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A PLAYER’S GUIDE TO

BY MONTE COOK
A PLAYER’S GUIDE TO

By Monte Cook
A Player’s Guide to Ptolus

TABLE OF CONTENTS

Introduction The Look of Ptolus. . . . . . . . . . 11 The World (and Beyond) . . . . . . . . 18


Noble Houses. . . . . . . . . . . . . . 11 Outside the City Walls. . . . . . . 18
A Player’s Guide to Ptolus Organizations. . . . . . . . . . . . . . . . 12 Customs. . . . . . . . . . . . . . . . . . 18
Welcome to the City . . . . . . . . . . . 4 Balacazar Crime Family . . . . . . 12 History . . . . . . . . . . . . . . . . . . . . 19
Campaign Feel . . . . . . . . . . . . . . . . 5 Brotherhood of Two Emperors . . . . . . . . . . . . . 19
The City of Ptolus . . . . . . . . . . . . . 5 Redemption . . . . . . . . . . . . . . . 12 Life Under the Empire . . . . . . . 19
Rulers. . . . . . . . . . . . . . . . . . . . . 6 The Conciliators. . . . . . . . . . . . 12 The Empire Today . . . . . . . . . . 20
The Authorities and the Law . . . 6 Delver’s Guild. . . . . . . . . . . . . . 12 Timeline. . . . . . . . . . . . . . . . . . 20
The Forces of Light. . . . . . . . . . . 6 Dreaming Apothecary. . . . . . . . 12 Creating a Character for a
The Dark Side. . . . . . . . . . . . . . . 6 The Fallen. . . . . . . . . . . . . . . . . 12 Ptolus Campaign . . . . . . . . . . . . . 22
The People of Ptolus. . . . . . . . . . 6 Fate Weavers . . . . . . . . . . . . . . 12 Common Species. . . . . . . . . . . . 22
Districts of the City . . . . . . . . . . 7 The Forsaken . . . . . . . . . . . . . . 12 Minor Species. . . . . . . . . . . . . . 23
The Docks. . . . . . . . . . . . . . . . 7 Healers of Sacred Heat. . . . . . . 13 Other NPC Species. . . . . . . . . . 23
Guildsman District . . . . . . . . . 8 Inverted Pyramid . . . . . . . . . . . 13 Names . . . . . . . . . . . . . . . . . . . . . 24
Midtown. . . . . . . . . . . . . . . . . 8 Keepers of the Veil. . . . . . . . . . 13 Character Background. . . . . . . . . 24
The Necropolis. . . . . . . . . . . . 9 Killraven Crime League . . . . . . 13 Character Classes. . . . . . . . . . . . . 24
Nobles’ Quarter . . . . . . . . . . . 9 Knights of the Golden 5e Character Classes. . . . . . . . . 24
North Market. . . . . . . . . . . . . 9 Cross. . . . . . . . . . . . . . . . . . . . . 13 Cypher System Character Types. . 26
Oldtown . . . . . . . . . . . . . . . . . 9 Knights of the Pale. . . . . . . . . . 13 Magic . . . . . . . . . . . . . . . . . . . . . 26
Rivergate District . . . . . . . . . 10 Longfingers Guild. . . . . . . . . . . 13 Spells. . . . . . . . . . . . . . . . . . . . . 26
South Market . . . . . . . . . . . . 10 The Malkuth. . . . . . . . . . . . . . . 13 Blessed Children. . . . . . . . . . . . 26
Temple District. . . . . . . . . . . 10 Order of the Fist. . . . . . . . . . . . 13 The Wintersouled. . . . . . . . . . . 26
The Warrens. . . . . . . . . . . . . 10 Pale Dogs. . . . . . . . . . . . . . . . . 14 Equipment . . . . . . . . . . . . . . . . . . 26
The Undercity Market. . . . . . 10 The Shuul. . . . . . . . . . . . . . . . . 14 Firearms and Technology. . . . . . . 27
The Sorn. . . . . . . . . . . . . . . . . . 14
Sisterhood of Silence. . . . . . . . . 14
The Vai. . . . . . . . . . . . . . . . . . . 14 City Map
Viridian Lords . . . . . . . . . . . . . 14 Districts of Ptolus. . . . . . . . . . 16–17
Religion . . . . . . . . . . . . . . . . . . . . 14
The Church of Lothian. . . . . . . 14
Important Individuals in Ptolus. . . 15 Character Sheets
People From History. . . . . . . . . 18 5e Version . . . . . . . . . . . . . . . . . . 28
Cypher System Version. . . . . . . . . 31

2
Introduction

INTRODUCTION
Ptolus is meant to be fantasy role-playing in microcosm. It embodies all that is fundamental to the genre, but it does so
in the space of a single city. That means there are dungeons to explore as well as townsfolk to interact with.
There are strange magical mysteries to discover, demons to fight, and even dragons. Ptolus is truly
a city of adventure—player characters don’t have to leave it to embark on amazing adventures.

P CREDITS
tolus is the union of some aspects of real-world medieval Europe (as real as is fun)
with the rules and flavor of your favorite game system. When I wrote in the Third Writing Monte Cook
Edition Dungeon Master’s Guide that merchants might hire wizards to use detect
thoughts and see invisibility to deter crime, and that bars might post signs forbidding Additional Design Bruce R. Cordell
and Sean K. Reynolds
detection spells so the patrons can relax, I was thinking of Ptolus.
Ptolus is fantasy gaming with the volume turned all the way up. Magic, monsters, Creative Director Monte Cook
dungeons to explore with swords drawn—this setting thrives on such things. Managing Editors Shanna Germain
and Teri Litorco
I loved it when one day a player of mine said, “I polymorph myself into a troll and run out Editor and Proofreader Ray Vallese
into the street after the thief.” Art Director Bear Weiter
Another player said, “Dude, you can’t go out there like that!”
Cover Art and Logo Todd Lockwood
And the first player replied, “Don’t worry about it! This is Ptolus—they see this stuff all
the time.” Cartography Ed Bourelle
I knew then that the first player really got Ptolus. Artists Toren “MacBin” Atkinson,
We’d talk about how a City Watch patrol that found an entire city street blocked by a Kev Crossley, Talon Dunning, Jason
web spell wouldn’t be mystified but instead annoyed—the guards knew from experience Engle, The Forge Studios (Maciej
Zagórski and Pawel Dobosz),
what a pain it was to hack through the stuff. (The risk of fire is too great to burn the Michele Giorgi, Michael Komarck,
webbing.) In the end, unless it was a busy or important street, the Watch most likely would Brian LeBlanc, Eric Lofgren, Raph
just let the spell’s duration run out. Herrera Lomotan, Howard Lyon,
Michael Phillippi, Alan Pollack,
The people of Ptolus have seen this kind of magic all their lives. That doesn’t cheapen rk post, Peter Schlough, J.D. Sparks,
it or render spells humdrum—magic was never so common as to make Ptolus feel like a Matt Stawicki, Arne Swekel, Sam
Wood, Kieran Yanner
modern setting with magic in place of technology. The players just learned to understand
that the folk of Ptolus lived in a world where the rules of the game governed their lives. Even Original Editor Sue Weinlein
if fewer than one in a hundred people were spellcasters, by the time Ptolus natives grew to
Original Graphic Design Lisa Chido
adulthood, they’d have seen spells cast, monsters summoned, and so on.
and Brian Rassmussen
Player characters, having spent their lives in Ptolus—or at least in the same world as this
city—certainly know a fair bit about the place. Whether you are a player or a GM, this Midtown Partisan Erik Mona

player’s guide is where you start getting to know Ptolus and the world of which it is a part. Ptolus Residents Michele Carter,
The guide is pulled straight from the pages of Ptolus: Monte Cook’s City By the Spire to give Andy Collins, Sue Weinlein, Bruce
you a quick overview of what the city has to offer. Of course, it doesn’t go into any of the R. Cordell, Jesse Decker, Erik
Mona, Christopher Perkins, Sean K.
secrets of the setting; those are for the GM to reveal as time goes on. Reynolds, and Keith Strohm
All the material in this guide represents common knowledge available to city residents or
visitors to Ptolus. Every player should have a copy of this guide to learn about the place and Visitors to the City Steven “Stan!”
Brown, Jeff Quick, Keri Reynolds,
get a good feel for the setting. This player’s guide is required reading for a player creating Charles Ryan, Ed Stark, and
a character for a Ptolus Campaign. GMs should read it, too, as it summarizes much of the James Wyatt
general information about the setting. Everything in the full Ptolus: City by the Spire book
Heroes of Ancient Praemal
builds from the information found in this guide. After reading it all at the beginning, players Michele Carter, Bruce R. Cordell,
will want to refer to this material throughout the campaign as well. Christopher Perkins, John Rateliff,
Teresa Reid, and Sean K. Reynolds
To delve deeper into Ptolus, visit ptolusRPG.com.
In the meantime, welcome to Ptolus!

3
A Player’s Guide to Ptolus

A PLAYER’S GUIDE TO PTOLUS


A city of mysteries, secrets, and dark histories, Ptolus lies forever in the shadow of a towering stone spire reaching impossibly
high into the sky, itself an enigma and a reminder of evil long past. In Ptolus, the supernatural is expected and treachery lies
around every corner—or is it that the supernatural lies around every corner and treachery is expected? Either way, the city of
Ptolus abounds with danger, magic, intrigue, and above all, adventure.

T
his guide is designed to introduce you as realm cleave off like icy shards from a melting
FROM MY CAMPAIGN TO YOURS a player to the fundamentals of Ptolus, so glacier. This decaying society looks upon previous
In my original Ptolus Campaign, the that you can create and run a character centuries and sees grander, more civilized, and
characters started out not as Ptolus with plenty of knowledge about the world. The certainly better days. Progress seems on the
natives, but as a group of unrelated
city is rich enough in detail that it’s difficult to decline—skills and lore that people possessed just
people waiting in line to gain
entrance through the city gates. absorb it all at once, so keep this information a few hundred years ago are lost now.
handy as a reference while you play in a Ptolus But this is not a time to lose hope altogether.
Campaign—and be prepared to discover that the This civilization, older than our own real-world
information you learn in these pages is only the cultures, is more sophisticated than our own in
very briefest overview. some ways, but less so in others. A myriad of
species and peoples have come and gone, creating
WELCOME TO THE CITY an intricate (and sometimes confusing) amalgam.
You are a native of a port city called Ptolus, or Good struggles against evil, and law against
you have recently arrived there. Native or not, chaos. But the shadows only threaten the light—
you know a few things about this city—it is not they do not yet consume it.
without a reputation, to say the least. To call Not so long ago, the first men and women who
Ptolus a dynamic place with a strange and varied would one day be called “delvers” returned from
identity is to understate the situation greatly. Only exploring the catacombs below the city of Ptolus
now are explorers truly discovering how ancient laden with gold and magical treasures. Today,
the city really is and unearthing details of its hundreds of new would-be delvers pour into
varied history. Ptolus is where that strange breed the city each month, hoping to strike it rich like
that calls itself “adventurers” congregates. It’s a others before them. Most never crawl up from
place where people are as concerned with what the realms below, but adventurers keep arriving
lies below the ground as they are with what’s with dreams of gold and fame. Those who do
above. This is like no place else in the world. emerge back into the light bring with them tales
Ptolus lies in the world of Praemal within the of surprisingly vast reaches of natural caverns and
bounds of a very old Empire unsure of whether ancient hewn passages, perhaps dating back to
or not it has toppled. Three different emperors the dark days when this area lay in the thrall of
claim the throne, and portions of the once-great the terrible Skull-King, Ghul, and the region was

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A Player’s Guide to Ptolus

pocked with winding warrens and subterranean this city did not involve building a fantasy world
chambers created by his dark armies. They also first, then adapting the rules to make it work.
tell of the horrors that dwell outside the life-giving Just the opposite, really. As a setting, Ptolus has
reaches of the sun: unknown monsters and been under the influence of RPG rules for a long,
devious demon-minded things with a cunning long time. The things that make fantasy gaming
unknown to human-, elf-, or dwarfkind. In the unique—the prevalence of magic (including the
city, entire industries have evolved quickly to specific spells we all know), the ever-increasing
service the needs of these adventurers. In the power of individuals, and the creatures common
shadow of an unnaturally tall, ancient spire with in the genre—have shaped the reality of Ptolus.
a very dark past, a whole new form of economics, And because I used this setting as a playtest
politics, and social structure struggles to be born. backdrop as I worked on the design of the Third
Creatures and individuals (good, evil, and Edition Core Rules, Ptolus influenced the d20
otherwise) that normally remain in the shadows are System rules as well. This is a setting steeped in “Some place needs to be the worst
drawn to this large gathering of adventurers and game history and significance. place in the world. Why not here?”
magic. The needs of the delvers prompt renewed That doesn’t mean Ptolus contains nothing ~Brusselt Airmol, well-known
rogue adventurer
devotion to magic, science, and religion. As the new, however. As the city developed, new
Empire of Tarsis dies, Ptolus—for years a backwater material grew out of the process. The firearms,
town on the edge of civilization—is quickly becoming creatures, spells, species, and foreboding
the center of something much larger than itself. atmosphere all came very naturally.
Omens and prophecies of children born with strange The Ptolus Campaign is a fantasy that some
birthmarks surface in the city with increasing would label “dark,” although it’s as much about Some Ptolus adventures may
frequency. No one yet knows exactly what, but rising up out of the darkness as living within it. include mature topics and themes.
something is happening in Ptolus. Something new stirs It is clearly an urban fantasy, for the campaign For information on RPG safety
and consent read the free
in the city . . . and that something is very, very old. takes place entirely within or beneath the city of
Consent in Gaming PDF at
Ptolus—a place with a vast history of dark secrets myMCG.info/consent
CAMPAIGN FEEL waiting to be discovered.
Ptolus is an urban campaign setting. However, it
is also one that deals with dungeon delving and THE CITY OF PTOLUS
subterranean exploration. In your own Ptolus Ptolus is a major city of about seventy-five
Campaign, you can probably expect about a thousand people. It is located in the land of
fifty-fifty split between dungeon adventures and Palastan near a large bay on the southern end of
urban adventures. The latter involve a surprising the Whitewind Sea. The place was established to
array of organizations and of individuals that live serve as the port for an important fortress built Ptolus was created to be, first
in this less-than-typical fantasy city. at the time of the Empire’s foundation, a citadel and foremost, a place where
As a setting, Ptolus should prove a somewhat called Dalenguard. More significantly, however, characters could have interesting
and exciting adventures. It’s
realistic interpretation of a place in which it lies in the shadow of an impossibly tall (almost
designed to accommodate
dungeon explorers really do plumb the depths 3000 feet) and thin pinnacle of rock known both urban- and dungeon-style
of a gigantic underground labyrinth filled simply as the Spire. The Spire and its surroundings adventures. The city’s background
with treasure, monsters, and traps. As much seethe with mysterious legends and rumors. These provides a foundation for political
as possible, many standard tropes of fantasy tales tell of ancient battles waged and cities erected intrigues, monster-bashing
adventures, including “dungeons,” are presented on the site, of demons and dark lords, of forgotten adventures, treasure-hunts,
and even adventures involving
in a fashion that makes sense. kings and mighty wizards. Many such stories might
demons, angels, and other
While late medieval culture provides one be at least somewhat true, for recent developments interdimensional creatures.
building block of the setting, it’s not the focus have revealed vast complexes beneath the city.
that you might think it to be. The game’s rules are Of late, Ptolus has become a city of
that focus. So, while Ptolus is based strongly in adventurers. Treasure-seekers flock there to
historical reality, many notions from real-world explore and plunder the labyrinthine structures
history that often hold true in other campaigns beneath the streets, which they call the
(most adults don’t believe in monsters, everyone’s “Dungeon.” If the stories are correct, these
bewildered by magic, you never see lizard men catacombs include:
walking down the street) are not present here. • The sewers of the city
Instead, Ptolus is a campaign where the common • Vast stretches of subterranean passages and
tropes of fantasy gaming and all that they imply chambers created by Ghul and his minions
hold sway. That means “monsters” are common. (see Timeline, page 20)
Wizards are everywhere. Lots of people walk • The remains of an even older city
around in plate armor. Humans strolling down the • An abandoned underground dwarven
street rub shoulders with elves, dwarves, halflings, settlement called Dwarvenhearth
gnomes, half-orcs, and even stranger beings. • Levels that plunge incredibly deep below the
In a way, this campaign is “fantasy gaming present urban area
with the volume turned all the way up.” Creating

