s box, 106
Uhltrix’s Peculiar Fascination, 100
Uhltrix’s Ray, 100
Uhltrix’s tower, 26, 55
Ulgun’s Hobgoblin Army, 14
Undercity, 52, 72, 109
Under-City, 52
Unguilded Citizens, 14, 18, 40, 46
Unguilded Law section, 130
Unity Day, 53

V Veerfell, 25, 31, 89


Venomous Vagabonds, 86, 94
Verondian Rebels in Ravensrook, 67
Verondy, 25, 30, 44

W Wandering Sellswords, 130


War God Torex, 72
Waylee, 24, 84, 126–127
Waylee Priests, 45, 130
Western Road, 61
Wila’s Apothecary, 59
Wretched, 113

137
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