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A Player’s Guide to Ptolus

Ptolus lies in a cool, rainy coastal region with Lothian or the Shuul (see page 14). Of course,
harsh winters. It serves as an important port on those groups would never break any laws, so
For more on House Vladaam, the Bay of Ptolus off the Whitewind Sea and there’s surely nothing to worry about. . . .
Sadar, Khatru, and the other belongs to the Empire of Tarsis, although a
noble houses of Ptolus, see growing faction in the city feels that Ptolus should THE FORCES OF LIGHT
page 11.
declare itself independent. Aside from the law-enforcing authorities, both
official and self-appointed, Ptolus benefits from
RULERS the presence of various forces of munificence.
The city is ostensibly ruled by a council, at whose Orders of knighthood like the Keepers of the
head is the Commissar, a representative of the Veil, Order of the Dawn, and Knights of the Pale
Empire of Tarsis. The other main council members uphold such concepts as benevolence and nobility.
The Commissar of Ptolus, Igor are Kirian Ylestos, the Prince of the Church, and There are even angelic beings in Ptolus—more than
Urnst, is a war veteran and a the Mother Superior of the Sisterhood of Silence anyplace else in the world—from half-celestials to
military man. Even though Ptolus (see below). Other City Council members (with true angels. Many of these beings congregate in
has not been threatened with
less influence) include guildmasters, the heads of a place called the Pale Tower and call themselves
attack in centuries, he has a very
defensive-minded approach to the noble houses, and a few wealthy merchants. the Malkuth. Paladins and clerics of good deities
running the city. However, at the People of the town often refer to this body as the like Lothian, Gaen, and Navashtrom help Ptolus
same time, he is wise enough “Council of Coin,” because money is a powerful stand against the darkness as well.
to know that the residents of and influential force among its members. And in Ptolus, the dark is deep.
Ptolus are not soldiers and that Guildmaster Delver Sorum Dandubal, also a
sometimes he needs to give them
council member, is quickly becoming another THE DARK SIDE
what they want to make them
happy. This understanding makes force to reckon with—almost a fourth main Like every city, Ptolus has a dark side. Here,
him both efficient and fair, and he member—but the three forces controlling the criminal lords command veritable armies of
is extremely well liked. council dislike and oppose him. rogues and assassins, and war amongst each other
Truth be told, the real ruler of the city is the as well as against the law. These criminals deal
Commissar, Igor Urnst. The City Watch operates in extortion, smuggling, gambling, usury, and
under his direct command from Dalenguard, prostitution. Chief among these criminals are
a historic fortress that still stands in Oldtown. Menon Balacazar, leader of the oldest criminal
Urnst’s group of advisors in charge of the city’s syndicate in the city, and the newcomer Kevris
defense and protection is called the Twelve Killraven. They are bitter enemies. Depraved
Commanders. These include Lord Dorant Khatru assassins called the Vai hunt victims for money
of House Khatru, Aoska (a half-celestial), and and to fulfill their own bloodlust.
other local luminaries. But worse things lurk in Ptolus than simply
criminals. Dwelling among the crypts of the
THE AUTHORITIES AND THE LAW city’s graveyard are the death-loving Forsaken,
To police the streets, the Commissar of the city so called because the rest of society finds them
commands a force of more than eight hundred so abhorrent. Worse still, chaos cultists—in
troops and City Watch guards, including a few league with terrible inhuman things—plot the
dozen elite individuals (captains, mages, clerics, city’s downfall and, in fact, the annihilation of
etc.). While the constables in many of the Empire’s the entire world to sate their lust for destruction.
cities are considered glorified street-sweepers with Lastly, and strangest of all, Ptolus is home to
The City Watch approaches little competence or desire to actually enforce actual demons from the lower realms. Some are
any given situation with an the law, this is not true of the experienced and merely demon-blooded tieflings, but others are
appropriate response. To handle a well-equipped guards of Ptolus, particularly those full-blooded fiends that call themselves the Fallen.
bunch of rowdy drunks, the Watch
known as the Commissar’s Men. These beings dwell alongside the Forsaken in a
captain sends some low-ranking
guards. However, to deal with a Nevertheless, this well-trained and well-paid place called the Dark Reliquary.
rampaging monster or a group of force has its hands full maintaining order in the
unruly adventurers, the captain city. Helping to enforce the law is a special order THE PEOPLE OF PTOLUS
sends well-equipped fighters of monks called the Sisterhood of Silence. These Ptolus is primarily a trade city, serving not only
supported by multiple spellcasters. nonspeaking female monks patrol the streets and as a major port but also as a link between the
apprehend criminals, even though they are not— northwest and the central portions of the Empire
strictly speaking—sanctioned to do so officially. A of Tarsis. About two-thirds of the population is
male eunuch always accompanies a small unit of human, with the remaining third being (from most
the Sisters of Silence to speak on their behalf. populous to least): Shoal elves, Stonelost dwarves,
However, neither the city guard nor the halflings, litorians, Grailwarden dwarves, gnomes,
Sisterhood of Silence is willing to go down into half-elves, centaurs (aram), orcs and half-orcs,
the Dungeon and fight monsters. Nor are they and others—lizardfolk (assarai), ogres, and far
likely to help against well-known and influential stranger things. (Some of those species might
noble families such as House Vladaam or House sound unfamiliar. Read on.)
Sadar, or powerful groups like the Church of

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A Player’s Guide to Ptolus

DISTRICTS OF THE CITY two districts is not steep, so the slope of this
Ptolus lies between the Spire and the sea. The bridge seems far less noticeable than that of the
highest portion of the city, the Nobles’ Quarter, other. Crimes in Ptolus
is built on the base of the Spire. From there, While obvious offenses such as
the level of the city drops down a sharp cliff to THE DOCKS murder and theft are illegal in
Oldtown, and then down again into Midtown. Far below the level of the city’s streets, the Docks Ptolus, so are compulsion spells
cast upon citizens (locals frown
The final cliffs at the edge of Ptolus drop into the rest at the bottom of the city’s eastern cliffs on a
on charming shopkeepers to
bay, with the only area of dry land at the bottom narrow strip of land. The wooden buildings here get a better price) and spells of
of those cliffs occupied by the city’s docks. sit slightly askew from one another, because the mass destruction cast within
Well-worn paths connect the various elevations entire small district is built upon slowly sinking the city proper (no fireballs or
and help make Ptolus very defensible (although sand. Even the streets are sand. A dozen or more disintegration spells). In particular,
the city has never been attacked). ships moor in the deep waters here at any given the authorities hate spells that
bring more undead to the city.
The King’s River flows through the city, spilling time. This is a particularly rough area of the city,
They also prosecute people severely
into an eroded chasm in the northwest corner and thanks to the influx of sailors and its isolation for doing anything that spreads
flowing down to the Bay of Ptolus near the docks. from the other districts. A single winding road disease. These and other crimes
The bottom of the chasm, called the King’s River provides access up a steep incline to the city can be reported at a district’s
Gorge, is eighty feet below the level of the ground proper. Watchhouse.
on the north side, but more than two hundred feet The Docks area is full of warehouses,
below on the south side. The south side still holds shipyards, hostels, and taverns, all catering to
the old city walls and fortifications. A bridge sailors and merchants. Isolated from the rest
built atop two massive pillars, themselves erected of the city by the cliffs, sometimes it seems as
atop natural rock columns, stretches across the though the Docks area has had to become its
King’s River Gorge at a steep angle, leading into own little community. Many Ptolus residents live See the map on pages 16–17 for a
the area of the city known as Oldtown. Another their whole lives without going there—but, of good look at the city’s layout.
bridge stretches across the chasm to join Oldtown course, they probably haven’t been to the Nobles’
with the Rivergate District. Although Oldtown is Quarter, either.
higher, the difference in elevation between these

7
A Player’s Guide to Ptolus

Buying Magic GUILDSMAN DISTRICT MIDTOWN


People looking for magic items Ptolus teems with guilds. Every type of artisan, As the central area of the city, Midtown is both a
could do worse than come to smith, or other professional belongs to a guild of commercial and a residential hub. It is also where
Delver’s Square in Midtown. In similarly trained and employed individuals. These one finds many local entertainment offerings, in
the square, one can find Myraeth’s
guilds enjoy a strong voice in the City Council. the form of pubs and taverns as well as theaters,
Oddities, a shop that buys magic
items of all kinds and resells them. This district in the south end of the city holds dance halls, gambling dens, and more. Visitors
This is a good place to acquire many tanneries, smithies, foundries, textile houses, looking for a place to stay usually find themselves
miscellaneous items, as well as grain mills, paper mills, brickmakers, bookmakers, directed here, as most of the temporary lodgings
potions, rings, wands, and scrolls. woodworkers, and other production facilities, in the city are found in Midtown.
However, Myraeth doesn’t sell as well as warehouses, granaries, coalhouses, Midtown is home to both Tavern Row and
weapons or armor—for those
stockyards, and similar storage sites. Delver’s Square, where many employers seeking
items, try Rastor’s or the Bull and
Bear, also in Delver’s Square. Like Not surprisingly, this district has a distinct odor. to hire adventuring parties can post their
Myraeth’s, they may have used Unless one works here, a local rarely finds announcements. It also has a few shops and
magical equipment to sell. Just a a reason to visit, although this district sports a plenty of residential areas, such as Emerald Hill,
few buildings down is Danbury’s, few taverns and other businesses catering to the where most elves choose to live, and Narred, a
a tavern in which one can find a working class. The Guildsman District’s rough centaur neighborhood.
representative of the Dreaming reputation prevents most people from frequenting Besides the Delver’s Square shops that
Apothecary, an organization that
the area at night. Those who live there often join adventurers frequent (Rastor’s Weapons, the
makes new magic items (see page
12). Across the street you can also a guild for protection. Bull and Bear Armory, Ebbert’s Outfitters, and
visit St. Gustav’s Chapel, a great Just a few of the guilds in this district include: Myraeth’s Oddities), those in the know also
place to obtain healing potions Drapers’ Guild, Goldsmiths’ Guild, Herbalists’ appreciate Saches clothiers on Yeoman Street and,
and holy items. Guild, Ironworkers’ Guild, Masons’ Guild, of course, the Row Bathhouse. Potions and Elixirs
Silversmiths’ Guild, Tanners’ Guild, offers a large stock of potions for sale.
Weapon-smiths’ Guild, and Woodworkers’ Guild. The most popular adventurer hangout is the
The Sages’ Guild, Shipwrights’ Guild, a warriors’ Ghostly Minstrel tavern and inn in Delver’s
guild (called the Order of Iron Might), and a few Square. Many folks seem leery of both the Onyx
others are headquartered elsewhere in the city. Spider (on Tavern Row) and the Black Swan
(which is mainly for dwarves). Danbury’s, also in
Delver’s Square, caters to spellcasters.

DELVER’S SQUARE
(Runihan Square)

Rastor’s Weapons
The Ghostly Minstrel

Bull and Bear Armory

Danbury’s

Watchhouse

Potter’s

Ebbert’s Outfitters St. Gustav’s Chapel

Myraeth’s Oddities
8
A Player’s Guide to Ptolus

THE NECROPOLIS has it that the guards employ sorcerers to patrol


A city several centuries old tends to have a large the area invisibly, using spells to keep an eye out
graveyard, and Ptolus is no exception. The vast not only for traditional thieves, but for magically Ptolus Architecture
Necropolis in the city’s northeastern corner sits aided ones as well. They watch for invisible Visitors to Ptolus will discover a
on a few rolling hills, now completely covered robbers, overt use of charm or compulsion magic, melange of architectural styles.
with mausoleums, crypts, and graves. The entire and similar tricks. Many of the buildings—especially
official Imperial structures—
Necropolis is surrounded by a wall, with guards If you’re looking for tasty baked goods, try
represent traditional Prustan
posted at each of its four gates. These guards’ Tavoh’s Bakery; a good clothier, try Endle’s designs from the east: imported
primary duty is to warn people not to stay in the Finery; for a fair weapon shop, go to Mitoren’s marble facades, tall columns, and
Necropolis after nightfall and to watch for grave Blades, although Rastor’s Weapons in Delver’s grand entrances. On the other
robbers. Most people know that undead roam the Square (in Midtown) is probably better for hand, local Palastani influences
Necropolis, but various churches and holy orders, traditional arms. A small firearms emporium are visible on nearly every street.
Characteristics include much
such as the Keepers of the Veil, do their best to called the Smoke Shop opened recently as well.
simpler and more practical
contain the menace. designs, use of local stone and
OLDTOWN wood, and insulating siding
NOBLES’ QUARTER Ptolus was founded three centuries ago as a materials.
Ptolus has no shortage of wealth or wealthy small community surrounding a fortress called
people. Technically outside the city’s walls, the Dalenguard. The fortress’s original purpose was Of course, the predominant style
Nobles’ Quarter, with its row upon row of manors to keep the area clear of evil creatures drawn by changes from district to district,
and estates, climbs the city’s western cliffs abutting the power of Jabel Shammar, the citadel at the and even from block to block
within the same area. But overall,
the Spire itself. Travelers can enter the area only top of the Spire. It also sought to watch over
Oldtown and the Nobles’ Quarter
via a single avenue up from Oldtown that runs Goth Gulgamel, the fortress halfway up the Spire appear heavily Prustan, while
through the fortress of Dalenguard before reaching built by Ghul, the Half God. Dalenguard was the markets, Rivergate, and the
the Nobles’ Quarter. The heights where this constructed more than seven hundred years ago, Guildsman District are generally
district now sits were easily defensible in the city’s just after the defeat of Ghul, to serve as a symbol Palastani in style. Midtown is
younger days; originally, all Ptolus residents could of the union of elves, dwarves, and humans in a good example of a blend of
styles, plus some more exotic
gather here in times of emergency, secure behind that war.
architecture of elven, gnomish,
Dalenguard’s stout gates. However, as time passed Over time, the community grew into an and halfling design.
and the city grew, members of the elite class important port, and the need for Dalenguard as a
claimed these enviable heights for their residences, wilderness bastion waned. Today the old fortress
leaving the less wealthy to expand into the lower is still used by the Imperial-appointed ruler of the
quarters. city, the Commissar, and the area surrounding it
The largest estates in this section of town on the city’s near west side is known as Oldtown.
belong to the ten noble families that have held It sits atop a ridge higher than most of the rest of
power in the area—to one degree or another—for Ptolus, but still lower than the Nobles’ Quarter.
centuries. In addition to the homes of the wealthy The stone and marble buildings of Oldtown
and the services that cater to them, this district reflect a grander, earlier age. Graceful columns,
houses the Holy Palace, where the Prince of the majestic entrances, tall stone towers, and
Church lives; lately he is joined by his father, the buildings of three or even four stories are
Emperor of the Church, visiting from his eastern common sights here. Yet all bear the signs of
capital. The Nobles’ Quarter holds the Crown age and wear. Today many of these buildings
Theater opera house, the Imperial Academy of house the bureaucracy the Empire forces upon
Music, fabulous eating establishments, a floating the city. Still others are museums or homes for
apartment building, and other luxuries and sites the wealthy (those not quite wealthy enough to
of interest. live in the Nobles’ Quarter). There are wonderful This structure shows a blending
theaters, auditoriums, and even a grand Arena in of Prustan style (soaring facade,
NORTH MARKET this large district of the city. The Arena provides tall windows, prominent entry)
with Palastani influences (local
When one enters the city from the north, one a spot for tournaments, fairs, and sporting games
brickwork, economical design).
is greeted with the sights and smells of a busy of all sorts. Nearby, the Inverted Pyramid mages’
marketplace. Well-worn cobblestone streets are guild sponsors a magical ball sport simply called
packed with vendors occupying wooden booths, “the Mage Game,” held in an indoor coliseum in
pushing carts, or simply hawking wares they tote Oldtown.
in massive baskets on their backs. Fresh foods of This is where citizens go to get licenses, like
all kinds—fish and shellfish from the sea, fruit those needed to carry a firearm. The City Courts
from the orchards to the north, and breads and are located here, and as are the City Council’s
pastries from the city being favorites—are available meeting chambers. Both the Delver’s Guild
in any quantity. Other goods are for sale in small Library and Maproom (but not the guild’s main
shops, tents, or from the backs of wagons. The office) and the City Library are here. Oldtown has
City Watch patrols this busy area to keep thieves a fair number of parks, monuments, and other
and pickpockets from running rampant. Rumor touches of class and beauty.

9
A Player’s Guide to Ptolus

RIVERGATE DISTRICT bar, Taggert’s, which is also a temple to Ollom,


Imperial Identif ication Strictly a residential area, the Rivergate District god of the keg.
Papers and Citizenship is as close to a “middle class” neighborhood
The Empire of Tarsis requires all as Ptolus gets. It is located on a rise of land, THE WARRENS
citizens and noncitizens to carry surrounded by cliffs on all sides except the The Warrens in the eastern part of town is a
identification papers. Display of northeast, where a steep slope mostly free of terrible slum sick with poverty and crime.
these papers, which the Empire
buildings and covered in trees rolls down to the Rumors say that the City Watch won’t go down
issues to all residents, is required
for purchases over 100 gold pieces. North Market and the main North Gate. Each into the Warrens. The streets here have no names,
Guards and other officials also of its residential cul-de-sacs—called “burrows” and most of the buildings aren’t marked—the
can demand to see one’s papers by those who live here—boasts its own unique place is not friendly to outsiders. Some visitors
at any time. Identification papers architectural identity. may have experienced a little theft or crime in the
include a person’s name, species, city, but it’s nothing compared to what goes on
place of birth, current residence,
SOUTH MARKET in this district. Some place the headquarters of
occupation, and a general physical
description. Forgeries are fairly To locals, the North Market is simply “the the Vai within the Warrens. Others whisper of a
common. Market,” while this area is the “South Market.” crime lord named Jirraith and his gang of young
Unlike its counterpart, the South Market is not an thieves called the Pale Dogs who really run the
Almost all humans within the open-air marketplace. It has fewer vendors dealing place.
Empire automatically become out of carts and more established shops and
citizens at birth. This is also places of business. Goods usually cost more in THE UNDERCITY MARKET
true of most dwarves and many
the South Market, but a buyer is far more likely Although not actually a district of Ptolus, the
elves. It is more difficult, but
not impossible, for members of to find trustworthy and reliable salespeople here. Undercity Market, accessed by a wide staircase
other species to gain citizenship This is also where one finds the city’s commodities in the middle of Delver’s Square, is the place to
status; they are not automatically markets and the headquarters of large merchant go for most adventuring gear (although Ebbert’s
citizens. Citizens enjoy legal rights organizations, such as the Rogue Moon Trading Outfitters in Delver’s Square is a handy one-stop
that noncitizens do not, as well as Company. As in the North Market, many of those shop with good prices). Looking for potions?
greater protection under the law.
who work here also live here; the district has Try Urnst, Alchemist. For scrolls, try the gnome
substantial residential sections. wizard Neridoc Bittersong, who runs a booth in
The South Market is newer than the North the market under the sign “Arcane Scribe.”
Market and has more artisans and industry Also located here is the Delver’s Guild, an
than its counterpart. You’re more likely to get association that provides assistance in the form
something made to order in the South Market, of maps, reference material, and equipment
as the store selling leather goods, for example, to explorers of the ancient dwarven city,
is probably also a leatherworker’s shop (such Dwarvenhearth, and other areas below the streets
as Donnel’s, a friendly dealer in leather goods). of Ptolus.
Nonstandard species or those with special Nearby are entrances into the sewers as well
physical needs when it comes to clothing should as tunnels leading into “the Dungeon,” as
check out Maran’s Odd Sizes. Navaen’s Bowcraft adventurers call it. The Chamber of Longing is a
is a fine place to buy bows or arrows, and those nearby landmark that features a strange statue of
looking for a real treat should stop by Ramoro’s a huge hand and serves as an occasional meeting
Bakery. place for adventurers, because everyone knows
where it is. One can access the profoundly
TEMPLE DISTRICT mysterious and magical Mirror Maze from the
Although the worship of Lothian, the official market as well.
Imperial deity, is the dominant religion of the city, The presence of the Delver’s Guild makes the
Ptolus’s cosmopolitan residents revere hundreds of Undercity Market a center of employment relating
other gods as well. to Dungeon exploration. Those looking to hire
Temples, churches, shrines, and small adventurers frequently post bills in the guild’s
monasteries fill this district in the north central meeting hall (much like the post in Delver’s
part of town, with the Street of a Million Gods Square). A number of market establishments hire
(a bit of an exaggeration) running through it all. out scouts, guides, porters, and guards, as well
Even the Blessed Bridge across the King’s River as skilled labor to pick locks, cast spells, and
here has small shrines built upon and into it. perform other necessary services.
The district stretches east and west from the As the city grows, more people have begun
Street of a Million Gods. Notable sights include to live in and around the Undercity Market
St. Valien’s Cathedral for worshippers of Lothian and throughout the underground levels. This is
and the Priory of Introspection, where the particularly true of species not always welcome
Sisterhood of Silence is based. Although clerics elsewhere—minotaurs, lizardfolk, orcs, and so on.
are the most common representatives of the many
gods, a number of temples support monks and
paladins as well. The Temple District has a single

10
A Player’s Guide to Ptolus

House Abanar is unique among


the ten noble houses in that it
allows wealthy citizens to buy their
way into House membership. A
minor noble title costs 10,000 gold
pieces. The other houses look upon
this practice with disdain.

THE LOOK OF PTOLUS took over. (That’s where the King’s River gains its
Ptolus looks a little like a Germanic city from the name.) The noble houses are as follows:
late medieval period. The buildings usually have Abanar: A mercantile house, Abanar is very
stone first stories with wooden upper stories. The wealthy but not well regarded. Dered Abanar is
main exception is Oldtown, where many buildings the very old head of the house. There is much
are more classical in design, with impressive, controversy now among his many children as to
Roman-style facades and marble columns. who will take control when the elder Abanar is
It rains more often than not in Ptolus—at gone.
least, that’s the way it seems. Winters are cold, Dallimothan: Often called “House Dragon,”
grey, and wet, but summers are dry and mild. the members of this house dress in dragonscale
Occasionally, a cold, razorlike wind comes off armor, use dragon regalia, and are said to even
the Bay of Ptolus, but usually it’s quite calm. truck with dragonkind. House Dallimothan, led
The smell of sea salt fills the air, when it’s not by Kirstol Dallimothan, remains a powerful and
overpowered by the stronger odors of such places wealthy force in the city.
as the leatherworking shops, slaughterhouses, and Erthuo: Scholars and gentlefolk, House Erthuo The folk of Ptolus love to gossip
breweries of the Guildsman District. normally avoids confrontation and rarely gets with each other about the nobles
One always feels the presence of magic in involved in squabbles between other houses. A and their activities and intrigues,
and to read about the latest
Ptolus. A spellcaster flies over the city, a minor family of elves and half-elves belong to this house,
high-society affairs in the various
demon scurries down an alleyway bearing a headed by Peliope Erthuo, a half-elf. broadsheets available about town.
message, or some adventurer walks down the Kath: A wealthy house, Kath is known for its For example, there is speculation
street followed by their manticore companion. talented, glamorous, and attractive family. Devina that Peliope Erthuo has taken up
The touch of the technology that built the Kath is the head of the house, which patronizes with some mysterious new love
Empire of Tarsis is found here as well, although the arts. interest and that the half-mad
members of House Vladaam
its influence wanes with each year as fewer people Khatru: Famous for its military leadership
scheme to destroy House Nagel
rely on its comforts or remember its secrets. Still, and martial prowess, House Khatru is made up once and for all.
aeroships, some with steam-powered engines, of arrogant boors and self-righteous warriors.
fly overhead from time to time. The City Watch Dorant Khatru is the current master of the house.
employs firearms, and local defenses include Nagel: This old, charitable, and altruistic house
cannons watching over the harbor and within has recently fallen on hard times. Fransin Nagel is
Dalenguard. Leaflets printed on presses with mistress of this rather minor house. She and her
movable type distribute news and information. In family are the enemies of House Sadar.
a few places, steam-powered pumps help clean out Rau: Foes of House Khatru, the Rau have a
the sewers, while in others clockwork machines reputation as rogues, pirates, and scalawags. The
power heavy doors that protect wealthy estates. house has a fair number of spellcasters as well.
The head of the house is Verrana Rau.
NOBLE HOUSES Sadar: Known for its long line of mages, this
Ptolus has ten noble families, all of whom enjoy house—which some call the House of Shadows—
special status by ancestral right. Although the is quite powerful. Its leader, Lord Renn Sadar, has
Empire does not officially recognize their titles, a strong association with the Inverted Pyramid
Ptolus is far enough removed from the heart of arcanists’ guild and shadow magic. They are
the Empire that local traditions and beliefs still enemies of House Nagel. After painting this portrait of
grant the noble houses hereditary seats on the Shever: Known for its skill with machines, the Vladaam family (see next
city’s ruling council. Plus, most of them are quite House Shever made a great deal of gold long page), local artist Tulian Kremps
disappeared mysteriously, leaving
wealthy, and with affluence comes influence. The ago, but until recently was fading in influence.
behind a notebook filled with
noble houses were once the seats of real power Now with strong ties to the Shuul organization indecipherable ravings.
in the area, serving a dynasty of kings that ruled of technophiles, the house is on the rise again.
the entire region of Palastan before the Empire Thollos Shever is the head of the house.

11
A Player’s Guide to Ptolus

Vladaam: An evil house, and very ancient, waystations, are stocked with food and simple
House Vladaam seems to have lost much of supplies. High-ranking members gain retrieval
its power and influence in recent times. Iristul insurance, which guarantees that, if they should
Vladaam is the current master of the house, die while exploring, guild members will retrieve
although he has not actually been seen in the their bodies and have them raised if possible
city for years. Most people whisper that demonic (retrieval and raising paid for out of a special
blood runs through the family’s veins. guild account funded by the insured).
The guild’s membership hovers around eight
ORGANIZATIONS hundred. In addition, there are said to exist at
Ptolus teems with various factions that all have least four hundred delvers not affiliated with the
Menon Balacazar is one of the their own agendas and secret goals. In brief, these guild. At any given time, about one-fifth of this
most feared men in Ptolus—not include (but are not limited to) the following total (about two hundred fifty people) is exploring
for his personal power, but because groups. the Dungeon.
of the might of his criminal
It is estimated that for every ten delvers who
organization.
BALACAZAR CRIME FAMILY go down each week, one does not come back.
Probably the most powerful crime family in the About one hundred new adventurers come to
city, the Balacazars are certainly the oldest. Menon Ptolus and some twenty-five are raised from the
Balacazar is the aging head of the organization, dead every week. Since the Delver’s Guild began
with his son, Malkeen, serving as his second in keeping records three years ago, approximately
command. Other siblings include at least two eight thousand adventurers have died permanently
daughters. Arkhall Vaugn, an infamous wizard, while exploring the Dungeon. Another two
works with the family. hundred thirty have permanently retired, either in
The family funds a number of criminal the city or elsewhere.
endeavors, gaining profit from theft, extortion,
smuggling, illegal gambling, assassination, and DREAMING APOTHECARY
trade in slaves, drugs, and evil magic items. The Dreaming Apothecary may be more legend
than fact. Those in the know claim that a secretive
BROTHERHOOD OF REDEMPTION group of spellcasters crafts magic items for
An order of monks who believe that no evil is people, making transactions with them magically
irredeemable, the Brotherhood of Redemption in their dreams. Darker rumors accuse these
seeks to give any evil creature a chance to repent. powerful mages of keeping others in the city from
Adventurers weary of dealing with Its members do not believe in “inherent evil.” making magic items for profit by coercion, backed
the “What do we do with the Specializing in rehabilitation, they operate in the up by their formidable magical might. Potential
prisoners?” situation can simply Dungeon out of the Fortress of the Redeemed but customers can reach the group at Danbury’s in
take their monstrous captives to
maintain a surface headquarters in the Guildsman Delver’s Square.
the Brotherhood of Redemption.
Not only will the Brothers attempt District. They make it known that they willingly
to “rehabilitate” the captives, accept any prisoners who are not of the major THE FALLEN
but they will pay a reward, too. species—in fact, they’ll pay a small bounty for evil The Fallen are fiends also known as the “young
Urlenius the ogre-mage was creatures with a modicum of intelligence. demons,” though few people care to dwell long
brought in by a group of delvers on the question of who the “old” demons might
years ago and now is a
THE CONCILIATORS be. The Fallen live in the Dark Reliquary of the
well-respected priest of
Navashtrom. The Church of Lothian runs an organization called Necropolis with their allies, the Forsaken, and
the Conciliators, which consists of inquisitors follow the leadership of two demons whose names
dedicated to converting infidels, destroying a are only whispered: Raguel and Lilith.
power called chaositech (which resembles both Most people wish the Fallen were not in Ptolus
People of Ptolus do not bring up magic and technology), and stamping out evil. The but, for demons who dwell within the city’s walls,
the Fallen or the Forsaken in polite group is headquartered in the Temple District. they actually cause surprisingly little trouble. Few
conversation. Most think of them speak of them, but when they do, they often claim
like a nearby hive of wasps, hoping
that if they don’t disturb these
DELVER’S GUILD these demons are either waiting for something or
undesirables, the dangerous groups For the last five years, the Delver’s Guild has quietly looking for something.
won’t threaten them. Certain grown in influence, becoming both popular to join
stalwart orders, such as the and wealthy. The Delver’s Guild offers its members FATE WEAVERS
Keepers of the Veil and the Knights information about job opportunities and events The Fate Weavers are a small group of prophets
of the Pale, believe otherwise. pertaining to the exploration of regions below and seers who claim the ability to tell people’s
Ptolus. The guild also maintains the city’s most fortunes. Locals consider the group a front for
extensive collection of maps of the underground prostitution.
realm and an impressive library for research.
Members receive passwords that allow them THE FORSAKEN
to access secret chambers within the underground Those who value death and undeath more
regions. These secret chambers, called than life are called the Forsaken. Necrophiles,

12
A Player’s Guide to Ptolus

necrophages, and necrophiliacs, these disgusting strive to eradicate the curse of the undead from the
people worship dark gods and consort openly world forever. Their co-leaders are Sir Beck Von
with undead and the Fallen. They base their Tibbitz and a Lothianite priestess named Phadian
activities in the Necropolis. Gess.
The Forsaken are the sworn foes of the valiant
Keepers of the Veil. A smaller subgroup within KILLRAVEN CRIME LEAGUE
their ranks called the Licheloved carry out the will Kevris Killraven arrived in the city only recently, It’s fairly well accepted that Kevris
of dark death gods in ways that—it’s said—even but in that short time this mysterious woman Killraven is not a member of one
the other Forsaken find difficult to stomach. has created the second most powerful criminal of the major species. But as to
what she really is, opinions vary
Another subgroup, the Torrens, are specifically organization in Ptolus. The league deals in
widely. Folks presume her to be
anti-Lothianite. extortion, prostitution, and illegal drugs. A perhaps a medusa, a particularly
Some of the Forsaken are living people who number of nonhumans work for Killraven— intelligent harpy, or even a
consort with the undead, while others are actually troglodytes, ogres, and many other creatures. female giant.
undead themselves. They particularly revere ancient Although early on Killraven was rumored to
undead called the Wintersouled, who reportedly have ties with the Shuul technophiles and the Sorn
built the Dark Reliquary. If any of the Wintersouled mages, most now dismiss such tales as nonsense.
still exist, no one in the city knows about it.
KNIGHTS OF THE GOLDEN CROSS
HEALERS OF THE SACRED HEAT An ancient order, the Knights of the Golden
Healers, physickers, and surgeons who use a Cross has remained alive through the extreme
magical process involving heat to heal wounds, devotion of its members and their descendants.
the Healers of the Sacred Heat base themselves in They oppose evil in all its forms, although they
the Temple District and offer inexpensive healing. have a particular hatred for the wicked House
It’s said to be painful, however. Theirs is not a Vladaam. They also revere the mysterious Elder
place known to appeal to adventurers (who look Gods and serve as a focal point for the pantheon’s
for instantaneous and painless healing and have reintroduction into society. The knights have a
the gold to pay for it), but rather to locals for citadel in Oldtown. Their leader is an elf named
treating various chronic ailments. Kaira Swanwing.

INVERTED PYRAMID KNIGHTS OF THE PALE


The Inverted Pyramid is a mysterious and The Knights of the Pale are a small order
ancient guild of arcanists. Their membership roll dedicated to combating supernatural threats,
remains shrouded in mystery, but it most likely particularly demons and spellcasters. Although
includes the most powerful mages in Ptolus— not an official organization of the Church
and probably the world. For years they have of Lothian, they focus on the veneration of
wielded considerable influence in the city. Their Lothianite saints. Their leader, Dierna
headquarters is said to lie somewhere hidden from Hillerchaun, bases the order out of her home, a
normal sight by powerful spells. manor in Oldtown called the Bladechapel. The
In days past, the Inverted Pyramid was a great knights work with the Keepers of the Veil and the
foe of the Church of Lothian. When the Edict of angelic Malkuth. Characters thinking about joining
Deviltry was issued centuries ago proclaiming all the Longfingers Guild first must
arcane spellcasting to be an evil act, a number of LONGFINGERS GUILD find the guild headquarters.
This task involves either a lot of
mages gathered to form a secret society dedicated This thieves’ guild has enjoyed a long tradition in
exploration below the city or a
to preserving themselves and their lore. Within the the city, but many say its day has passed in light good deal of networking above.
Inverted Pyramid, the members of this guild meet, of the growing power of other, broader criminal Obviously, most members of the
store their valuable books and supplies, organizations. Its headquarters is said to lie deep guild are rogues and thieves, but
and craft magic items and other creations. The below the city. not all of them are.
Inverted Pyramid concerns itself with preserving
magical lore and all things arcane from those it THE MALKUTH
believes would eradicate such knowledge. The Malkuth are a mysterious group of celestials
and half-celestials who live in the Pale Tower in
KEEPERS OF THE VEIL Oldtown. Little about them is known, as they
The Keepers of the Veil is an order of holy keep to themselves and rarely come out of their
knights dedicated to the destruction of undead, impressive abode.
specifically free-willed spirits that should have
remained on their own side of the great veil of ORDER OF THE FIST
death. Occasionally they ally with a smaller group Calling themselves the Order of the Fist, a small
called the Knights of the Pale. band of monks and warriors believes in action:
The Keepers of the Veil possess a fortress, the setting a goal and doing whatever it takes to
Siege Tower, on the edge of the Necropolis. They achieve it. Although members may differ in their

13
A Player’s Guide to Ptolus

particular goals—even in their outlooks on the learned a way to fuse themselves with plants to
world—they all agree on the importance of going grant themselves greater power and a stronger
for what you want in life. Their leader is Wynn affinity for nature and the land.
Rabinall, a male human.
RELIGION
PALE DOGS In Ptolus, there is one religion and there are many.
A gang of young thieves based in the Warrens, While the Church of Lothian remains the official
the Pale Dogs paint their fingernails black and religion of the Empire, tied closely to every aspect
often wear double rings. They follow a mysterious of Imperial government, many other far smaller
figure named Jirraith and may have connections and less popular religions exist as well. These
to the Balacazars or the Vai. faiths worship gods like Ahaar, Lord of the Air, a
minor elemental sky god; the Fifty-Three Gods of
THE SHUUL Chance, deities of chaos and randomness; Gaen,
“The Viridian Lords were keeping Once a simple organization created to uphold the Goddess of Light, a popular benevolent deity;
the peace in this region long before concept of order, the Shuul has grown over the and the orderly Teun, Mother of All Machines,
the Empire arrived, and we’ll be years into a powerful force attempting to restore goddess of technology. And these are just
doing so long after the Empire
the prominence of technological devices such as examples. Your GM can provide you with a full
dies.”
~Rechel Pattemon, firearms, clockwork devices, and steam technology list, or you can work to create your own with the
Viridian Lord in the city. Despite a predilection for machines, the GM’s help.
Shuul do not reject magic, as one might expect.
Instead they embrace it and see the union of magic THE CHURCH OF LOTHIAN
and machine as the ultimate accomplishment. Lothian was a mortal who lived about fifteen
Most members of the organization are humans hundred years ago. He ascended to godhood
and dwarves, particularly Grailwarden dwarves. based on his own good works and strength of
The Shuul maintain close ties with the Temple spirit. Lothian today is the god of justice and
of Teun, the Mother of All Machines, as well as purity. His followers usually take one aspect or
with House Shever. the other (justice or purity), focusing on either
Lothian’s lawful or his good qualities. In his
SISTERHOOD OF SILENCE lawful aspect, Lothian is the Lawgiver. In his
Founded in Ptolus more than two hundred good aspect, he is called the Daykeeper. In either
years ago, an all-female order calling itself case, he remains a staunch foe of cruelty and
the Sisterhood of Silence established itself as destruction and harbors a particular hatred of
a major force for law and defense. While the undead. He promotes peace, harmony, and safety.
order has since spread to other cities, the Priory His symbol is an ankh crucifix.
of Introspection in Ptolus remains the central The Church of Lothian is the most powerful
headquarters of the entire Sisterhood. religion in the Empire, and thus in Ptolus. So
As their name suggests, the Sisters of Silence do closely tied are the Empire and the Church of
not speak. Instead, they employ a cadre of devout Lothian that the head of the religion’s hierarchy is
eunuchs to speak for them. Among themselves, they known as the Emperor of the Church. Alongside
use a complex set of signs, postures, and expressions the traditional secular Emperor of Tarsis, he rules
Most people in the city are to convey vast amounts of information quickly. over all Imperial lands and citizens. The Emperor
Lothianites, and most Lothianites of the Church normally lives in the far-off capital
attend religious services every THE SORN city of Tarsis but of late has been in Ptolus staying
Theoday. This means that the
Rumors say this quasi-legal spellcaster with his son, the Prince of the Church.
various churches in Ptolus
hold services all day long to organization maintains a close association with When it initially spread its influence across the
accommodate all the faithful. the Shuul. Others say its real backing comes from growing Empire, the Church was far less tolerant
Many of the “devout” attend Kevris Killraven. Its members favor the use of of divergent beliefs and even of arcane magic
services because, if they don’t, technology and mechanical devices to supplement than it is today. The Church of Lothian released
their employer may make them their magic. the Edict of Deviltry centuries ago, proclaiming
work on Theoday—piety means
all arcane spellcasting to be an evil act. (The
getting a day off from work.
THE VAI more enlightened modern Church rescinded
The Vai is a wicked assassins’ guild in Ptolus. the Edict.) In Ptolus, many different chapels
Each member takes an oath to kill an intelligent throughout the city are devoted to Lothian. The
creature every day. They are tied to almost every Church maintains its headquarters in St. Valien’s
evil organization in the city in some way. Cathedral in the Temple District.
A knighthood called the Order of the Dawn
VIRIDIAN LORDS serves the Church of Lothian as elite defenders
The men and woman calling themselves Viridian of the faith. While low-ranking members are
Lords are powerful, twisted rangers who haunt warriors and fighters, the higher ranks include
the wilderness of Palastan. These rangers have paladins and a few martial clerics.

14
A Player’s Guide to Ptolus

In general, the Church of Lothian seeks to Menon Balacazar. Crime lord who also deals
convert the heathen and protect and nurture in necromancy and black magic, the trade of
the faithful. Far more than typical organized forbidden items, demonic slaves, etc.
religions, the Church of Lothian remains involved Myraeth Tuneweaver. Elf who owns Myraeth’s
in day-to-day government administration and Oddities in Delver’s Square. Sells odd trinkets,
the making (and sometimes enforcing) of laws. adventuring souvenirs, and minor magic stuff
Lothian’s priests serve as judges and officials in recovered from the Dungeon.
the government of the Empire. Peliope Erthuo. Head of House Erthuo.
His clerics normally wear white and blue, Phadian Gess. A cleric of Lothian and one of
although on high holy days they wear golden the leaders of the Keepers of the Veil.
garments. Rastor. Litorian who operates a weapon shop Sheva Callister is a well-known
in Delver’s Square. adventurer in Ptolus. She is
IMPORTANT INDIVIDUALS Renn Sadar. Head of House Sadar. retired, however, and has sold
most of her equipment. She still
IN PTOLUS Savane. Leader of the Shuul.
frequents places like Delver’s
As a player in a Ptolus Campaign, you may find Sorum Dandubal. Guildmaster Delver and Square and the Undercity Market,
that your character has occasion to meet some of council member. though, and she still carries her
these important citizens. Steron Vsool. Human champion of Gaen. His infamous magical greatsword.
Aoska. One of the Commissar’s Twelve heart glows so brightly that you can see it within
Commanders. A Malkuth woman with a unicorn his chest.
horn growing out of her head. Tagel Unergart. Paladin of the Church of
Beck Von Tibbitz. Paladin and one of the Lothian and head of the Order of the Dawn.
leaders of the Keepers of the Veil. Tarin Ursalatao. Male human bard, uncanny
Daersidian Ringsire. Well-known elf battle in his charm. Daersidian Ringsire is a friend of
mage who rides a wyvern. Thollos Shever. Head of House Shever. Sheva’s and a fellow adventurer.
Dered Abanar. Head of House Abanar. Urlenius, Star of Navashtrom. Ogre-mage He is never seen without his
adventuring partner, the halfling
Devina Kath. Head of House Kath. cleric of Navashtrom, God of Harmony. Bears
rogue Brusselt Airmol (see page 5).
Dierna Hillerchaun. Leader of the Knights many magical gems. Major representative of the These two have made names
of the Pale. Lives in a manor house called the Brotherhood of Redemption. for themselves with such diverse
Bladechapel in Oldtown. Verrana Rau. Head of House Rau. adventures as stopping an entire
Doraedian Mythlord. Elven master of Iridithil’s Wynn Rabinall. High-level monk and leader of tribe of hill giants from raiding
Home, an elvish sanctuary. Very influential in the Order of the Fist. small communities outside of
Ptolus, and infiltrating the manor
town. Zade Kenevan. Human bartender at the
of House Sadar looking for an
Dorant Khatru. Head of House Khatru. Ghostly Minstrel. Bald, thin, and gruff. artifact called the box of shadows.
Ebbert Boltcrafter. Dwarf who operates an
outfitters’ shop in Delver’s Square.
The Emperor of the Church. Holy Emperor
Rehoboth, who claims to be the rightful
temporal Emperor as well.
Fabitor Thisk. Cleric and pastor of Shibata is a well-known minotaur
St. Gustav’s Chapel, which caters to priest of Niveral, god of secrets.
adventurers.
Igor Urnst. The Commissar of Ptolus.
Iristul Vladaam. Head of House
Vladaam.
The Iron Mage. Rarely seen in public.
It’s said that the Iron Mage is the most The city map on the next two
powerful wizard in Ptolus (he notably pages contains many important
does not belong to the Inverted Pyramid). locales within the districts of
Ptolus. However, your GM has
Jevicca Nor. Human member of the
access to many, many more
Inverted Pyramid. Powerful sorceress. locations discussed in the full
Jirraith. Crime lord operating out of the Ptolus book. If your character
Warrens. Runs the Pale Dogs. seeks a particular service or shop,
Kevris Killraven. Female crime lord. or wants more details about the
Kirian Ylestos. The Prince of the Church. ones marked on the map, your
GM can tell you what you need
Kirstol Dallimothan. Lord of House
to know.
Dallimothan. May be a dragon or half-dragon
himself.
Malkeen Balacazar. Son of the crime lord
Menon.

15
NOBLES’ QUARTER 13 Khatru Estate 25 City Courts NORTH MARKET
1 Rau Estate 14 Holy Palace 26 Citadel of Might 33 Red Stallion Pub
2 Sadar Estate 15 Soaring Idyll 27 City Library 34 Mitoren’s Blades
3 Castle Shard 16 Vladaam Estate 28 Yarrow Street Forum 35 Smoke Shop
4 Kath Estate 36 Zar’at
5 Erthuo Estate OLDTOWN RIVERGATE
6 Nagel Estate 17 Citadel of the Golden Cross 29 Jangave Lesh’s Training Hall NECROPOLIS
7 Dallimothan Estate 18 Pale Tower 30 Barbarian Balloonists 37 Hall of the Valiant
8 Rosegate House 19 Clock Tower 31 Center Circle 38 Clasthamus Isle
9 Swordthrower’s 20 White House 32 Finelle’s Pleasant Diversions 39 Siege Tower
10 Imperial Academy of Music 21 Dalenguard 40 Deathguild Headquarters
(Conservatory) 22 Imperial University 41 Dark Reliquary
11 Abanar Estate 23 Administration Building
12 Shever Estate 24 Arena
TEMPLE DISTRICT 54 Priory of Introspection SOUTH MARKET GUILDSMAN DISTRICT
42 Conciliators Chapterhouse 55 Temple of Excellence 63 Exotic Market 72 Ironworkers’ Guildhouse
43 Temple of Teun 56 House of Sacred Heat 64 Star Crossing Plaza 73 Skull and Sword
44 Celestial Conclave 65 Rogue Moon Trading Company 74 Stockyards
45 Temple Observatory of the Watcher MIDTOWN 66 Golden Tooth 75 Longdraught Brewery
of the Skies 57 Iridithil’s Home 67 Mahdoth’s Asylum 76 Darkbirth Madhouse
46 Temple of Asche 58 The Griffon 68 Fabric Market 77 Herbalists’ Guild
47 Order of the Fist Compound 59 Delver’s Square 69 Welcome Inn 78 Foundry
48 Hall of Heroes 60 St. Gustav’s Chapel 70 Spice Market 79 Midden Heaps
49 Temple of Ahaar 61 Onyx Spider 71 Blackstock Printing 80 Masons’ Guildhouse
50 Temple of Navashtrom 62 Fish Market
51 Temple of Gaen THE DOCKS
52 Blessed Bridge Watchhouse 81 Savage Shark
53 St. Valien’s Cathedral 82 Dockmaster’s Tower
A Player’s Guide to Ptolus

PEOPLE FROM HISTORY You will find no references in myths or legends,


Abesh Runihan. Defeated the lich Kagrisos as he let alone in history, to people traveling to these
rose to cast a spell that would spread a plague realms beyond (except the Ethereal Sea). However,
throughout the city. Runihan died in the process. demons and angels do live in the world, clearly
A statue of him stands in Delver’s Square (also having come here from beyond. That such mystic
known as Runihan Square). places as the Heavens and Hells exist is beyond
Danar/Eslathagos Malkith. Creator of the question.
People today still do not Banewarrens and Jabel Shammar, the citadel atop
say the name “Eslathagos the Spire. Also known as the Dread One. OUTSIDE THE CITY WALLS
Malkith” aloud, but refer to
Delian Von Tessel. The first Emperor of Tarsis. Although the campaign takes place entirely
him only as the Dread One.
Ghul. Creator of Goth Gulgamel, the fortress within the city of Ptolus, there are, of course,
halfway up the Spire. Also known as the Half God lands beyond the city. Knowledge of these places
and the Skull-King. Claimed to be the offspring of may prove useful for designing your character’s
Eslathagos Malkith. background, if you are not playing a Ptolus
Parnaith. Wife of Danar and creator (along native. Your character might be from Tarsis, the
with the Wizard-Priests of Ni-Gorth) of the Seven oldest and largest city in the world and the heart
Jewels of Parnaith: small demiplanes associated of the Empire. Or you might run a barbarian from
with the Spire and Ptolus. the Eastern Hordes beyond the Grey Mountains
Tacheron Kint. Famous delver and explorer. to the east of Tarsis. Your arcanist character
Yrkyth Vladaam. Mad wizard who attempted might hail originally from the mysterious land of
to destroy the world by gaining access to powerful Kem along the Southern Sea.
magic below the city. The land surrounding Ptolus along the
Whitewind Sea is Palastan, an ancient realm that
THE WORLD (AND BEYOND) stands on the verge of breaking away from the
Two moons hang in the night sky. Lunas is a Empire. Its capital is Trolone. The people who
large bluish-white orb, while Rogue is the smaller, founded the Empire, the Prust, hail originally
more erratic satellite. Most people are well aware from the Prustan Peninsula to the east. This is
that the world is round and that the moons orbit also where Grail Keep, home of the Grailwarden
around it, while the world circles the sun. (They dwarves, lies.
do not, however, have any concept that the stars These are only examples. Your GM can show
are suns or that other worlds might circle about you a map of the world beyond the walls of
them—but then, who’s to say that’s true?) Ptolus and can tell you about all the interesting
Learned folk know the world is made up of and sometimes exotic lands.
matter and energy (the essence of both of which
Players wishing to have characters can be expressed as air, earth, fire, and water) CUSTOMS
from lesser-known lands might and that matter is made of particles smaller than Below is a small sampling of cultural customs
choose Kem, a place still reeling a person can see. Magnetism, lighter-than-air widely observed throughout the setting.
from ancient magical wars, or
gases, and other basic aspects of science are not Brightfather’s Day: This longstanding holiday
Ren Tehoth, a land thick with
ancient ruins and mysterious stone unknown, either. is still observed every Fourteenth of Blessing,
circles. Players wishing to create Most people know that the Ethereal Sea is a although its exact origins are now lost. Most
characters outside of Ptolus with magical place that shares the same space with the religions have adopted it as a high holy day to
more mundane backgrounds world but remains apart from it or “out of phase.” revere an important god. All look upon it as a
might hail from Rhoth, a remote The Elemental Planes are conceptual places based day of feasting, family, and making peace with
realm of farmers and ranchers,
around the fundamental building blocks of matter enemies.
or nearby Palastan, whose
inhabitants are mainly herders and energy. The Upper Realms, Upper Planes, the Dreamspeakers: Since ancient times, religious
and fishermen. Heavens, the Celestial Realm—these are all names people have attempted to interpret the dreams
for the place of ultimate goodness where angelic of others, thinking they represented some sort
beings rule and good people go when they die. of “sending” from a divine source. Today,
Most do not believe this to be the realm of the dreamspeakers are minor fortunetellers or wise
To the vast majority of Ptolus gods, however—the gods dwell in secret places women who, for a small price, tell one the
residents, all entities from the within the world or high in the sky. meaning of one’s dreams. Many do not take
celestial realms are simply The Heavens’ opposite, the Hells (or just these oracles seriously, and even believers admit
angels, and all creatures from evil
Hell)— also known as the Pit, the Abyss, the that some dreamspeakers just make up their
dimensions are demons. More
specific distinctions seem pointless Dark Realms, the Lower Planes, or the Nether interpretations. Only a select few actually have
to anyone but a sage. Realms—exist in a similar metaphysical state. any preternatural affinity with dream meanings.
They are a place of demons and devils, where the Friendship Bands: Long ago, it became a custom
evil go when they die to face eternal torment (or to write one’s name on a thin strip of cloth and
get their deserved reward, according to some). wrap it around the index finger of an ally. This
Plenty of evil gods and demons live right in the sacred bond of trust displays your feelings of close
world, however, hiding in the shadows. friendship. It’s said that in older times, kings used

18
A Player’s Guide to Ptolus

Even though a mug of ale in


a tavern is cheap, most Ptolus
locals still can’t afford to frequent
drinking houses. Neighborhood
parties, in which everyone pitches
in to buy a keg of cheap ale, are
common. These parties usually
involve a lot of dancing, music,
and storytelling.

the bands as a way to demonstrate their support Although he controls no lands the way the
to their vassals (and, in turn, lesser nobles gave Emperor of Tarsis does, the Emperor of the
them to their liege to show loyalty). Essentially, the Church governs the spiritual lives of all citizens.
giving of a friendship band means, “I’ll work with The Holy Emperor has his own court, his own
you/follow you/help you because I respect you.” army, and his own vast treasuries. He has the
House Gifts: Although not everyone adheres power to pass laws and issue edicts, although they
to the belief behind the giving of house gifts, it’s must involve spiritual matters, such as the Edict of
practiced widely. It is held that every home develops Deviltry, issued in the year 560 ia to ban the use
a spirit, sometimes called a luritas. When coming to and practice of arcane magic.
someone’s home for the first time, or when invited
formally, people bring the luritas a little gift—a LIFE UNDER THE EMPIRE
shiny bauble, a coin, a tiny icon, or anything Unlike many empires, the Empire of Tarsis gained
similar. The small object is placed upon a shelf little of its dominion through conquest. A thousand
always found near the entrance on an inside wall. years ago, the evil lord Ghul waged war against the
rest of the world, his armies comprised of demons,
HISTORY undead, and horrible monsters. At that time, a
History, as it was taught to your character, group of humans called the Prust occupied the area
centers about the formation of the Empire of around the city of Tarsis far to the east. When the
Tarsis and the establishment of the Lion-Guarded Prustan forces from Tarsis came westward to help
Throne, its hereditary seat of power. However, defeat Ghul, they stayed, helping to rebuild and
be aware that history stretches for thousands establish order. Following their terrible defeat in The Lion-Guarded Throne sits in
and thousands of years before that—not that the the Ghulwar, the folk west of Tarsis welcomed the center of the Imperial Palace
Empire, in its arrogance, believes anyone should not only the Prust’s help but also their advances in in the capital city of Tarsis. Its
crafters used hundreds of pounds
care about such “primitive” times. science. The Prust (and the Grailwarden dwarves of
of gold and other precious metals
the same area) brought with them firearms, clocks, in its construction and spent
TWO EMPERORS printing presses, and even steam-powered engines. collectively over one thousand
To understand the Empire is to understand that They built roads, waterways, and well-ordered man-hours on its relief work and
there are truly two Empires: a spiritual one cities with running water, sewer systems, and ornamentation.
and a temporal one. When Delian Von Tessel postal services. Their laws were codified in a book
became the first Emperor, he also named himself called the Vast Codex rather than arbitrary. In
Holy Emperor of the Church of Lothian, which short, life under the Empire seemed good.
became the official religion of the Empire of The Empire, however, also brought with it strict The Emperor of the Church lost
Tarsis. After his death, his nephew Radlov Von controls. Various freedoms suddenly vanished in the bulk of his army during the
Tessel took both positions, but quickly abdicated the name of maintaining order. Official citizens of barbarian attack on Tarsis and
now keeps only his Knights of the
the role of Holy Emperor. Since that time, the the Empire achieved rights denied noncitizens, such
Dawn and bodyguards.
same individual has never held the two seats of as permits to own firearms. The Church of Lothian
power and, in time, they have built very different became the official religion of the Empire, and
infrastructures around themselves. eventually the only allowed religion. Other faiths

19
A Player’s Guide to Ptolus

were persecuted, and ultimately arcane magic was TIMELINE


demonized, restricted, and finally outlawed. Life be = Before the Empire of Tarsis
became very complicated. ia = Imperial Age
For hundreds of years, the Empire of Tarsis
expanded its domains and influence. The Church 350 be The dwarves of Dwarvenhearth
of Lothian, or simply “the Church,” became observe that someone has moved onto
omnipresent within society. Emperors and the Spire near their city and has begun
empresses came and went. It seemed that the building a fortress. Their spies reveal it
“The fact that the Empire is Lion-Guarded Throne was destined to rule the to be Ghul—the Half God, the Skull-
coming apart at the seams only known world forever. King—who claims to be the son of
shows that totalitarianism is an But slowly the pillars supporting the Empire Eslathagos Malkith, an evil lord from
outmoded and inefficient means the distant past. Ghul calls his fortress
began to decay. The Edict of Deviltry was
of governance.” Goth Gulgamel and builds it by the
~Helmut Itlestein, overturned, and arcane spellcasting became legal
once again (even before that, time’s passage labor of Toruk-Rul (meaning “closing
republican leader
had brought with it more and more safe havens fist”), creatures he created from orcs.
for the practitioners of magic—including the 319 be Ghul’s forces drive the dwarves from
city of Ptolus). Other religions practiced fairly Dwarvenhearth.
openly, and the Church of Lothian was no longer 292 be The Skull-King begins the Ghulwar, an
organized or powerful enough to stop them. invasion to conquer the surrounding
Education worsened. Complex Prustan and lands. His forces include Toruk-Rul,
dwarven devices wore down and were forgotten dark elves, tribes of evil men and
rather than repaired. If anything, the last two dwarves, and monsters.
hundred years have seen a decline in science 291 be Palastan falls to Ghul.
rather than its further advancement. 290 be The Sea Kingdoms fall to Ghul.
289 be Eastern Rhoth falls to Ghul, cutting
THE EMPIRE TODAY off Cherubar to the far west from the
The Empire teeters on the brink of disintegration. rest of the continent.
Barbarians from the distant east have defeated 288 be Ghul conjures forth a vast magical
Tarsisan armies and ransacked Tarsis itself. Three darkness called the Utterdark, which
different people claim the Lion-Guarded Throne, covers the lands he has conquered.
including the current Emperor of the Church, 285 be The elves of the northern Moonsilver
Rehoboth Ylestos. Forest fall to Ghul. They are taken to
The secular Empress Addares XXXIV is the Goth Gulgamel and filter out again slowly
cousin of the previous Empress Addares, who died as Harrow elves—the blighted ones.
with no children or siblings. No one currently 282 be The Elder Elves of Theridae stop the
holds the title of Prince or Princess of Tarsis, advance of Ghul’s armies near the
so there is no heir apparent. Segaci Fellisti, a River Tonam.
powerful and aged councilor who has survived 281 be The Cold Quiet begins. Few pass into
six Emperors, now claims that only he is fit to or out of the Utterdark.
rule in these trying times. Despite his non-Prustan 152 be The Cold Quiet ends. The armies of
heritage, his followers believe he has more right Ghul issue forth from the Utterdark,
to rule than the Empress, whose blood ties to composed of his creatures the Toruk-Rul
the original Von Tessels are convoluted at best. and the even mightier Sorn-Ulth (meaning
Addares now holds court in Dohrinthas, the city “bleeding breath”), ogres, trolls,
she has proclaimed as the new capital, while giants, undead, and other monsters.
Segaci apparently has returned to Tarsis following 150 be The Elder Elves, now allied with the
its sacking. Meanwhile, the Emperor of the Stonelost dwarves (descended from
Church, now residing in Ptolus, claims to be the those who fled Dwarvenhearth), drive
“It doesn’t matter to a fellow like only true ruler with the title Emperor. back Ghul’s armies.
me who’s in charge. I still gotta But outside of Tarsis, some see the fall of the 87 be The elven wizard Khelaeson banishes
work six days a week and break Empire—if it has indeed fallen—as a good thing. the Utterdark.
my back to support my family, no 86 be The elves and dwarves invade the
The hereditary monarchies, long disenfranchised,
matter what.” realm of Ghul.
~Harris Ralston, now return to power as Imperial governors lose
their influence. Like a disease overcome, the 85 be The invaders take back the Moonsilver
delivery man
Empire is fading and life is returning to its state Forest and most of Palastan from Ghul.
of a thousand years ago—but not without many 84 be Ghul calls forth the Squirming Horde,
indelible scars left behind. also known as the Shrieking Horde,
and defeats the elves and dwarves.
The horde, composed mainly of
minor demons, lycanthropes, fiendish

20
A Player’s Guide to Ptolus

monsters, and incorporeal undead, c. 500 ia The demigod Raguel arrives in the
follows the Elder Elves back to their world with a demonic host, seeking
homeland of Theridae and razes it. his divine parents. They find a home
71 be The Stonelost dwarves, Shoal elves, with the undead-loving Forsaken in
halflings, and gnomes forge the Pact the Dark Reliquary.
of Brightfather’s Day with eastern 560 ia The Edict of Deviltry is issued, adding
forces—the Grailwarden dwarves and strict laws prohibiting arcane magic to
the Prustan humans of Tarsis—to ally the Vast Codex.
against Ghul. They also gain allies from 562 ia The First Inquisition terrorizes the
among the aram and the Cherubim elves, Empire. The “Days of Blood” begin.
as well as a few select individuals— 564 ia The First Inquisition ends.
giants, unicorns, and others. 598 ia The Second Inquisition begins, in
61 be The dark hordes of Ghul, weakened particular looking for a group of
from a battle with an unknown foe, arcanists called the Inverted Pyramid.
fall to the combined forces of the 609 ia Despite tortures and horrible The Ghulwar
Brightfather Pact, bringing an end to massacres, the Second Inquisition ends The Ghulwar, which began more
the Ghulwar. in failure. The Edict of Deviltry falls than a thousand years ago and
59 be Goth Gulgamel falls in the harrying into disfavor. The “Days of Blood” end. lasted for three centuries, both
that follows the war. Ghul flees to a 615 ia The leadership of Ptolus declares shaped and scarred the
mysterious place known only as Orr. the city a safe haven for arcane present-day world. It was the
55 be The Great Seven—Uthegos (a dwarf spellcasters. unification of the species to
oppose Ghul under the command
fighter), Saerth (an elf wizard-rogue), 641 ia The Edict of Deviltry is officially
of the Prustan armies that
Runshallot (a human cleric), Yllistro overturned. paved the way for the Empire
(a half-elf sorcerer-ranger), Kam (a 657 ia In a surprising move by the Church of Tarsis to form and spread.
halfling monk), Dionys (a human of Lothian, the Prince of the Church Schoolchildren are all taught the
fighter-druid), and Eriskal (an elf takes up permanent residence in the history of this time, even though
rogue)—hunt down Ghul and destroy fairly remote city of Ptolus. it was so long ago, because
these events are considered
him in Orr. 706 ia The Empire is in chaos, with three
vital to today’s society. Even the
50 be With help from Tarsis, the people of different people claiming the uneducated know that the world
the once-dark lands begin to rebuild. Lion-Guarded Throne. Empress came very close to falling into
43 be Construction of Dalenguard, a fortress Addares (Von Tessel) XXXIV attempts eternal darkness. Those who
the dwarves build for the Tarsisans, to move the capital to Dohrinthas, her took part in defeating Ghul are
begins near the Spire. longtime home. still discussed in reverent tones.
41 be Tarsisan outposts and garrisons dot 708 ia The mysterious and ornately armored A similar but far more ancient
the landscape, providing security and Urthon Aedar begin to appear in struggle—against the Dread
maintenance on the roads. Ptolus, prophesying doom. One—is all but forgotten. Were
40 be Construction of Dalenguard is 710 ia Tarsis is overrun by barbarians from it not for the presence of Jabel
completed. the Eastern Hordes. Holy Emperor Shammar atop the Spire, most
9 be Delian Von Tessel becomes ruler of Rehoboth of the Church of Lothian people likely would never have
heard of this long-ago foe.
Tarsis. He christens his seat of power flees to Ptolus to stay with the Prince
“the Lion-Guarded Throne” after his of the Church, his son Kirian.
family symbol. 713 ia Explorers plumbing down into
1 ia The Lion-Guarded Throne proclaims ancient Dwarvenhearth discover great
Imperial control over the lands around treasures and begin bringing them to
it. The Age of the Empire of Tarsis begins. the surface.
110 ia Despite magical aids, Delian Von 714 ia The barbarians leave Tarsis.
Tessel, first Emperor of the “Emperor” Segaci attempts to
Lion-Guarded Throne, dies. reestablish the Empire from its
386 ia Following the assassination of her traditional capital.
husband, Empress Addares (Von 717 ia Ptolus becomes the center of much
Tessel) X makes it illegal to own a attention as more and more
firearm without an official Imperial would-be treasure-seekers plumb
dispensation. the depths below the city. Activities
413 ia Ptolus—named after fragmentary facts of so-called “chaos cults” increase.
from the distant past discovered by the The potential for both greatness and
loremaster Gerris Hin—is founded as danger has never been as intense.
a small port city on the edge of a large 721 ia Today.
bay off the Whitewind Sea. It is built
near the fortress of Dalenguard and
eventually will encompass it.

21
A Player’s Guide to Ptolus

CREATING A CHARACTER or cities, magic over the


FOR A PTOLUS CAMPAIGN mundane, the moon and
You will find the following information especially stars over the sun.
useful when creating characters for a Ptolus When non-elves simply
Campaign. As always, your GM is the final say “elf,” they’re probably
arbiter of what is allowed in the game. referring to the Shoal
elves, or simply the Shoal.
COMMON SPECIES Generally dark-haired,
All of the following species are available as player these elves are prevalent
characters (your GM can tell you what you need in the Sea Kingdoms, for
Humans make up around 70 to create one of these PCs). They’re also the most they love the sea and
percent of Ptolus’s population. common NPC species. ships. Some can be found
Elves are the next most common in the Moonsilver Forest
species, but constitute only 10
DWARVES along the Whitewind Sea
percent of the populace. After that
come dwarves, halflings, litorians, Although most people call them “dwarves,” as well, but they care less
gnomes, half-elves, centaurs, orcs their own name for their species is Haurdir, the for the cold, and so are
and half-orcs, and lizardfolk—in Stalwart Kings of Order. There are two great fewer in number than those in the south. Unlike in
that order. overclans of dwarves in the known world—the other fantasy settings, elves in the world of Praemal
Stonelost and the Grailwardens—but rumor need sleep, like humans and other species.
claims there was once another. Halflings and gnomes are technically
distant elven relations. In fact, they were once
Dwarves, Stonelost considered elven subspecies.
These are the children of the dwarves of
Dwarvenhearth, said to be the greatest of all GNOMES
dwarven cities. Although their small villages lie Frequently mistaken for halflings (or the other
scattered about the north, since the evil lord way around), gnomes are the rarest of the major
Ghul’s forces drove them from their glorious city, species, particularly in Ptolus. Unlike halflings,
they no longer have the centralized focus they they are more likely to consort with elves than
once did. Hence the name Stonelost. with humans. They favor song and magic over
When Ghul fell and Dwarvenhearth was just about anything else, often combining the two
liberated, influential dwarven leaders would not (in fact, some call them “loresong faen”). They
allow their people to repopulate the city. No one dwell throughout the lands of Cherubar, Rhoth,
knows why. Instead, the city was sealed. Palastan, and the Sea Kingdoms.

Dwarves, Grailwarden HALF-ELVES AND HALF-ORCS


Physically, the differences Deep within the mountains of the Prustan Although understandably rare, these species are
between Stonelost dwarves Peninsula, the Grailwarden dwarves build large more common in Ptolus than in many other
and Grailwarden dwarves are underground cities devoted to industry. Their places in the world. Half-elves are always half
so slight, they are recognizable
name comes from their stewardship of the White Shoal elf, while half-orcs usually come from the
only by dwarves. However,
Grailwarden dwarves usually Grail, one of three powerful, linked magical Ornu-Nom tribes of Palastan and Rhoth.
dress more formally and are far artifacts (the Black Grail and the Unseen Grail
more likely to wear spectacles are the other two). HALFLINGS
than their Stonelost cousins While the Stonelost dwarves—and the Although members of this species were originally
(although not necessarily Stonemight dwarves of Dwarvenhearth before called “quickling faen,” humans named them
more likely to need them).
them—developed stalwart fighting skills by “halflings” due to their stature, and the name
Grailwarden dwarves hold warring against evil humanoids and dark elves, stuck. They are small, fair, and nimble, but their
themselves to high standards the Grailwarden dwarves focused their attention childish size does not carry with it a childish
regarding their physical on science, craft, and magic. demeanor. Although originally considered a type
appearance, whereas the
Machine-based skills are introduced in Ptolus: of elf, they do not have much contact with other
Stonelost dwarves are
not as concerned with Monte Cook’s City by the Spire, Chapter species of elves—in fact, they interact more with
their looks and dress. 29: Technology. humans. Nomadic halflings often move about in
roaming tribal caravans throughout the nearby
ELVES lands of Rhoth and Palastan.
Their ancient name aduel deaistorm refers to the
seven “Species of Chaos,” for once there were HUMANS
many more types of elf than one can find today According to the elves and dwarves, the humans
(although the dark elves and Harrow elves are are the youngest of the common species. Despite
technically additions). Today, the Elder Elves are this fact, they are the most prevalent of all
thought to be extinct. Elves have always preferred intelligent peoples.
the deep woods or the open sea to the mountains

22
A Player’s Guide to Ptolus

MINOR SPECIES most seem continually besieged by some darker From left: Shoal elf, Stonelost dwarf,
litorian, halfling, human, and
Far less numerous than the common species are nature within, tugging at them to do wrong. gnome.
the following peoples. You should not have more Litorians: Once masters of the Plains of Panish
than one of these species represented in the PC to the east, the golden-maned, feline litorians
group at any time. The GM can provide you with were scattered in the Wars of Fire thousands Months of the Year
game information regarding any of these species. of years ago. Small prides hunt here and there Newyear, Birth, Wind, Rain,
Aram: The Dwarvish name for these folk is in the wilderness, and occasionally a litorian Bloom, Sun, Growth, Blessing,
“centaur.” These half-horse, half-human people attempts to fit into a human culture. Toil, Harvest, Moons, Yearsend.
are boisterous, arrogant, and boorish, yet many Lizardfolk (Assarai): More common in the
others find them likable nonetheless. They live in lands to the south, these saurians attempt to
both Palastan and Rhoth. Many have found their keep out of the affairs of other species but often Days of the Week
way into human communities—but usually as fail. Their own myths say they originated in a Theoday, Kingsday, Airday,
individuals rather than groups. vast, swampy forest that once covered most of Waterday, Earthday, Fireday,
Elves, Cherubim: More common in the what is now the Cold Desert, Palastan, and the Queensday.
western mountains, these winged elves are frail Whitewind Sea. Sages indicate there are reasons
but graceful even by elven standards. They live to believe this is true.
mainly in Cherubar, a land named for them. They
are aloof (again, even by elven standards) and OTHER NPC SPECIES
rarely travel outside their homeland. While by no means comprehensive, the Ptolus offers everything needed to
Elves, Harrow: The parents and grandparents following list of species includes some of the play variant species as well, such as
of these very rare individuals were tortured more predominant nonplayer character species the minor species described here.
and changed by the dark lord Ghul almost a involved in a Ptolus Campaign. These species
thousand years ago. Once Elder Elves, they are unavailable as PC species choices without
now are misshapen and cursed, often displaying permission from the GM.
perverse magical powers. While not strictly evil,

23
A Player’s Guide to Ptolus

Ptolus is a very humanocentric Aasimars: Graced with celestial blood in their diphthongs like “ae,” “ai,” and “oe.” Both
city. However, compared to other veins, these fortunate scions of blessed creatures dwarves and elves often use surnames that are
cities in the world, it seems very have a representative of Heaven as part of their Common tongue translations, like Stonemate or
cosmopolitan. Creatures like orcs
heritage. Hammersblood for dwarves and Moonshadow
and minotaurs, which would be
considered monsters anywhere Elves, Dark: One must delve deep into elvish or Wavesong for elves; many gnomes have a
else in the Empire, actually make history to trace the origin of this splinter species similar practice. Some elves—particularly those
their homes right here in the of elvenkind. Mostly subterranean, dark elves from the south—keep the Elvish translations of
city. It should be noted, though, are rarely seen, although the Stonelost dwarves their surnames, like Lorenci or Vaenarum.
that such creatures are by far the say their people fought great underground wars
exception and face daily prejudice,
discrimination, and hostility
with them before Ghul drove the dwarves from CHARACTER BACKGROUND
from other residents. Even far Dwarvenhearth. Sadistic and cruel, they revere You either are from Ptolus or have come to the
more common creatures, such as evil gods who urge them toward conquest and city from elsewhere. If you are a city native, think
litorians (which make up 2 percent dominance. about what district you grew up in and where you
of the city’s population) frequently Minotaurs: Although most of them are quite live now. Think about some of the organizations
face similar reactions. bestial, some minotaurs are intelligent and involved in the city, and decide whether you have
civilized—albeit bloodthirsty by most people’s any affiliation with them or, more likely, aspire
“Every day, more eager young standards. Most of these intelligent individuals to have one (your GM may wish to have a say in
treasure-seekers come through the are outcasts, although sometimes they become this). If you are not a Ptolus native, the GM will
city gates hoping to find adventure leaders. They often become powerful sorcerers or help you create your background by providing
and riches. Most of them leave
clerics as well. details about the lands that surround the city. You
Ptolus in coffins, yet still they keep
coming.” Orcs: Orc myth contends that these creatures should think about why you’ve come to Ptolus.
~Zade Kenevan, were birthed by an evil demon god, although It also is the responsibility of the players to
bartender at the Ghostly some ancient texts claim they were created by an decide how the PC group forms. Some ideas:
Minstrel in Delver’s Square evil wizard. The orc tribes who call themselves • You’ve all come to Ptolus looking to strike it
Ornu-Nom (meaning “howling axe”) dwell in rich (or for other reasons), and you meet on
the wilderness throughout Palastan and Rhoth. the road and decide to work together.
The Ornu-Nom are proud beings and have a • Two or more people in the group are family
strong sense of honor, but tend to be aggressive. members or long-term friends already.
They are sometimes deadly enemies of humans • Two or more of you met recently and
and other city-dwelling species, but they have discovered that your goals coincide enough to
been known to ally with humans against greater band together for mutual support.
threats. Other peoples of Praemal tend to be • Some major patron has gathered you together
prejudiced against orcs, but the residents of for a specific task.
cosmopolitan Ptolus are much more tolerant of
them. You can even work out a couple of different
Tieflings: These individuals have fiendish reasons to join together into two or three small
blood in some small but measurable quantity groups, then leave it to the GM to throw the
flowing through their veins. Tieflings are a rare groups together once you’re in the city. In that
Two tribes of orcs that dwelled in the but significant force in Ptolus. case, at least some of your initial meetings will
area around Ptolus were magically The Unwanted: The city also is home occur in-game, and you’ll know some of the other
transformed by the evil lord Ghul,
to goblins, ratmen, and other undesirable PCs better than others.
creating two entirely new species: the
Toruk-Rul and the Sorn-Ulth, which elements. Most people consider these creatures Your GM can give you access to a larger map
resemble orcs but are no longer orcs. more of an infestation than true inhabitants, of the city of Ptolus than the one in this book, as
The Toruk-Rul are large, bestial, and though. These creatures contribute nothing to well as a calendar to help you keep track of time
ferocious. Their name means “closing Ptolus, but they prey on its populace, stealing passage, and various other visual aids.
fist” and they are bloodthirsty,
what they need to live.
gluttonous, and concerned only with
strength and power. The Sorn-Ulth CHARACTER CLASSES
(“bleeding breath”) are dark skinned NAMES Here are a few notes regarding how various 5e
and smaller, bred for evil magic Since the dawning of the Empire, surnames character classes and Cypher System character
and stealth. Both of these kinds of
have become popular, because the Prust have types fit into a Ptolus Campaign.
creatures live along the coast of the
Whitewind Sea. long used them. Prustan (Imperial) names sound
Germanic or even Prussian. Other human names 5E CHARACTER CLASSES
The Ornu-Nom orcs never suffered descend from such diverse cultural backgrounds Barbarians: Human barbarians likely come
Ghul’s manipulations, and they that they can be almost anything. Some halfling from the recent invasion from east of the Grey
loathe Toruk-Rul and Sorn-Ulth,
names sound a bit like non-Prustan human Mountains (known as the Eastern Hordes). There
seeing them as beast-like corruptions
of orcs without any honor or virtues. names, while others hearken back to their distant are no elven or dwarven barbarians (unless you’ve
Likewise, the Toruk-Rul and elf ancestry. got a really interesting backstory).
Sorn-Ulth revile orcs as weaklings, Dwarvish names are short and somewhat Bards: This being an urban-based campaign,
much like how demons view mortals. harsh, often using diphthongs like “au” and bards fit in very well. Minstrels with talent
“ou.” Elvish names are long and grand, using are well received in the city, where the taverns

24
A Player’s Guide to Ptolus

PLAYER CHARACTER BACKGROUNDS


Here are some ideas to keep in mind as you create your Ptolus player characters.

Background Contacts Home District


Alchemist’s apprentice Skilled alchemist Guildsman, Midtown, either market, Oldtown, Rivergate
Arena fighter Skilled trainer or warrior Oldtown, Rivergate
Artisan’s apprentice Skilled artisan Guildsman, South Market
Carriage driver Wealthy individual Guildsman, Midtown, either market, Oldtown
City Watch guard City Watch captain Any but Nobles’ Quarter
Clerk in office Important official Guildsman, Oldtown, Rivergate, South Market
Clerk in shop Almost anyone (customer or other merchant) Any but Warrens
Conservatory student Famous entertainer Nobles’ Quarter
Gang member Influential criminal Guildsman, Midtown, Warrens
Gardener Wealthy individual Midtown, Nobles’ Quarter, Oldtown, Rivergate
Imperial soldier Army officer Oldtown
Laborer Almost anyone Docks, Guildsman, Midtown, either market, Oldtown
Messenger Wealthy or influential individual Any
Sailor Sea captain or dockworker Docks
Servant Wealthy individual Nobles’ Quarter, Oldtown
Squire Knight or other noble Nobles’ Quarter, Oldtown
Stablehand Almost anyone Any but Docks
Temple acolyte Influential priest Midtown, Temple
University student Professor Oldtown
Wizard’s apprentice Skilled wizard Midtown, either market, Oldtown, Rivergate

Background: This was the occupation the character had before the game started.
Contacts: These are people the GM creates related to the background; the PC can consult them for information or assistance.
Home District: This is the district that a Ptolus native with the given background would call home (although not necessarily the
district where their family lives or where they were born). If more than one is listed, the player may choose. The Necropolis is never
considered a home district, even when it says “any.”

are outnumbered only by the temples. An in the Core Rules, many temples treat monks
organization of martial bards called the Knights as religious figures. In this way, they become
of the Chord dwells in Oldtown. like very different sorts of clerics, but remain
Clerics: Clerics are, not surprisingly, among representatives of a deity and a belief system.
the most respected people in society. Clerics Paladins: The campaign includes a number of Ptolus offers specific organizations
of Lothian have some political clout (but in orders of knighthood that you may wish to join that various kinds of characters
turn have to cope with the Church’s byzantine one day. Also, look at the earlier cleric discussion can join. These groups have
backgrounds, goals, and
structure and politics). You can work with the regarding religion, as most paladins in the campaign
connections geared toward
GM to choose a deity appropriate to your needs. have a close connection with a specific deity. particular types of characters:
Druids: A long time ago, there were many more Rangers: Rangers are uncommon but certainly the Inverted Pyramid for arcane
druids in the area than there are now, and they not unheard of in Ptolus. Human rangers are spellcasters, the Knights of the
belonged to a group called the Circle of Green. likely to be from the Viridian Lords of Palastan. Dawn for martial characters with
No major druid organizations exist anymore. Elves are very often rangers, particularly elves an interest in holy power, and
so on. Ask your GM for more
Druids are mostly loners now and—truth be from the Moonsilver Forest north of the city.
information about groups that
told—aren’t often found in Ptolus. They are Rogues: While there is a major thieves’ guild might be appropriate for your
almost certainly the least common character class. in Ptolus (the Longfingers), remember that as a character to join.
Fighters: The campaign includes a number of rogue, “thief” is just one option. Rogues make
orders of knighthood that you may wish to join excellent scouts, spies, and even merchants and
one day. There is also the warriors’ guild, the artisans, due to their skillfulness. This may be the
Order of Iron Might, to consider. Many fighters most common PC class in the city.
get their start in Oldtown’s combat arena. Sorcerers: Sorcerers were the first mages,
Monks: The monk tradition, it is said, born with magical abilities innate within their
comes originally from the far south. Now it is very blood. They command great respect. Many
very pervasive, and orders of monks are quite sorcerers aspire to join the Inverted Pyramid
common—usually dedicated to a particular cause mages’ guild, although no character can begin the
or belief. Unlike the way they are presented game with such an affiliation.

25
A Player’s Guide to Ptolus

Warlocks: Warlocks in Ptolus are few, and SPELLS


those there with evil patrons are often involved In a world this old, with magic having been
with the Fallen. Even those Warlocks not allied common throughout history, there are literally
with such groups were likely drawn to Ptolus thousands of magical traditions, theories, and
like a moth to a flame, for within this city, some methods. To reflect this heritage, all players with
eldritch beings are not distant entities but actual spellcasting characters should name their own
inhabitants. spells and be able to describe the appearance
Wizards: Wizards, as opposed to sorcerers, of their effects fairly freely. One wizard might
are extremely scholarly—they look upon magic know a spell called “magic missile” while another
as a science and attempt to learn its rules and knows a spell called “Inoris’ slap of retribution”
utilize its loopholes. Because people acknowledge and cast it as a slapping hand made of energy,
and respect their power, wizards often figure while still another wizard casts “daggers of
into the military, the City Watch, and similar death,” which causes white-hot daggers to fly
groups. Elves are only very rarely wizards— through the air. And yet they are all basically
they become sorcerers instead. A surprising the same spell.
number of Grailwarden dwarves are wizards in Further, players creating spellcasting characters
Your Arrival in Ptolus Ptolus. Many wizards aspire to join the Inverted should be aware that a few spells—mostly of a
If your character is not a native Pyramid mages’ guild, although no character can planar nature, such as astral projection or
of Ptolus, you arrive at the city begin the game with such an affiliation. banishment—function a bit differently in Ptolus.
either through one of the main Your GM can provide you with details, should
gates or by ship at the Docks. At
the main gates, the City Watch
CYPHER SYSTEM CHARACTER TYPES you need them.
will ask to see your papers and Warriors: Warriors in Ptolus tend to take on the
will demand an entrance toll of 2 roles described above as barbarians, fighters, BLESSED CHILDREN
copper pieces. At the Docks, you’ll or monks, depending on their background and Blessed children are the “opposite” of undead.
also be greeted by the Watch, as focus. If appropriate, warriors even use those They are the spirits of people not yet born. Just as
well as by a low-ranking Imperial names. You might want to join one of the city’s evil priests call upon the undead, good priests can
official who likely spends a little
orders of knighthood or the Order of Iron call upon the blessed children for aid. In a Ptolus
time looking over your belongings.
Again, you’ll be asked to pay a 2 Might. Campaign, spells that summon monsters may
copper pieces toll, and you also Adepts: Adepts in Ptolus cast magic spells, make blessed children available for summoning.
might face other taxes or tariffs, either channeling this magic from a god and
depending on what you have calling themselves priests or clerics, or focusing THE WINTERSOULED
with you. on different kinds of magic and calling themselves Once, long ago, there were no undead in the
druids, sorcerers, warlocks, or wizards. Spellcasters world, or so it is said. But through a great act of
Once in the city, you’ll find the often join the Inverted Pyramid, although those villainy, the veil between life and death was rent
streets bustling with a staggering focusing on nature magic—druids—keep to asunder, allowing the dead to enter the world
array of individuals going about themselves, and priests usually devote themselves of the living. The first of these are called the
their business. If you’re hungry
to a temple in the Temple District. Wintersouled, and they remain among the most
or thirsty, you’ll find numerous
vendors and establishments Explorers: Explorers in Ptolus are more powerful of all undead. A small handful of them
clustered close to the entrances often than not urban-focused rather than is said to dwell within the world to this day.
to the city. They will be more wilderness-focused. They call themselves thieves,
than happy to take your coin. rogues, spies, touts, and so on. Characters EQUIPMENT
Since you’re likely an adventurer, focused more on the outdoors might call Characters can buy and sell equipment costing
anyone you meet can direct
themselves rangers and probably hail mainly up to 100,000 gold pieces in the large city that
you to Delver’s Square, which
lies near the heart of the city. from outside the city. is Ptolus. Standard gear is available throughout
There you’ll find places to stay, Speakers: Speakers often call themselves bards the city, although Ebbert’s Outfitters in Delver’s
gear to purchase, an entrance to and seek to entertain. However, they also serve Square is a popular spot for adventurers. One
the Undercity, and lots of other as diplomats, negotiators, merchants, and leaders can buy and sell magical gear in Midtown at
adventurers who can help you get (and of course, con artists). Myraeth’s Oddities—a shop
started in your new delving career. run by an elf wizard named
MAGIC Myraeth and guarded
Not surprisingly, magic is prevalent in a Ptolus by powerful wards
Campaign. That is, magic remains beyond the and an ogre fighter.
reach of the common person, but certainly well Myraeth also buys
within their observable world. One can say the other valuables (gems,
same of monsters—while not everyone’s seen a jewelry, artwork, and so
dragon, there’s certainly no one who refuses to on) for a fair price and
believe in them. And most people have seen many offers spell components and
other types of horrible creature in their lives. similar wares as well as resale
They’re just far too common for locals to remain magic items. The GM should
unfamiliar with them. determine at any given time

26
A Player’s Guide to Ptolus

LIVING IN PTOLUS
What does the average Ptolus resident know
about their community? Here are some basics:
• Humans are by far the most common
species in the city.
• The Ptolus year has 364 days, with twelve As an adventurer in Ptolus, your
months and a seven-day week. first mission might very well deal
• The Ptolus climate is cool, with many with the humanoid ratmen—
diseased ratlike thieves that live
overcast or rainy days.
in the sewers—that plague the
• Commoner men typically wear white shirts city. Even as you prepare for your
and vests, sometimes with a wide-lapeled first adventure, you might look
coat. Hats are frequently worn. They upward to the very top of that
usually keep their hair short and their faces three-thousand-foot Spire rising
clean shaven. above you. What dangers, what
treasures, might still lie in the
• Commoner women wear dresses, often
fortress at the top of the Spire?
covered with an apron. They wear their Will you ever be so powerful as to
hair long, sometimes styled up. find out for yourself ?
• The typical commoner earns 1 to 3 silver pieces per day. A silver piece is often called a “shield”
or a “shiny.”
• There are no banks, as such, but you can rent out a small personal vault to store your valuables
at places such as Hammersong Vaults in Oldtown.
• Buildings have glass windows that hinge open.
• Most buildings, but not all of them, have indoor plumbing, including privies that pump water in
via hand pumps and drain it away into the city sewers.
• You can hire a messenger to carry notes and packages anywhere in the city. This typically costs 1
silver piece per delivery. There is also a magical messenger service.
• Carriages are widely available for hire to take you wherever you want to go. This service costs
about 1 silver piece per trip.
• While no stranger to magic or monsters, the typical Ptolusite fears the undead rumored to stir in
the Necropolis. Even more real, however, are fears of thieves, fire, and plague.
• The Ptolus City Watch is extremely competent. Despite this fact, the city has a terrible crime
problem.
• Ratmen live in the sewers.
• Rumors speak of chaos cults finding new members about the city these days.
• Imperial law requires that everyone carries identification papers. Written law favors citizens over
noncitizens, but practical law favors the upper classes over the lower.
• Spells that make people do things they normally wouldn’t, like mind control magic, are illegal in
Ptolus. So are spells that create undead or spread plague.
• Most shops and places of business stay open as long as the sun is up, which means that business
hours are longer in the summer than in the winter. Many are open seven days a week.

what magic items Myraeth has on hand. For than what would be considered early medieval. Using firearms requires special
100 gold pieces per item, he also can identify This includes firearms, most commonly known as rules. Ask your GM how they
items brought to him, with a twenty-four-hour “dragon pistols” and “dragon rifles” (although might work should you be
interested.
turnaround. For custom-made permanent magic there are other types as well). It also includes
items, people sometimes speak of the Dreaming spyglasses, pocketwatches, spectacles, and powder
Apothecary, but characters just starting out do bombs. In the city, player characters will find
not know how to contact this group. printing presses, hot air balloons, and even steam
A place called Potions and Elixirs, also in engines.
Midtown, has a large stock of potions for sale. A However, all these devices are rare and steadily
number of arcanists offer scrolls for sale all over becoming more so. Such advancements in science
town. A few other places sell potions as well, and helped forge the Empire, but as the Empire
most temples sell divine scrolls and potions to declines, so too does the knowledge of how to
help fund their religion. create and maintain these wonderful devices. It
is often difficult to purchase such items these
FIREARMS AND TECHNOLOGY days—although rumors abound of a place in the
In Ptolus characters have access—albeit extremely North Market called the Smoke Shop where they
limited—to a slightly higher level of technology are available.

27
CLASS & LEVEL BACKGROUND PLAYER NAME
NAME

SPECIES ALIGNMENT EXPERIENCE POINTS

STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA

PERSONALITY TRAITS
SAVING THROWS ARMOR CLASS INITIATIVE SPEED

____ STRENGTH ____ INTELLIGENCE

____ DEXTERITY ____ WISDOM IDEALS


HIT POINTS
____ CONSTITUTION ____ CHARISMA MAXIMUM TEMPORARY

BONDS

INSPIRATION

PROFICIENCY BONUS HIT DICE DEATH SAVES


FLAWS
SUCCESSES

PASSIVE PERCEPTION FAILURES

SKILLS ATTACKS & SPELLCASTING FEATURES & TRAITS


ATTACK BONUS DAMAGE/TYPE
ACROBATICS MEDICINE
(DEX) (WIS)

ANIMAL HANDLING NATURE


(WIS) (INT)

ARCANA PERCEPTION
(INT) (WIS)

ATHLETICS PERFORMANCE
(STR) (CHA)

DECEPTION PERSUASION
(CHA) (CHA)

HISTORY RELIGION
(INT) (INT)

INSIGHT SLEIGHT OF HAND


(WIS) (DEX)

INTIMIDATION STEALTH
(CHA) (DEX)

INVESTIGATION SURVIVAL
(INT) (WIS)

OTHER PROFICIENCIES EQUIPMENT


& LANGUAGES COPPER

SILVER

GOLD

PLATINUM
DESCRIPTION

NAME

CHARACTER SKETCH ALLIES, RELATIVES, CONTACTS, & ORGANIZATION AFFILIATIONS

CHARACTER BACKSTORY ADDITIONAL FEATURES & TRAITS

PERSONAL GOALS

TREASURE
SPELLCASTING ABILITY SPELL SAVE DC SPELL ATTACK BONUS
NAME

SPELLCASTING CLASS

SLOTS TOTAL SLOTS EXPENDED SLOTS TOTAL SLOTS EXPENDED


CANTRIPS LEVEL 3 LEVEL 6
PREPARED PREPARED

SLOTS TOTAL SLOTS EXPENDED SLOTS TOTAL SLOTS EXPENDED


LEVEL 1 LEVEL 7
PREPARED

SLOTS TOTAL SLOTS EXPENDED


LEVEL 4

SLOTS TOTAL SLOTS EXPENDED


LEVEL 8

SLOTS TOTAL SLOTS EXPENDED


LEVEL 2
SLOTS TOTAL SLOTS EXPENDED
LEVEL 5

SLOTS TOTAL SLOTS EXPENDED


LEVEL 9
ADVANCEMENT
Name
is a who INCREASE MOVE TOWARD EXTRA SKILL OTHER
Descriptor Type CAPABILITIES PERFECTION EFFORT TRAINING Refer to the
+4 points into +1 to the Edge +1 into Effort Train in a skill or Cypher System
stat Pools of your choice specialize in a trained skill Rulebook
See page 240

Focus
SPECIAL ABILITIES MAGIC ITEMS

Type, flavor, or other

Tier Effort XP

MIGHT SPEED INTELLECT

Pool Edge Pool Edge Pool Edge

RECOVERY ROLLS DAMAGE TRACK


1d6+
IMPAIRED DEBILITATED
+1 Effort per level Can move only an
1 action 1 hour immediate distance Cypher Limit
Ignore minor and major
effect results on rolls Cannot move if Speed
Combat roll of 17-20 Pool is 0
10 min 10 hours deals only +1 damage

EQUIPMENT & TREASURE


SKILLS T = trained, S = specialized, I = inability Pool T S I

ATTACKS EASED/
HINDERED DAMAGE

Armor
Armor Details and Speed Effort Cost
BACKGROUND NOTES PORTRAIT
Alignment Deity
Home District and Street
PERSONAL GOALS ORGANIZATION AFFILIATIONS CONTACTS IN THE CITY
©2006-2021 Monte J. Cook. PTOLUS, its logo, and all Ptolus characters and character names, and the distinctive likenesses thereof, are
trademarks of Monte J. Cook in the U.S.A. and other countries. Published under license by Monte Cook Games, LLC. CYPHER SYSTEM and its
logo, and the Monte Cook Games logo, are trademarks of Monte Cook Games, LLC in the U.S.A. and other countries.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e),
and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, etc.), new rules, classes, items, virtues,
backgrounds, places, characters, artwork, sidebars, and trade dress. Open Game Content: The Open content in this book includes material taken
from the Systems Reference Document. No other portion of this work may be reproduced in any form without permission.

OPEN GAME LICENSE Version 1.0a 6.Notice of License Copyright: You must update the COPYRIGHT NOTICE
portion of this License to include the exact text of the COPYRIGHT NOTICE of
The following text is the property of Wizards of the Coast, Inc. and is Copyright any Open Game Content You are copying, modifying or distributing, and You
2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. must add the title, the copyright date, and the copyright holder’s name to the
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means 7. Use of Product Identity: You agree not to Use any Product Identity, including
copyrighted material including derivative works and translations (including as an indication as to compatibility, except as expressly licensed in another,
into other computer languages), potation, modification, correction, addition, independent Agreement with the owner of each element of that Product
extension, upgrade, improvement, compilation, abridgment or other form in Identity. You agree not to indicate compatibility or co-adaptability with any
which an existing work may be recast, transformed or adapted; (c) “Distribute” Trademark or Registered Trademark in conjunction with a work containing
means to reproduce, license, rent, lease, sell, broadcast, publicly display, Open Game Content except as expressly licensed in another, independent
transmit or otherwise distribute; (d)”Open Game Content” means the game Agreement with the owner of such Trademark or Registered Trademark. The
mechanic and includes the methods, procedures, processes and routines use of any Product Identity in Open Game Content does not constitute a
to the extent such content does not embody the Product Identity and is an challenge to the ownership of that Product Identity. The owner of any Product
enhancement over the prior art and any additional content clearly identified Identity used in Open Game Content shall retain all rights, title and interest in
as Open Game Content by the Contributor, and means any work covered and to that Product Identity.
by this License, including translations and derivative works under copyright
law, but specifically excludes Product Identity. (e) “Product Identity” means 8. Identification: If you distribute Open Game Content You must clearly
product and product line names, logos and identifying marks including indicate which portions of the work that you are distributing are Open Game
trade dress; artifacts; creatures characters; stories, storylines, plots, thematic Content.
elements, dialogue, incidents, language, artwork, symbols, designs, depictions,
likenesses, formats, poses, concepts, themes and graphic, photographic and 9. Updating the License: Wizards or its designated Agents may publish updated
other visual or audio representations; names and descriptions of characters, versions of this License. You may use any authorized version of this License
spells, enchantments, personalities, teams, personas, likenesses and special to copy, modify and distribute any Open Game Content originally distributed
abilities; places, locations, environments, creatures, equipment, magical or under any version of this License.
supernatural abilities or effects, logos, symbols, or graphic designs; and any
other trademark or registered trademark clearly identified as Product identity 10. Copy of this License: You MUST include a copy of this License with every
by the owner of the Product Identity, and which specifically excludes the Open copy of the Open Game Content You Distribute.
Game Content; (f) “Trademark” means the logos, names, mark, sign, motto,
designs that are used by a Contributor to identify itself or its products or the 11. Use of Contributor Credits: You may not market or advertise the Open
associated products contributed to the Open Game License by the Contributor Game Content using the name of any Contributor unless You have written
(g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, permission from the Contributor to do so.
modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement. 12. Inability to Comply: If it is impossible for You to comply with any of the
terms of this License with respect to some or all of the Open Game Content
2. The License: This License applies to any Open Game Content that contains a due to statute, judicial order, or governmental regulation then You may not
notice indicating that the Open Game Content may only be Used under and in Use any Open Game Material so affected.
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except 13. Termination: This License will terminate automatically if You fail to comply
as described by the License itself. No other terms or conditions may be applied with all terms herein and fail to cure such breach within 30 days of becoming
to any Open Game Content distributed using this License. aware of the breach. All sublicenses shall survive the termination of this
License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License. 14. Reformation: If any provision of this License is held to be unenforceable,
such provision shall be reformed only to the extent necessary to make it
4. Grant and Consideration: In consideration for agreeing to use this License, enforceable.
the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
5.Representation of Authority to Contribute: If You are contributing original
material as Open Game Content, You represent that Your Contributions are System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.;
Your original creation and/or You have sufficient rights to grant the rights Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter
conveyed by this License. Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve
Townshend, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE

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